Note: The Ironhand init had [PRINT_MODE:ACCUM_BUFFER] but I put it back to "2D". VBO mode was poor on me. I got 1-step mousewheelzoom going.
Hope you don't mind my init files and a few added custom worldgen settings. (I hate night beasts pooping on my test adventurers, so zero of them)
Deon, would you like to share these on your DFFD account? It's still at least 85% your mod.
TomiTapio has added lots of:
- More tree species and three classes of wood: regular (value 1 birch, fir, cork oak etc.), fairwood (value 2 beech, yellow satinwood), goodwood (value 3 oak, mahogany, teak, maple, ebony, holly etc. real-life furniture woods.) So one can manage which logs go to furniture and which to fuel. Tip: designate with mouse which logs to dump away from the fuel-wood stockpile. Good wood is set to dark red.
rowan, redwood, redcedar, hickory, holly, yellow birch, silver birch. loblolly pine, spruce, noble pine.
- New minerals based on Real Life (fluorspar, biotite(dark iron mica), migmatite, hornfels, greenstone, elvan, zeolite, syenite, scoria, pumice, augite, azurite, corundum, sphene, barite, pegmatite. Pink Marble, Pure[best] Marble, Black Marble[bitumin-darkened limestone] )
- animals (including boa, python, bronze statue, pelican, swan, forest cat, bulldog, mastiff, spaniel, giant otter)
- White Bronze (CuNi, 75% copper, 25% nickel) and Pentlandite ore (iron and nickel).
- bleeding and pain tuning, weapon tuning, flavor (add ice to swimming pool, feed excess meat to animals)
old OldGenesis changelog from 2012-09:
http://www.bay12forums.com/smf/index.php?topic=52988.msg3579505;topicseen#msg3579505Old website of 2012-January Genesis, by Deon:
http://genesis-mod.webs.com/Most civs have soundmessages. You'll hear war cries at bandit camps.
Try rock mauls and rock spears, at the stonecutter's.
Try 100 rock pots instead of barrels.
Grab TomiTapio's FINNISH language file for other DF use!
build a furniture workshop for wooden weapons. Ten wooden staves per weapon trap, bruise dem gobboes!
build a stonecutter/grinder workshop for some stone products. Ten rock clubs per weapon trap.
build a bonfire (a mini-mod by Warlord255) on cave grass or outdoors grass, you can start a grassfire. With wooden cages full of goblins.
reduced populations of civilizations, because that might give more FPS. Don't want 8000 kobolds in a single cave.
bismuth, bismuth bronze, cobalt are removed.
DF TODO 1024 I mean 2014.
- LATER: skullbone tissue on most critters, verify. it is VERY BLEEDING.
- do i have nail mat(seems NEW) in thinkskin and thickskin templates?
- [ATTACK_PREPARE_AND_RECOVER:3:3] every effing where. 3 -> "more like 1/24th of a fort tick, but gets rounded up to one." adv tick is 72 fort ticks. " it seems you guys are right that attack speeds will affect fort mode aswell. "
- my thinmaterials to vermin?
- DONE: INSPECT WHAT WEAPON CHANGES IN VANILLA.
much [ATTACK_PREPARE_AND_RECOVER:3:3] to everything(tools too; tools done.). whip,scourge is special multiattack. that is all.
DONE:main weapon file. Oldgen no have whips coz they're bad in warfare. WHIP skill is polearms here.
DONE:genesis weap file, ammo file.
- probably done: crea_standard speeds tuning
- to all gems.... [SOLID_DENSITY:2115] Common to opals. Range is 1980 - 2250 [STATE_COLOR:ALL_SOLID:PEARL]
- WOOD PRICE CLASSES TO THE NEW TREES.
- use _NECK variants TO ALMOST ALL BODIES. Birds too, done. Fish, sea mammals done.
- neck ver of humanoid_legless?? Naga.
- not exist [BODY:BASIC_2PARTBODY_NECK ! but use walrus instead: [BODY:BASIC_2PARTBODY:BASIC_HEAD_NECK:
- "There's a new hardcoded building you can specify, the Farmer's Workshop as [BUILDING:FARMER:key]."
- DONE intelligents and likesfighting: cowardly dorfs: "You need to mod them to have natural discipline skill of at least 1." [NATURAL_SKILL:DISCIPLINE:1]
- I dont need: "[SPOUSE_CONVERTER]
[ORIENTATION:MALE:1:0:0]
[ORIENTATION:FEMALE:0:0:1]
[CONVERTED_SPOUSE]
[ORIENTATION:MALE:0:0:1]
[ORIENTATION:FEMALE:1:0:0]
- Knight Otu says: "can be added (or removed) through CE_ADD_TAG (CE_REMOVE_TAG). Flying wasn't among them last time I checked. The list of tokens that can be added is BLOODSUCKER, CAN_LEARN, CAN_SPEAK, CRAZED, EXTRAVISION, LIKES_FIGHTING (or LIKESFIGHTING), MISCHIEVOUS (or MISCHIEVIOUS), NO_CONNECTIONS_FOR_MOVEMENT, NO_DIZZINESS, NO_DRINK, NO_EAT, NO_FEVERS, NO_PHYS_ATT_GAIN, NO_PHYS_ATT_RUST, NO_SLEEP, NO_THOUGHT_CENTER_FOR_MOVEMENT, NOBREATHE, NOEMOTION, NOEXERT, NOFEAR, NONAUSEA, NOPAIN, NOSTUN, NOT_LIVING, NOTHOUGHT, OPPOSED_TO_LIFE, PARALYZEIMMUNE, SUPERNATURAL, TRANCES, UTTERANCES."
- bloody entities, much work. new tags:
[MERCENARY]
[OUTDOOR_GARDENS]
[INDOOR_GARDENS]
[OUTDOOR_ORCHARDS]
[EXCLUSIVE_START_BIOME:MOUNTAIN]
[SETTLEMENT_BIOME:ANY_FOREST]
[SETTLEMENT_BIOME:MOUNTAIN]
[SETTLEMENT_BIOME:ANY_GRASSLAND]
[SETTLEMENT_BIOME:ANY_SAVANNA]
[SETTLEMENT_BIOME:ANY_SHRUBLAND]
four reactions
position can [REQUIRES_MARKET]
dukes [NUMBER:AS_NEEDED] instead of [SITE]! OldGen had [NUMBER:1], keep that for now.
values.
[VARIABLE_POSITIONS:ALL]
new: [SITE_VARIABLE_POSITIONS:ALL]
new option "REQUIRED": [ETHIC:KILL_NEUTRAL:REQUIRED]
DONE: keepers, except reqmarket, numberasneeded
DONE: nords, except reqmarket, numberasneeded
DONE: desert elves, except reqmarket, numberasneeded
DONE: sylvan elves, except reqmarket, numberasneeded
DONE: dusk elves, except reqmarket, numberasneeded
DONE: orcs, except reqmarket, numberasneeded
DONE: centaurs, except reqmarket, numberasneeded
DONE: beastmen
DONE: demons
DONE: serpentfolk
DONE: illithid
- CREATURES of civs:
DONE human, nord.
DONE attacks of civilized. Swim speeds removed.
DONE move speeds... *sigh*
_____ new personality wordings
--------------
changed frequencies/population numbers for animal people
fixed various broken eyelash color/descriptions
removed lots of HOMEOTHERM tags from bugs
fixed duck/goose root around part category
---------------------------
- done: i have no armadillo??? added now from vanilla.
- human smellyness to 70? They themselves detect at 90.
- todo: add more un-edible plants af high frequency, to lessen "live off wild veg forever"
- fantasy plant: Blitterwort.
- fliers can have [DIVE_HUNTS_VERMIN]! (peregrine had it.)
- DONE: 173 plant tile to 161 picked. 34 bush(") to...
- ironhand:
3mush, 13generictall_great, 18bush, 21ropecoil, 29pickedmelon little use, 141tinymush, 142mush,
158tree with color 2:0:0, 159PICKEDwheat, 160flower, 161PICKED, 169strawberry,
, 231, 236unkn_ok, 250?, 252leafy-low nice
- trees: they auto-use ironhand 59 tools tile and 172 fish tile :-( is in d_init.
[GROWTH_PRINT:'%' char(if zero,just color host) :7 char picked : color 4:0:1: timing 120000: timing 200000: priority 3]
Format here is character on branch, item character, 3 for color, season timing, print priority (higher better).
-[SHRUB_TILE:13][SHRUB_COLOR:2:0:0] looks great, low grasslike
- replaced all '*':'*': catkins with reedy-grassy 13-tile.
- all tree-fruits from '%' BIN to 236 tri-plant. all flowers from [GROWTH_PRINT:5:5: probably yen symbol to.... 231 fourleafplant.
---------special leaf colors on fantasy and evil trees!!-----------
- DONE: sweat/spit/tears added to approprite creatures.
- add [PERSONALITY:BRAVERY:100:100:100] to make creatures not run in fear.
- DONE: some ANY_LAND creatures to [BIOME:NOT_FREEZING]. For accuracy.
- inspect conversion [CVCT_TARGET:QUADRUPED_HOOF]
- DONE: solve the neck connection shit
- DONE: minerals not changed from 2012 to 2014.
- DONE: inspect metals
- DONE: materials done (leaf token, tears, sweat, spit.)
- DONE: high stink to select creatures.
- todo: sub-50 stinks, like hiding-type prey.
- todo wield: [HABIT_NUM:TEST_ALL] [HABIT:USE_ANY_MELEE_WEAPON:100]
- todo " [LOW_LIGHT_VISION:100] bonus percentage, cannot penalize yet, default is zero, just throw in 10000 to make it perfect "
- maybe add Camelthorn tree, 1,185 kg/m3.
- maybe todo: "The tags CRAZED and OPPOSED_TO_LIFE can be added through a syndrome"
- vanilla not have [SOUND:ALERT:30:2000:VOCALIZATION:screech:screeches:a large bird screech]
[SOUND:PEACEFUL_INTERMITTENT:16:80000:VOCALIZATION:chirp:chirps:a very short chirp]
on animals!
- DONE: 658 creatures! Fuck! Everyone's speed, swim speed, and attack.
- DONE: delete 11 personality lines, keep 9...
- maybe use THINSKIN / FURMAMMAL materials on many vanilla's creatures
- todo VIPER, for letter v is lacking.
- Vicunja-alpaca, nope. same as undomesticated alpaca.
- add QUOLL, TIGER (largest quoll) carnivore, to use the letter q. http://en.wikipedia.org/wiki/Tiger_quoll
- invent two new i,j starting animals!
- v for VOLE (vermin, large 4kg). Add it.
- todo Uakari (monkey) for U-letter.
- todo add bonefish, 10kg, much eaten, 64kph, warm seas.
- waterbuffalo icon. see often, coz domestic.
- "The only two known poisonous birds are the Hooded Pitohui (Pitohui dichrous, also called the "garbage bird") and the Ifrita (Ifrita kowaldi) from Papua, New Guinea. The toxin (homobatrachotoxin, a steroidal alkaloid) is concentrated in these bird's feathers and skin, and is probably obtained from some plant that they eat. "
- "Andean condors (Vultur gryphus) - which weigh about 20-27 pounds (9-12 kg) and have a wingspan of over 10 feet (3 m)."
-"keenest sense of smell: kiwis "
-"most talkative bird: African gray parrot with a vocabulary of 800 words"
-"greatest bird mimic: marsh warbler with up to 84 songs"
- DONE: [CREATURE:TURTLE_SOFTSHELL_LARGE] added, 44kg. Ugly fellows.
- CREA: wounded adventurer human, not_freezing, drips blood, freq 1, not:butcher, itemcorpse: nice weapon?
--rework giant badger to standalone.
- put [GOBBLE_VERMIN_CLASS:EDIBLE_GROUND_BUG] to many custom creatures.
- pretty new: [ROOT_AROUND:BY_CATEGORY:BILL:root around in:roots around in]
---------------------------------------------------------------------------
Odor level is how smelly the creature is. Higher levels are more smelly.
Smell trigger is how well creatures can smell things. Lower is better. If the smell trigger is lower than the odor level, then the creature can smell the source of the odor, if it is close enough.
Both smell triggers and odor levels default to 50, I believe. It's mentioned in the future of the fortress thread, though it may have changed since then.
You can also apply an odor string to describe the smell. For example, fire snakes now have [ODOR_STRING:smoke]. So instead of it saying "you smell fire snake on the wind" it would say "you smell smoke on the wind".
[ODOR_LEVEL:50][ODOR_STRING:smoke]zero = odorless, default is 50, smell_trigger greaterless than or equal to odor_level detects w/ wind
[SMELL_TRIGGER:50] "low is better. minimum 1, default is 50, humans set to 90 because they suck"
Tomi: elephant 1, dog 10, 16-19 other dogs,
---------------------------------------------------------------------------
TREES:
Trunk_period: no idea. Couldn't notice any differences at all from changing this, under various conditions. [tea bush has 10]
branch densities: as you would expect, they create more often branches of that type.
max trunk height: the highest height of A trunk tile, not necessarily in a straight line.
heavy branch radius: seems to be the radius heavy branches can occur at. Does not depend on the trunk branching amount or where trunks are. You can actually have trunks branch out further than heavy branches do. So if this is = 1, you will have heavy branches in a 3x3 area around the center, period.
branch radius: similar.
trunk branching: Seems to be a combination of how "branchy" the shape is (twisting around, not straight line) PLUS how wide out the reach, in one parameter
^again, all three of these seem almost independent of one another. Branching of trunk can seemingly go out further than other branches do, for instance.
max trunk diameter: seems to only affect the base of the tree, and only go up to a max of 3x3 in size, no matter what you set.
Also, trees appear to be limited to a 7x7 area above their first tile in width, no matter what parameters you set. If you set all the branching radii and everything super high, you just get fully filled 7x7 rectangles going up. As you set them lower, it will take on different more or less filled oval shapes.
Also, biomes or perhaps temperatures or something can affect these variables. I have a world with ONLY one species of tree in existence, and on some embarks, it has 3x3 trunks all over the place and massive 7x7 canopies. And on other embarks, they are exclusively 1x1 initial trunks and tiny canopies ??? I haven't made any rhyme or reason out of it.
TINIEST TREE: 3 log stacks.
[TRUNK_PERIOD:1] 7-10 vanilla
[HEAVY_BRANCH_DENSITY:0] 0-25 vanilla
[BRANCH_DENSITY:0] 0-50 vanilla
[MAX_TRUNK_HEIGHT:1] 1-8 vanilla
[HEAVY_BRANCH_RADIUS:0] 1-2 vanilla
[BRANCH_RADIUS:0] 2 vanilla
[TRUNK_BRANCHING:0] 0-2 vanilla
[MAX_TRUNK_DIAMETER:1] 1-3
[TRUNK_WIDTH_PERIOD:1] 200 only in vanilla
[ROOT_DENSITY:0] 2-5
[ROOT_RADIUS:0] 3 only?
These parameters below are the default values for twig placement, and do not appear in other plant entries that use the default values. Zero and one are the only accepted values right now.
[TWIGS_SIDE_BRANCHES:1] 1yes 0no
[TWIGS_ABOVE_BRANCHES:1]
[TWIGS_BELOW_BRANCHES:0]
[TWIGS_SIDE_HEAVY_BRANCHES:0]
[TWIGS_ABOVE_HEAVY_BRANCHES:0]
[TWIGS_BELOW_HEAVY_BRANCHES:0]
[TWIGS_SIDE_TRUNK:0]
[TWIGS_ABOVE_TRUNK:0]
[TWIGS_BELOW_TRUNK:0]
vanilla MAXED OUT:
[TRUNK_PERIOD:10]
[HEAVY_BRANCH_DENSITY:25]
[BRANCH_DENSITY:50]
[MAX_TRUNK_HEIGHT:8]
[HEAVY_BRANCH_RADIUS:2]
[BRANCH_RADIUS:2]
[TRUNK_BRANCHING:2]
[MAX_TRUNK_DIAMETER:3]
[TRUNK_WIDTH_PERIOD:200]
[ROOT_DENSITY:5]
[ROOT_RADIUS:3]
ironhand plants to ascii:
ascii available:
3 heart
5 clubs-tree
6 spade-tree
13 singlenote
14 doublenote
15 star, spiderweb? but a spiderweb would never be green!
28 negation
29 <->, pretty good. use on all bushes?
34 "
37 %
58 :
59 ;
126 ~ hightilde
169 negation
170 negation
225 beta
229 small sigma
231 tau bestplant KEEP
232 o with top and bottom, capital phi? sweet pod.
235 small sigmalike
236 infinity, ok for plantlife.
237 phi, ok for plants.
== plants ironhand -> ascii ==
3mush ----> keep, heart.
13generictall_great ----> 13 singlenote, keep.
18bush_great ----> 0, use underlying default plant tile when LEAF or such --> 29 <->, 27 replacements.
21ropecoil ----> 232 phi, 11 replacements. The vines.
29pickedmelon little use. In horned melon and muskmelon. ----> 235 sigmalike
124 | pipe ---> keep, is okay.
141tinymush (esp. blueshroom) ----> 169 negation.
142mush. towercap and plumphelmet only. ----> 6 spade-tree.
158tree with color 2:0:0, asparagus ----> 13 singlenote, 1 replacement.
159PICKEDwheat quiver ----> 124 pipe | it is tall cereals.
160flower ----> 237 smallcircle with diagonal through. 4 replacements.
161PICKED basket, only glowberry and moonberry using ----> 236 infinity.
169strawberry ----> 169 negation, KEEP.
231 ----> 58? did bulk _PRINT:231:231: to 5:5. keep rest as 231 tau is great.
236goodtree ----> 236 infinity, keep.
237yarnball ----> 229 smallsigma, 13 replacements.
250tiny tri-leaf, I used on treetops? ----> KEEP.
252leafy-low nice, used everywhere! ----> high n, KEEP.
did WTH_PRINT:252:252: to '%':'%': , 33 replacements.
10 of 18:6 to 0:6.
5 of PICKED_TILE:158]asparagus-tree to 58 :
13 of [PICKED_TILE:161]fullbasket to 6-spade.
ILE:141] to 169, 14 replacements.
--------------
minerals mapping.... hmm inorganics is same as in 2012 genesis, use tiles from there!
all gems to 4(cards_diamond), pretty easy search-replace.
??->7boulder
?? -> 37 %.
[IT EM_SYMBOL:10]->[ITEM_SYMBOL:'*'], 18 replacements.
[IT EM_SYMBOL:7] -> 248, 4 replacements.
130->178 lime hornfels. 2 replacements.
[TI LE:131] claystone -> try hmm... 170 negation. or %. or 178degree. 9 rep
[TI LE:132]-> 249dot 56 rep this is commonest, so don't use negationsymbol.
[TI LE:133] satinspar -> 249 -> 169negation 17 rep ooor 25
[TI LE:134]-> 251 marbles, calcites 9 rep
[TI LE:138]-> 248 4 rep
151 -> 15 spiderweb 19 rep
170 -> xx
[TI LE:178] --same as red sand -> 249boring, 8 replacements.
unkn -> 177
jet and graphite to '=' for fun
rock salt (kitchen component from stone!) is 4 like gems
_with_fossils variants to use 236infinity.
scoria (volcanic, bubbly) to 175 ">>"
serpentine to... something fun and green.... 247 doubletilde/water
slate, very uniform, to... 254 fatpipe.
sphene, might put to gem-only, let's put it... 173 upsidedown-exclamation.
thaumasite super rare, so, 237 phi
Charcoal the cheap birch and pine; furniturify the oak, elm, yew, hickory, chestnut, ash, mahogany, maple, walnut, cherry!