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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 409814 times)

Spectre Incarnate

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2535 on: April 02, 2011, 01:11:09 am »


Sorry for the delay, I was doing SCIENCE!

I don't think anyone knows. It's probably so that the game can describe the "component" colours alone if it needs to.
Which is why I thought it might be a "noun" used as a replacement word for whatever it was pointed to, but my many tests failed.  :(

Quote
You could make a seperate DESCRIPTION for each caste.
Ohh! The wiki implied that the tag was only by creature type, but you can do so for each caste? Fantasybulous!

Quote
The latter. Furthermore, it's impossible to make absolute (vs. relative) descriptions.
Gotcha, but caste desc will help me out a whole lot, now that I can get a general idea of who should be melee--Heavies--and who should be range--speedy Lights. (Lightspeeds? hehe)

The formatting makes it makes it look like it's part of the text, with "star" and "strip" being the inserted parts instead of "marked with a star and strip". I know you can put any combination of words between is / are and the full stop or appearance modifier as long as it's classed as a colour, but I was hoping there was a way of manipulating the description text that I didn't know about.
No, sorry, I've only been modding for a couple weeks now, and I'm really just heavily manipulating things to work in a manner that will satisfy me. I made it look like they were inserted descriptions by adding quotations. I'm aware not everyone will care for this method, but I do not think it will bother me to occasionally see creatures with "likes the color marked with a "sock". or "likes the color plain". I can just pretend the guy likes sock markings or things devoid of patterns. However, it would bother me if one of the numerous lengthy body coat descriptors was popping up half the time. lol

« Last Edit: April 02, 2011, 02:17:01 am by Spectre Incarnate »
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The in-game text has punctuation!  Who knew?
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Orkel

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2536 on: April 02, 2011, 09:47:21 am »

Got tired of the overly powerful head-punches (skull into brain, every god damn time, and even if not, a bruised brain will kill thanks to being buggy) so I made the skull relsize bigger and changed the way brains work, now there's an outer brain, and an inner brain inside the outer, the inner brain must be damaged to kill, outer brain just takes a long time to heal and causes constant vomiting when damaged. Seems to work nicely so far.
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Sutremaine

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2537 on: April 02, 2011, 01:02:09 pm »

In the dwarven raws there's this, for lips:

      [BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]
         [APP_MOD_DESC_RANGE:55:70:90:110:150:190]

I haven't done much messing around with the description range, but apparently it's supposed to tell the game which description goes with which number (I can't remember who told me that). I can't get it to do anything, and I don't know whether it's broken or whether it does something slightly different.

I can just pretend the guy likes sock markings or things devoid of patterns.
I have the relatively tame 'likes the colour painted slate' and 'likes the colour not painted'. Deep. I shall pretend the first is a commentary on how sometimes things can be liked only when the things that make them what they are are removed, leaving only the original label and not the thing itself. Or possibly it's just an example of the inanity generated when you step outside the raws as intended. The mod supports both, really.
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

Minnakht

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2538 on: April 02, 2011, 01:30:43 pm »

I'd like to make some another iron ore, namely this.

Can I add custom reactions to a quern/millstone?

And how do I obtain magnets in DF? I guess I could make lodestones appear in magnetite and make it a preserved reagent in the second reaction, so it could be found by civs and imported... at a high material value.
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Sutremaine

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2539 on: April 02, 2011, 02:43:30 pm »

Workshop: not sure, some / most workshops won't take new reactions. Make it use the craft shop first for testing, then move it over to the quern.

Magnets: since they don't exist in DF, you can make them out of whatever you think is most fitting and will be used how you want by the game. Small stone clusters in magnetite will work fine.
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

Dwarfu

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2540 on: April 02, 2011, 03:27:12 pm »

Can I add custom reactions to a quern/millstone?

Yes:  KILN, SMELTER, TANNER, KITCHEN, QUERN, MILLSTONE, STILL, CRAFTSMAN

Or any of the vanilla/your added custom workshops.
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Minnakht

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2541 on: April 02, 2011, 04:03:02 pm »

Oke. So that'll be my first time modding something, hope it'll turn out fine, useful, and helpful in combatting the recent lack of iron in sites...

Taconite appears somewhere
Taconite is ground
Taconite is magneted with loadstones, leaving ground magnetite and... sand, possibly? Or just nothing. Or useless dust.
Ground magnetite is smelted like any ore of iron.

...but later, as it's late here...

Unconscious
flashing Z
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Keldane

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2542 on: April 02, 2011, 07:48:46 pm »

Is it possible to make custom workshops that must be powered? The Wiki seems to suggest no, and I'd like to confirm.
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WARNING:Side effects may include fatal badgerstorm and sudden appreciation for nobles.

TolyK

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2543 on: April 03, 2011, 03:37:42 am »

Is it possible to make custom workshops that must be powered? The Wiki seems to suggest no, and I'd like to confirm.
I doubt you can do magma, but all your reactions can have "[REQUIRES_FUEL]" or something.
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Spectre Incarnate

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2544 on: April 03, 2011, 04:10:44 am »

Is it possible to make custom workshops that must be powered? The Wiki seems to suggest no, and I'd like to confirm.
As in waterwheel power? I don't think so, sorry.
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The in-game text has punctuation!  Who knew?
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Farce

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2545 on: April 03, 2011, 06:24:47 am »

Modding is confusing.

I've been trying to mod in some orcs.  I've managed to put the creature in - it works in adventure mode and stuff - but not the entity, and I can't figure out why.  When I check legends mode, I don't see any orcs being generated in the historical figures list, so I don't think they're just dying out, before they can get on their feet, which happened when I tried to mod them in in a previous version....  What am I doing wrong?

entity_orc - it's in a separate entity file, not under entity_default.  That's not the problem, is it?
Code: [Select]
entity_orc

[OBJECT:ENTITY]

[ENTITY:SAVAGE]
[INDIV_CONTROLLABLE]
[CREATURE:ORC]
[TRANSLATION:GOBLIN]
[DIGGER:ITEM_WEAPON_PICK]
[WEAPON:ITEM_WEAPON_AXE_BATTLE]
[WEAPON:ITEM_WEAPON_HAMMER_WAR]
[WEAPON:ITEM_WEAPON_SPEAR]
[WEAPON:ITEM_WEAPON_MACE]
[WEAPON:ITEM_WEAPON_PIKE]
[WEAPON:ITEM_WEAPON_HALBERD]
[WEAPON:ITEM_WEAPON_SWORD_2H]
[WEAPON:ITEM_WEAPON_SWORD_LONG]
[WEAPON:ITEM_WEAPON_MAUL]
[WEAPON:ITEM_WEAPON_AXE_GREAT]
[WEAPON:ITEM_WEAPON_FLAIL]
[WEAPON:ITEM_WEAPON_MORNINGSTAR]
[WEAPON:ITEM_WEAPON_SCIMITAR]
[WEAPON:ITEM_WEAPON_BOW]
[AMMO:ITEM_AMMO_ARROWS]
[ARMOR:ITEM_ARMOR_MAIL_SHIRT:RARE]
[ARMOR:ITEM_ARMOR_LEATHER:RARE]
[ARMOR:ITEM_ARMOR_COAT:UNCOMMON]
[ARMOR:ITEM_ARMOR_CLOAK:COMMON]
[HELM:ITEM_HELM_HELM:UNCOMMON]
[HELM:ITEM_HELM_CAP:RARE]
[HELM:ITEM_HELM_HOOD:UNCOMMON]
[HELM:ITEM_HELM_MASK:COMMON]
[GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]
[SHOES:ITEM_SHOES_BOOTS:COMMON]
[SHOES:ITEM_SHOES_BOOTS_LOW:UNCOMMON]
[SHOES:ITEM_SHOES_SOCKS:COMMON]
[PANTS:ITEM_PANTS_GREAVES:COMMON]
[SHIELD:ITEM_SHIELD_SHIELD]
[SHIELD:ITEM_SHIELD_BUCKLER]
[TOY:ITEM_TOY_BOAT]
[TOY:ITEM_TOY_HAMMER]
[TOY:ITEM_TOY_AXE]
[INSTRUMENT:ITEM_INSTRUMENT_TRUMPET]
[INSTRUMENT:ITEM_INSTRUMENT_HARP]
[INSTRUMENT:ITEM_INSTRUMENT_DRUM]
[TOOL:ITEM_TOOL_NEST_BOX]
[TOOL:ITEM_TOOL_JUG]
[TOOL:ITEM_TOOL_LARGE_POT]
[TOOL:ITEM_TOOL_HIVE]
[CLOTHING]
[CURRENCY_BY_YEAR]
[CURRENCY:COPPER:1]
[CURRENCY:SILVER:20]
[CURRENCY:GOLD:100]
[SELECT_SYMBOL:WAR:NAME_WAR]
[SUBSELECT_SYMBOL:WAR:VIOLENT]
[SELECT_SYMBOL:BATTLE:NAME_BATTLE]
[SUBSELECT_SYMBOL:BATTLE:VIOLENT]
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]
[SELECT_SYMBOL:ROAD:NAME_ROAD]
[SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]
[SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]
[SELECT_SYMBOL:WALL:NAME_WALL]
[SELECT_SYMBOL:ALL:PRIMITIVE]
[SELECT_SYMBOL:ALL:NEGATOR]
[SELECT_SYMBOL:ALL:VIOLENT]
[SELECT_SYMBOL:ALL:UGLY]
[SELECT_SYMBOL:ALL:NEW]
[SELECT_SYMBOL:ALL:ASSERTIVE]
[SELECT_SYMBOL:ALL:WILD]
[OUTDOOR_WOOD]
[OUTDOOR_FARMING]
[USE_ANIMAL_PRODUCTS]
[USE_EVIL_ANIMALS]
[USE_EVIL_PLANTS]
[USE_EVIL_WOOD]
[USE_GOOD_ANIMALS]
[USE_GOOD_PLANTS]
[USE_GOOD_WOOD]
[COMMON_DOMESTIC_PACK]
[COMMON_DOMESTIC_PULL]
[COMMON_DOMESTIC_MOUNT]
[COMMON_DOMESTIC_PET]
[USE_MISC_PROCESSED_WOOD_PRODUCTS]
[EQUIPMENT_IMPROVEMENTS]
[ART_IMAGE_ELEMENT_MODIFIER:BIRTH:768]
[ART_IMAGE_ELEMENT_MODIFIER:ANIMALS:384]
[ART_IMAGE_ELEMENT_MODIFIER:CHAOS:384]
[ART_IMAGE_ELEMENT_MODIFIER:COURAGE:512]
[ART_IMAGE_ELEMENT_MODIFIER:CREATION:384]
[ART_IMAGE_ELEMENT_MODIFIER:DANCE:384]
[ART_IMAGE_ELEMENT_MODIFIER:DEATH:512]
[ART_IMAGE_ELEMENT_MODIFIER:FAMILY:640]
[ART_IMAGE_ELEMENT_MODIFIER:FERTILITY:768]
[ART_IMAGE_ELEMENT_MODIFIER:FESTIVALS:512]
[ART_IMAGE_ELEMENT_MODIFIER:HUNTING:384]
[ART_IMAGE_ELEMENT_MODIFIER:FREEDOM:384]
[ART_IMAGE_ELEMENT_MODIFIER:MARRIAGE:384]
[ART_IMAGE_ELEMENT_MODIFIER:SCHOLARSHIP:64]
[ART_IMAGE_ELEMENT_MODIFIER:SONG:384]
[ART_IMAGE_ELEMENT_MODIFIER:STRENGTH:768]
[ART_IMAGE_ELEMENT_MODIFIER:VALOR:512]
[ART_IMAGE_ELEMENT_MODIFIER:VICTORY:384]
[ART_IMAGE_ELEMENT_MODIFIER:WAR:512]
[ART_IMAGE_ELEMENT_MODIFIER:YOUTH:512]
[ITEM_IMPROVEMENT_MODIFIER:RINGS_HANGING:64]
[ITEM_IMPROVEMENT_MODIFIER:BANDS:512]
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:768]
[ADVENTURE_TIER:4]
[FRIENDLY_COLOR:1:0:1]
[DEFAULT_SITE_TYPE:CITY]
[LIKES_SITE:RUIN]
[LIKES_SITE:CAVE]
[TOLERATES_SITE:CITY]
[TOLERATES_SITE:TREE_CITY]
[START_BIOME:TEMPERATE_SAVANNA]
[BIOME_SUPPORT:ANY_FOREST:3]
[BIOME_SUPPORT:MOUNTAIN:2]
[BIOME_SUPPORT:ANY_GRASSLAND:4]
[BIOME_SUPPORT:ANY_SAVANNA:4]
[BIOME_SUPPORT:ANY_SHRUBLAND:4]
[BIOME_SUPPORT:ANY_RIVER:2]
[BIOME_SUPPORT:ANY_MARSH:2]
[BIOME_SUPPORT:ANY_SWAMP:2]
[DIPLOMAT_BODYGUARDS]
[MERCHANT_BODYGUARDS]
[ACTIVE_SEASON:AUTUMN]
[MAX_STARTING_CIV_NUMBER:110]
[MAX_POP_NUMBER:15000]
[MAX_SITE_POP_NUMBER:200]
[RELIGION:PANTHEON]
[RELIGION_SPHERE:BIRTH]
[RELIGION_SPHERE:ANIMALS]
[RELIGION_SPHERE:CHAOS]
[RELIGION_SPHERE:COURAGE]
[RELIGION_SPHERE:CREATION]
[RELIGION_SPHERE:DANCE]
[RELIGION_SPHERE:DEATH]
[RELIGION_SPHERE:FAMILY]
[RELIGION_SPHERE:FERTILITY]
[RELIGION_SPHERE:FESTIVALS]
[RELIGION_SPHERE:HUNTING]
[RELIGION_SPHERE:FREEDOM]
[RELIGION_SPHERE:MARRIAGE]
[RELIGION_SPHERE:SCHOLARSHIP]
[RELIGION_SPHERE:SONG]
[RELIGION_SPHERE:STRENGTH]
[RELIGION_SPHERE:VALOR]
[RELIGION_SPHERE:VICTORY]
[RELIGION_SPHERE:WAR]
[RELIGION_SPHERE:YOUTH]
[WANDERER]
[BEAST_HUNTER]
[SCOUT]
[ABUSE_BODIES]
[BANDITRY:35]
[LOCAL_BANDITRY]

[ACTIVE_SEASON:SUMMER]
[PERMITTED_JOB:MINER]
[PERMITTED_JOB:CARPENTER]
[PERMITTED_JOB:BOWYER]
[PERMITTED_JOB:WOODCUTTER]
[PERMITTED_JOB:ENGRAVER]
[PERMITTED_JOB:MASON]
[PERMITTED_JOB:ANIMAL_CARETAKER]
[PERMITTED_JOB:ANIMAL_TRAINER]
[PERMITTED_JOB:HUNTER]
[PERMITTED_JOB:TRAPPER]
[PERMITTED_JOB:ANIMAL_DISSECTOR]
[PERMITTED_JOB:FURNACE_OPERATOR]
[PERMITTED_JOB:WEAPONSMITH]
[PERMITTED_JOB:ARMORER]
[PERMITTED_JOB:BLACKSMITH]
[PERMITTED_JOB:METALCRAFTER]
[PERMITTED_JOB:GEM_CUTTER]
[PERMITTED_JOB:GEM_SETTER]
[PERMITTED_JOB:WOODCRAFTER]
[PERMITTED_JOB:STONECRAFTER]
[PERMITTED_JOB:LEATHERWORKER]
[PERMITTED_JOB:BONE_CARVER]
[PERMITTED_JOB:WEAVER]
[PERMITTED_JOB:CLOTHIER]
[PERMITTED_JOB:GLASSMAKER]
[PERMITTED_JOB:FISHERMAN]
[PERMITTED_JOB:FISH_DISSECTOR]
[PERMITTED_JOB:FISH_CLEANER]
[PERMITTED_JOB:CHEESE_MAKER]
[PERMITTED_JOB:MILKER]
[PERMITTED_JOB:SHEARER]
[PERMITTED_JOB:SPINNER]
[PERMITTED_JOB:COOK]
[PERMITTED_JOB:THRESHER]
[PERMITTED_JOB:MILLER]
[PERMITTED_JOB:BUTCHER]
[PERMITTED_JOB:TANNER]
[PERMITTED_JOB:DYER]
[PERMITTED_JOB:PLANTER]
[PERMITTED_JOB:HERBALIST]
[PERMITTED_JOB:BREWER]
[PERMITTED_JOB:SOAP_MAKER]
[PERMITTED_JOB:POTASH_MAKER]
[PERMITTED_JOB:LYE_MAKER]
[PERMITTED_JOB:WOOD_BURNER]
[PERMITTED_JOB:MECHANIC]
[PERMITTED_JOB:SIEGE_ENGINEER]
[PERMITTED_JOB:SIEGE_OPERATOR]
[PERMITTED_JOB:PUMP_OPERATOR]
[PERMITTED_JOB:CLERK]
[PERMITTED_JOB:ADMINISTRATOR]
[PERMITTED_JOB:TRADER]
[PERMITTED_JOB:ARCHITECT]
[PERMITTED_JOB:DIAGNOSER]
[PERMITTED_JOB:BONE_SETTER]
[PERMITTED_JOB:SUTURER]
[PERMITTED_JOB:SURGEON]
[PERMITTED_JOB:GLAZER]
[PERMITTED_JOB:POTTER]
[PERMITTED_JOB:PRESSER]
[PERMITTED_JOB:BEEKEEPER]
[PERMITTED_JOB:WAX_WORKER]
[PERMITTED_BUILDING:SOAP_MAKER]
[PERMITTED_BUILDING:SCREW_PRESS]
[PERMITTED_REACTION:TAN_A_HIDE]
[PERMITTED_REACTION:RENDER_FAT]
[PERMITTED_REACTION:MAKE_SOAP_FROM_TALLOW]
[PERMITTED_REACTION:MAKE_SOAP_FROM_OIL]
[PERMITTED_REACTION:MILL_SEEDS_NUTS_TO_PASTE]
[PERMITTED_REACTION:MAKE_CLAY_JUG]
[PERMITTED_REACTION:MAKE_CLAY_BRICKS]
[PERMITTED_REACTION:MAKE_CLAY_STATUE]
[PERMITTED_REACTION:MAKE_LARGE_CLAY_POT]
[PERMITTED_REACTION:MAKE_CLAY_CRAFTS]
[PERMITTED_REACTION:GLAZE_JUG]
[PERMITTED_REACTION:GLAZE_STATUE]
[PERMITTED_REACTION:GLAZE_LARGE_POT]
[PERMITTED_REACTION:GLAZE_CRAFT]
[PERMITTED_REACTION:PRESS_OIL]
[PERMITTED_REACTION:MAKE_CLAY_HIVE]
[PERMITTED_REACTION:PRESS_HONEYCOMB]
[PERMITTED_REACTION:MAKE_WAX_CRAFTS]
[PERMITTED_REACTION:MAKE_MEAD]
[PERMITTED_REACTION:BITUMINOUS_COAL_TO_COKE]
[PERMITTED_REACTION:BRASS_MAKING]
[PERMITTED_REACTION:BRASS_MAKING2]
[PERMITTED_REACTION:BRONZE_MAKING]
[PERMITTED_REACTION:BRONZE_MAKING2]
[PERMITTED_REACTION:ELECTRUM_MAKING]
[PERMITTED_REACTION:ELECTRUM_MAKING2]
[WORLD_CONSTRUCTION:ROAD]
[ETHIC:ASSAULT:SHUN]
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]
[ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:ACCEPTABLE]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ENTITY_MEMBER:JUSTIFIED_IF_SELF_DEFENSE]
[ETHIC:KILL_NEUTRAL:JUSTIFIED_IF_GOOD_REASON]
[ETHIC:KILL_PLANT:ACCEPTABLE]
[ETHIC:LYING:PERSONAL_MATTER]
[ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAME_RACE:ACCEPTABLE]
[ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]
[ETHIC:OATH_BREAKING:PUNISH_SERIOUS]
[ETHIC:SLAVERY:ACCEPTABLE]
[ETHIC:THEFT:PERSONAL_MATTER]
[ETHIC:TORTURE_ANIMALS:MISGUIDED]
[ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]
[ETHIC:TORTURE_FOR_FUN:SHUN]
[ETHIC:TORTURE_FOR_INFORMATION:ACCEPTABLE]
[ETHIC:TREASON:PUNISH_CAPITAL]
[ETHIC:TRESPASSING:ACCEPTABLE]
[ETHIC:VANDALISM:PUNISH_REPRIMAND]
[WILL_ACCEPT_TRIBUTE]

For the LAND_HOLDER positions below (baron etc.) this sets up the different levels your fort needs to reach to attain them.  LAND_HOLDER_TRIGGER:<land holder number>:<population>:<wealth exported>:<created wealth>

[LAND_HOLDER_TRIGGER:1:20:10000:100000]
[LAND_HOLDER_TRIGGER:2:20:20000:200000]
[LAND_HOLDER_TRIGGER:3:20:30000:300000]
[POSITION:MONARCH]
[NAME:high chief:high chiefs]
[NUMBER:1]
[SPOUSE_MALE:high chiefs husband:high chiefs husbands]
[SPOUSE_FEMALE:high chiefs wife:high chiefs wives]
[SUCCESSION:BY_POSITION]
[SQUAD:6:Honor Guard:Honor Guard]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[RESPONSIBILITY:BUILD_MORALE]
[RESPONSIBILITY:RELIGION]
[PRECEDENCE:1]
[RULES_FROM_LOCATION]
[MENIAL_WORK_EXEMPTION]
[MENIAL_WORK_EXEMPTION_SPOUSE]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[DETERMINES_COIN_DESIGN]
[COLOR:5:0:1]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:10]
[MANDATE_MAX:5]
[REQUIRED_BOXES:10]
[REQUIRED_CABINETS:5]
[REQUIRED_RACKS:5]
[REQUIRED_STANDS:5]
[REQUIRED_OFFICE:10000]
[REQUIRED_BEDROOM:10000]
[REQUIRED_DINING:10000]
[REQUIRED_TOMB:10000]
[POSITION:GENERAL]
[NAME:warboss:warbosses]
[NUMBER:6]
[SQUAD:10:soldier:soldiers]
[APPOINTED_BY:MONARCH]
[RESPONSIBILITY:MILITARY_STRATEGY]
[RESPONSIBILITY:BUILD_MORALE]
[COMMANDER:LIEUTENANT:ALL]
[PRECEDENCE:50]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:2]
[REQUIRED_BOXES:2]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:3]
[REQUIRED_STANDS:3]
[REQUIRED_OFFICE:500]
[REQUIRED_BEDROOM:250]
[REQUIRED_DINING:250]
[REQUIRED_TOMB:1]
[POSITION:LIEUTENANT]
[NAME:underboss:underbosses]
[NUMBER:AS_NEEDED]
[SQUAD:10:soldier:soldiers]
[APPOINTED_BY:GENERAL]
[COMMANDER:CAPTAIN:ALL]
[PRECEDENCE:100]
[MENIAL_WORK_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:1]
[REQUIRED_BOXES:1]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:2]
[REQUIRED_STANDS:2]
[REQUIRED_OFFICE:100]
[REQUIRED_BEDROOM:100]
[REQUIRED_DINING:100]
[MILITARY_SCREEN_ONLY]
[POSITION:CAPTAIN]
[NAME:battlemaster:battlemasters]
[NUMBER:AS_NEEDED]
[SQUAD:10:soldier:soldiers]
[APPOINTED_BY:GENERAL]
[PRECEDENCE:190]
[DO_NOT_CULL]
[DUTY_BOUND]
[REQUIRED_BOXES:1]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:1]
[REQUIRED_BEDROOM:1]
[REQUIRED_DINING:1]
[MILITARY_SCREEN_ONLY]
[POSITION:MILITIA_COMMANDER]
[NAME:militia boss:militia bosses]
[SITE]
[NUMBER:1]
[SQUAD:10:militia-orcs:militia-orcs]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[RESPONSIBILITY:MILITARY_STRATEGY]
[COMMANDER:MILITIA_CAPTAIN:ALL]
[PRECEDENCE:120]
[DO_NOT_CULL]
[DUTY_BOUND]
[POSITION:MILITIA_CAPTAIN]
[NAME:militia underboss:militia underbosses]
[SITE]
[NUMBER:AS_NEEDED]
[SQUAD:10:militia-orc:militia-orcs]
[APPOINTED_BY:MILITIA_COMMANDER]
[PRECEDENCE:200]
[DO_NOT_CULL]
[DUTY_BOUND]
[MILITARY_SCREEN_ONLY]
[POSITION:SHERIFF]
[NAME:lawboss:lawbosses]
[SITE]
[NUMBER:2]
[RESPONSIBILITY:LAW_ENFORCEMENT]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[REPLACED_BY:CAPTAIN_OF_THE_GUARD]
[PRECEDENCE:130]
[DO_NOT_CULL]
[COLOR:1:0:1]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[REQUIRED_BOXES:1]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:100]
[REQUIRED_BEDROOM:100]
[REQUIRED_DINING:100]
[POSITION:CAPTAIN_OF_THE_GUARD]
[NAME:guardboss:guardbosses]
[SITE]
[NUMBER:2]
[RESPONSIBILITY:LAW_ENFORCEMENT]
[SQUAD:10:guardorc:guardorcs]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[REQUIRES_POPULATION:50]
[PRECEDENCE:105]
[DO_NOT_CULL]
[COLOR:1:0:1]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[REQUIRED_BOXES:1]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:250]
[REQUIRED_BEDROOM:250]
[REQUIRED_DINING:250]
[POSITION:EXPEDITION_LEADER]
[NAME:settlerboss:settlerbosses]
[SITE]
[NUMBER:1]
[REPLACED_BY:MAYOR]
[RULES_FROM_LOCATION]
[RESPONSIBILITY:MEET_WORKERS]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[PRECEDENCE:110]
[DO_NOT_CULL]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[POSITION:MAYOR]
[NAME:tribe chief:tribe chiefs]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:MEET_WORKERS]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[REQUIRES_POPULATION:50]
[RULES_FROM_LOCATION]
[ELECTED]
[PRECEDENCE:60]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[COLOR:5:0:0]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:2]
[MANDATE_MAX:1]
[REQUIRED_BOXES:2]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:500]
[REQUIRED_BEDROOM:500]
[REQUIRED_DINING:500]
[POSITION:MANAGER]
[NAME:workboss:workbosses]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:MANAGE_PRODUCTION]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[PRECEDENCE:160]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[REQUIRED_OFFICE:1]
[POSITION:CHIEF_MEDICAL_DWARF]
[NAME:boss healer:boss healers]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:HEALTH_MANAGEMENT]
[APPOINTED_BY:SHAMAN]
[PRECEDENCE:165]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[POSITION:SHAMAN]
[NAME:shaman:shamans]
[SITE]
[NUMBER:2]
[RESPONSIBILITY:HEALTH_MANAGEMENT]
[RESPONSIBILITY:RELIGION]
[APPOINTED_BY:MAYOR]
[PRECEDENCE:155]
[DO_NOT_CULL]
[COLOR:5:0:1]
[DUTY_BOUND]
[POSITION:BROKER]
[NAME:tradeorc:tradeorcs]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:TRADE]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[PRECEDENCE:170]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[POSITION:BOOKKEEPER]
[NAME:recordorc:recordorcs]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:ACCOUNTING]
[APPOINTED_BY:EXPEDITION_LEADER]
[APPOINTED_BY:MAYOR]
[PRECEDENCE:180]
[DO_NOT_CULL]
[COLOR:5:0:0]
[DUTY_BOUND]
[REQUIRED_OFFICE:1]
[POSITION:OUTPOST_LIAISON]
[NAME:tribe emissary:tribe emmisaries]
[NUMBER:1]4
[RESPONSIBILITY:ESTABLISH_COLONY_TRADE_AGREEMENTS]
[APPOINTED_BY:MONARCH]
[PRECEDENCE:80]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[ACCOUNT_EXEMPT]
[DO_NOT_CULL]
[COLOR:7:0:1]
[DUTY_BOUND]
[DEMAND_MAX:3]
[REQUIRED_BOXES:3]
[REQUIRED_CABINETS:2]
[REQUIRED_RACKS:2]
[REQUIRED_STANDS:2]
[REQUIRED_OFFICE:1500]
[REQUIRED_BEDROOM:1500]
[REQUIRED_DINING:1500]
[POSITION:DIPLOMAT]
[NAME:diplomat:diplomats]
[NUMBER:1]
[RESPONSIBILITY:MAKE_INTRODUCTIONS]
[RESPONSIBILITY:MAKE_PEACE_AGREEMENTS]
[RESPONSIBILITY:MAKE_TOPIC_AGREEMENTS]
[APPOINTED_BY:MONARCH]
[PRECEDENCE:70]
[DO_NOT_CULL]
[COLOR:7:0:1]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:3]
[REQUIRED_BOXES:3]
[REQUIRED_CABINETS:2]
[REQUIRED_RACKS:2]
[REQUIRED_STANDS:2]
[REQUIRED_OFFICE:1500]
[REQUIRED_BEDROOM:1500]
[REQUIRED_DINING:1500]
[POSITION:CHAMPION]
[NAME:champion:champions]
[SITE]
[NUMBER:2]
[RESPONSIBILITY:BUILD_MORALE]
[APPOINTED_BY:DUKE]
[APPOINTED_BY:COUNT]
[APPOINTED_BY:BARON]
[PRECEDENCE:65]
[MENIAL_WORK_EXEMPTION]
[PUNISHMENT_EXEMPTION]
[DO_NOT_CULL]
[COLOR:7:0:1]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:1]
[POSITION:TAX_COLLECTOR]
[NAME:tax collector:tax collectors]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:COLLECT_TAXES]
[APPOINTED_BY:DUKE]
[APPOINTED_BY:COUNT]
[APPOINTED_BY:BARON]
[PRECEDENCE:140]
[DO_NOT_CULL]
[COLOR:6:0:1]
[ACCOUNT_EXEMPT]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[DUTY_BOUND]
[DEMAND_MAX:1]
[MANDATE_MAX:1]
[REQUIRED_BOXES:2]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:250]
[REQUIRED_BEDROOM:100]
[REQUIRED_DINING:100]
[POSITION:HAMMERER]
[NAME:hammerer:hammerers]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:EXECUTIONS]
[RESPONSIBILITY:ESCORT_TAX_COLLECTOR]
[APPOINTED_BY:DUKE]
[APPOINTED_BY:COUNT]
[APPOINTED_BY:BARON]
*** needs hammer item/skill here
[PRECEDENCE:150]
[DO_NOT_CULL]
[COLOR:0:0:1]
[ACCOUNT_EXEMPT]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[DUTY_BOUND]
[DEMAND_MAX:2]
[REQUIRED_BOXES:1]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_BEDROOM:100]
[REQUIRED_DINING:250]
[POSITION:DUNGEON_MASTER]
[NAME:beastmaster:beastmasters]
[SITE]
[NUMBER:1]
[RESPONSIBILITY:TAME_EXOTICS]
[APPOINTED_BY:DUKE]
[APPOINTED_BY:COUNT]
[APPOINTED_BY:BARON]
[PRECEDENCE:90]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[DO_NOT_CULL]
[COLOR:5:0:0]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[DEMAND_MAX:1]
[REQUIRED_BOXES:1]
[REQUIRED_CABINETS:1]
[REQUIRED_RACKS:1]
[REQUIRED_STANDS:1]
[REQUIRED_OFFICE:250]
[REQUIRED_BEDROOM:250]
[REQUIRED_DINING:250]
[REQUIRED_TOMB:250]
[POSITION:FORCED_ADMINISTRATOR]
[NAME:administrator:administrators]
[CONQUERED_SITE]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[DETERMINES_COIN_DESIGN]
[MENIAL_WORK_EXEMPTION]
[SLEEP_PRETENSION]
[PUNISHMENT_EXEMPTION]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
[COLOR:5:0:0]
[MANDATE_MAX:2]
[DEMAND_MAX:3]
[PRECEDENCE:65]
[NUMBER:1]
[RESPONSIBILITY:LAW_MAKING]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MAKE_TOPIC_AGREEMENTS]
[RESPONSIBILITY:MEET_WORKERS]

Code: [Select]
creature_orc

[OBJECT:CREATURE]

[CREATURE:ORC]
[DESCRIPTION:A huge, green humanoid, known for impulsiveness, adventurousness, great physical strength and a strong communal spirit.]
[NAME:orc:orcs:orcish]
[CASTE_NAME:orc:orcs:orcish]
[CREATURE_TILE:o][COLOR:2:0:0]
[CREATURE_SOLDIER_TILE:o]

Many of the following tags are actually caste-level tags (in this case, male and female), but because there are no differences between the castes for these tags in a dwarf, you can add them earlier.  Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.

[INTELLIGENT]
[CANOPENDOORS]
[PREFSTRING:strength]
[PREFSTRING:boisterousness]
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:2HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]

Next we use body detail plans (which have their own raw file) to streamline the addition of some of the common materials, tissues and their relationships with each other.

[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]

Eyebrows and eyelashes are manually added here.

[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]
[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]

And nails.

[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]

Set up some major arteries that couldn't be handled in the raw templates.  The selection commands can be used to grab tissue layers to adjust their properties after they have been created.

[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]

Then back to some more body detail plans.

[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[RELSIZE:BY_CATEGORY:LIVER:200] Of course!  Standard relative size for humanoids is 200.

Tendons and ligaments are currently very abstract, but adding these flags will let wounds occur that damage them.  The number afterward is the healing rate.  Lower is faster.

[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:150]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:150]

This makes the creature susceptible to severed nerves when muscles are torn in limb, grasp and stance parts.

[HAS_NERVES]

This controls the bleeding behavior.

[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]

These classes are used by syndromes (such as poison) as well as some restricted entity positions.  You can name them whatever you want.

[CREATURE_CLASS:GENERAL_POISON]

Some tags to control the overall infection behavior.

[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]

[CURIOUSBEAST_EATER]


Attributes for dwarves are still described in terms of the median value below, but the actual game effects are altered according to the raw numbers.  The numbers are different percentile values.  1000 is the human median for all attributes, so dwarven strength, for instance, has a higher median of 1250, although they suffer from their smaller size.

[PHYS_ATT_RANGE:STRENGTH:600:1000:1250:1500:1800:2500:4500]             ++
[PHYS_ATT_RANGE:AGILITY:100:400:700:900:1000:1050:1600]                 -
[PHYS_ATT_RANGE:TOUGHNESS:650:950:1150:1450:1750:2000:3000]             ++
[PHYS_ATT_RANGE:RECUPERATION:800:1000:1200:1400:1800:2300:3100]         ++
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:250:400:600:800:1000:1100:1800]      +
[MENT_ATT_RANGE:FOCUS:300:600:800:900:1100:1500:1700]                   ++
[MENT_ATT_RANGE:CREATIVITY:450:750:1050:1150:1350:1400:1800]            +
[MENT_ATT_RANGE:PATIENCE:150:350:550:750:850:1000:2300]                 --
[MENT_ATT_RANGE:MEMORY:200:300:800:1000:1200:1400:2400]                 +
[MENT_ATT_RANGE:SPATIAL_SENSE:200:400:700:800:1100:1400:1900]           -

These tags establish the growth phases of the creature's life.  The format is (BODY_SIZE|<year>|<day>|<average size>).

[BODY_SIZE:0:0:2000]
[BODY_SIZE:1:0:25000]
[BODY_SIZE:5:0:75000]
[BODY_SIZE:9:0:85000]
[BODY_SIZE:60:0:100000]

These body modifiers give individual dwarves different characteristics.  In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature.  The seven numbers afterward give a distribution of ranges.  Each interval has an equal chance of occurring.

[BODY_APPEARANCE_MODIFIER:HEIGHT:60:90:100:105:112:120:135]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]

In order to set properties for body parts, first you select them.  In this case, we select all body parts of category EYE, then we add a few modifiers to them.

[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]

[SET_BP_GROUP:BY_CATEGORY:LIP]
[BP_APPEARANCE_MODIFIER:THICKNESS:50:60:70:90:100:130:200]
[APP_MOD_NOUN:lips:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:150:190]

[SET_BP_GROUP:BY_CATEGORY:NOSE]
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:LENGTH:0:10:20:30:35:40:50]
[BP_APPEARANCE_MODIFIER:UPTURNED:100:120:140:150:170:190:200]
[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]
[APP_MOD_NOUN:nose bridge:SINGULAR]

[SET_BP_GROUP:BY_CATEGORY:EAR]
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]

[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]

[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]

[SET_BP_GROUP:BY_CATEGORY:THROAT]
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]

[SET_BP_GROUP:BY_CATEGORY:HEAD]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]

These are as before.

[MAXAGE:40:95]

Attack definitions are formatted as follows:

[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]

This means that the attack will use as much of the available tissue as possible, rather than, say, thrusting with a spike.

[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]

[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]

This causes all of the nails on the finger's of a given grasp to be used.

[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]

This causes all of the teeth on a given head to be used.

[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]

Here, GENERAL_BABY_NAME is at the creature level, and BABYNAME is at the caste level.  These names could be gender-specific but aren't right now.

[BABY:1]
[GENERAL_BABY_NAME:orcish baby:orcish babies]
[BABYNAME:orcish baby:orcish babies]
[CHILD:5]
[GENERAL_CHILD_NAME:orcish child:orcish children]
[CHILDNAME:orcish child:orcish children]
[EQUIPS]
[CREPUSCULAR]
[GRASSTRAMPLE:15]


This is the new format for making specific unit names for a creature.  Any unit token can be used.  If you want to add a caste-specific profession name, use CASTE_PROFESSION_NAME instead, once the caste has been declared.

[PROFESSION_NAME:CRAFTSMAN:craftsorc:craftsorcs]
[PROFESSION_NAME:FISHERMAN:fisherorc:fisherorcs]
[PROFESSION_NAME:HAMMERMAN:hammerorc:hammerorcs]
[PROFESSION_NAME:SWORDSMAN:swordsorc:swordsorcs]
[PROFESSION_NAME:SPEARMAN:spearorc:spearorcs]
[PROFESSION_NAME:CROSSBOWMAN:marksorc:marksorcs]
[PROFESSION_NAME:AXEMAN:axeorc:axeorcs]
[PROFESSION_NAME:PIKEMAN:pikeorc:pikeorcs]
[PROFESSION_NAME:BOWMAN:boworc:boworcs]
[PROFESSION_NAME:MASTER_CROSSBOWMAN:Elite Marksorc:Elite Marksorcs]
[PROFESSION_NAME:MASTER_BOWMAN:Sniporc:Sniporcs]
[PROFESSION_NAME:MASTER_HAMMERMAN:Smashmaster:Smashmasters]
[PROFESSION_NAME:MASTER_AXEMAN:Hackmaster:Hackmasters]
[PROFESSION_NAME:MASTER_SWORDSMAN:Slashmaster:Slashmasters]
[SPEECH:goblin.txt]
[HOMEOTHERM:10067]
[PERSONALITY:ACHIEVEMENT_STRIVING:60:100]
[PERSONALITY:ACTIVITY_LEVEL:0:80:100]
[PERSONALITY:ADVENTUROUSNESS:0:90:100]
[PERSONALITY:ALTRUISM:35:80:100]
[PERSONALITY:ANGER:35:50:100]
[PERSONALITY:ASSERTIVENESS:20:75:100]
[PERSONALITY:CAUTIOUSNESS:0:20:94]
[PERSONALITY:CHEERFULNESS:5:55:100]
[PERSONALITY:COOPERATION:5:58:100]
[PERSONALITY:DUTIFULNESS:5:70:100]
[PERSONALITY:EMOTIONALITY:10:75:100]
[PERSONALITY:EXCITEMENT_SEEKING:20:76:100]
[PERSONALITY:FRIENDLINESS:8:65:100]
[PERSONALITY:GREGARIOUSNESS:10:70:100]
[PERSONALITY:IMMODERATION:0:55:100]
[PERSONALITY:INTELLECTUAL_CURIOSITY:0:45:94]
[PERSONALITY:LIBERALISM:5:90:100]
[PERSONALITY:MODESTY:0:25:80]
[PERSONALITY:ORDERINESS:0:25:95]
[PERSONALITY:SELF-CONSCIOUSNESS:0:35:91]
[PERSONALITY:SELF_DISCIPLINE:0:0:0]
[PERSONALITY:SELF_EFFICACY:0:75:100]
[PERSONALITY:SYMPATHY:0:0:0]
[PERSONALITY:VULNERABILITY:0:45:100]
[MANNERISM_FINGERS:finger:fingers]
[MANNERISM_NOSE:nose]
[MANNERISM_EAR:ear]
[MANNERISM_HEAD:head]
[MANNERISM_EYES:eyes]
[MANNERISM_MOUTH:mouth]
[MANNERISM_HAIR:hair]
[MANNERISM_KNUCKLES:knuckles]
[MANNERISM_LIPS:lips]
[MANNERISM_CHEEK:cheek]
[MANNERISM_NAILS:nails]
[MANNERISM_FEET:feet]
[MANNERISM_ARMS:arms]
[MANNERISM_HANDS:hands]
[MANNERISM_TONGUE:tongue]
[MANNERISM_LEG:leg]
[MANNERISM_LAUGH]
[MANNERISM_SMILE]
[MANNERISM_WALK]
[MANNERISM_SIT]
[MANNERISM_BREATH]
[MANNERISM_POSTURE]
[MANNERISM_STRETCH]
[MANNERISM_EYELIDS]
[HABIT:COLLECT_TROPHIES:70]
[HABIT:COOK_PEOPLE:50]
[HABIT:COOK_VERMIN:90]
[HABIT:GRIND_VERMIN:90]
[HABIT:COOK_BLOOD:90]
[HABIT:GRIND_BONE_MEAL:90]
[HABIT:EAT_BONE_PORRIDGE:90]
[HABIT:USE_ANY_MELEE_WEAPON:80]
[LIKES_FIGHTING]
[LITTERSIZE:2:8]
[PRONE_TO_RAGE]


[SPOUSE_CONVERSION_TARGET]

Now we'll declare the specific castes.

[CASTE:FEMALE]
The gender tag lets it know how breeding works.
[FEMALE]
[CASTE:MALE]
[MALE]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]

This command lets you select all of the castes again.

[SELECT_CASTE:ALL]

Now we'll select all of the hair tissue layers we can find so that we can add colorations to them.  Even if the castes have different tissue layers, it'll find the layers and establish modifiers for each of the castes properly.

[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]

A color modifier takes a list of color patterns (every color is associated to a monotone color pattern of its color, so you can also use color tokens) and frequencies.

[TL_COLOR_MODIFIER:PALE_CHESTNUT:1:PUMPKIN:1:RAW_UMBER:1:RUSSET:1:SAFFRON:1:SEPIA:1:TAN:1:TAUPE_DARK:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:TAUPE_PALE:1:TAUPE_SANDY:1:AMETHYST:1:CARMINE:1:CRIMSON:1:DARK_SCARLET:1:DARK_VIOLET:1:FUCHSIA:1:HELIOTROPE:1:INDIGO:1:LAVENDER:1:LAVENDER_BLUSH:1:LILAC:1:MAROON:1:PLUM:1:PUCE:1:PURPLE:1:SCARLET:1:VERMILION:1:VIOLET:1]
[TLCM_NOUN:hair:SINGULAR]
[TL_COLOR_MODIFIER:GRAY:1]

This gives the start and finish time in <year>|<days> for the color change to occur

[TLCM_NOUN:hair:SINGULAR]
[TLCM_TIMING:ROOT:45:0:130:0]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:hair:SINGULAR]
[TLCM_TIMING:ROOT:75:0:150:0]

Now we'll select the eyebrows and eyelashes and give them variable lengths.

[SET_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[TISSUE_LAYER_APPEARANCE_MODIFIER:HIGH_POSITION:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyebrows:PLURAL]

[SET_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyelashes:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]

All of the other hair is selected and started at length zero.  It's fine to group them all together like this -- the creature can still accomodate different lengths once hair cutting/styling goes in.  I used one modifier here because the growth rates and starting length are all the same.

[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_NOUN:hair:SINGULAR]

Here we set the growth rate.  This will change the modifier (LENGTH) by 1 each day up to a maximum of 1000 from the start of the dwarf's life (early beards!) for as long as the dwarf is alive.  The format is (APP_MOD_RATE|<rate>|<scale>|<min>|<max>|<start year>|<start day>|<end year>|<end day>) where the final two tokens can be replaced by NO_END if the growth is to continue indefinitely.

[APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]
[APP_MOD_DESC_RANGE:10:25:75:125:200:300]

[TISSUE_LAYER_APPEARANCE_MODIFIER:CURLY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:GREASY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:hair:SINGULAR]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]

[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TISSUE_STYLE_UNIT:HAIR:STANDARD_HAIR_SHAPINGS]
[TSU_NOUN:hair:SINGULAR]

[SET_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[TISSUE_STYLE_UNIT:BEARD:STANDARD_BEARD_SHAPINGS]
[TSU_NOUN:beard:SINGULAR]

[SET_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[TISSUE_STYLE_UNIT:MOUSTACHE:STANDARD_MOUSTACHE_SHAPINGS]
[TSU_NOUN:moustache:SINGULAR]

[SET_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_STYLE_UNIT:SIDEBURNS:STANDARD_SIDEBURNS_SHAPINGS]
[TSU_NOUN:sideburns:PLURAL]

Here we handle nail length.

*** need a new style to keep these short and need to make the entity def say to keep them short
SET_TL_GROUP:BY_CATEGORY:FINGER:NAIL]
PLUS_TL_GROUP:BY_CATEGORY:TOE:NAIL]
TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100]
APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]
APP_MOD_NOUN:nails:PLURAL]

Here all of the skin is selected and various colors are listed.

[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:DARK_GREEN:1:DARK_OLIVE:1:EMERALD:1:FERN_GREEN:1:GREEN:1:JADE:1:LIME:1:MINT_GREEN:1:MOSS_GREEN:1:OLIVE:1:PINE_GREEN:1:SEA_GREEN:1:SPRING_GREEN:1]
[TLCM_NOUN:skin:SINGULAR]

[TISSUE_LAYER_APPEARANCE_MODIFIER:WRINKLY:0:0:0:0:0:0:0]
[APP_MOD_RATE:1:YEARLY:0:100:60:0:NO_END]
[APP_MOD_NOUN:skin:SINGULAR]
[APP_MOD_DESC_RANGE:0:0:0:1:25:50]

Now we do the eyes, using the somewhat clunky eye color patterns.

[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_AMETHYST:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_BRASS:1:IRIS_EYE_BRONZE:1:IRIS_EYE_COBALT:1:IRIS_EYE_COPPER:1:IRIS_EYE_EMERALD:1:IRIS_EYE_GOLD:1:IRIS_EYE_HELIOTROPE:1:IRIS_EYE_JADE:1:IRIS_EYE_OCHRE:1:IRIS_EYE_RAW_UMBER:1:IRIS_EYE_RUST:1:IRIS_EYE_SILVER:1:IRIS_EYE_SLATE_GRAY:1:IRIS_EYE_TURQUOISE:1:PUPIL_EYE_RED]
[TLCM_NOUN:eyes:PLURAL]


Also, I used to have [SAVAGE] in the creature_orc file.  I removed it to see if it was preventing them from spawning or something, but it doesn't - will it affect where they build cities and stuff?

Body tags are serious magnets to me.  Does changing the HEART to 2HEART in the [BODY:HUMANOID:...] tag give them 2 hearts, or does it break everything or something?  Also, the whole point was to sorta give them redundant organs - will it help them survive getting stabbed in one heart, or do they just bleed to death twice as fast or something?

Similarly, I'm really confused as to how custom body parts work.  Specifically, I want to make a cat, with a hand for a head, and in the palm and fingers are all mouths of razorteeth.  ...How would I go about that?

Deon

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2546 on: April 03, 2011, 06:43:14 am »

Your orc problem is that temperate savanna is a really rare biome.

You cannot just write 2HEART to get two hearts. All bodyparts are defined in body_default.txt, so you should define your 2HEART before using it.

Is it possible to make custom workshops that must be powered? The Wiki seems to suggest no, and I'd like to confirm.
I doubt you can do magma, but all your reactions can have "[REQUIRES_FUEL]" or something.
No power. But you can make them magma workshops by adding [NEEDS_MAGMA].
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Deon

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2547 on: April 03, 2011, 06:47:17 am »

Hi. Due to my fort's abundance of lead and nothing worth making sharp objects with, I am trying to make lead a valid weapon trap component (spiked balls). I added [ITEMS_WEAPON] to the LEAD entry in inorganic_metal but that didn't seem to do anything. What do I do next?

By the way is there a FAQ for basic modding like this? Seems like the kind of question that would get asked every few pages.
Quoting myself because I got bottompaged, any help here?
Are you sure you make it in the save folder?
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TolyK

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2548 on: April 03, 2011, 06:58:59 am »

Is it possible to make custom workshops that must be powered? The Wiki seems to suggest no, and I'd like to confirm.
I doubt you can do magma, but all your reactions can have "[REQUIRES_FUEL]" or something.
No power. But you can make them magma workshops by adding [NEEDS_MAGMA].
Oh, misunderstood his question.
But this helps, thanks! I assume it works like a magma forge?
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Spectre Incarnate

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2549 on: April 03, 2011, 09:15:32 am »


<Moved to next page.>

« Last Edit: April 05, 2011, 01:34:38 am by Spectre Incarnate »
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