|Cannot be tamed|
|This creature cannot be butchered|
|This article is about an older version of DF.|
- A short, sturdy creature fond of drink and industry.
Dwarves are "intelligent" humanoid creatures with disproportionately large livers that live in fortresses carved from mountains, and are very well known for their stout appearance and the big beards covering the faces of the males. They are the featured race of Fortress Mode and are also one of the races playable in Adventure Mode. They are mainly interested in acquiring wealth and rare metals, especially adamantine. Their most hated enemies are the
Dwarven babies become children one and a half year after birth, grow up to become adults at their twelfth birthday, and live to around 150-170 years of age. Compared to humans, Dwarves are stronger, shorter, stockier, and hairier (male dwarven children begin growing beards immediately after birth) than humans. They are tough with a heightened sense of their surroundings and are highly focused and
intellectual "intellectual" creatures.
Dwarves are the only race that sometimes enters a martial trance when beset by many foes, which gives them combat bonuses. They are also alcohol-dependent and work slowly if deprived of it for long. Some specimens have been known to develop an intolerance for sunlight.
Dwarves in Fortress Mode
As a trading race, Dwarves will send a caravan every year in Autumn. Immigrants will be more attracted to your fortress as your wealth grows, prompted by the stories of your wealth and the goods that the dwarven traders bring back from your fortress.
You cannot start your fortress where another fortress exists.
Dwarves in Adventure Mode
Dwarven fortresses do not have any shops, but usually have a variety of fighters to recruit. You can receive quests from their monarch at their capital city.
Dwarven characters always start with steel or iron weapons and armor, making them the best-equipped race. Verify Unfortunately, human-made armor is too large for them to wear, and humans are the only race with shops, so all armor upgrades will have to come from looting elves, goblins, and other dwarves. Most human weapons must be wielded two-handed by dwarves, due to their size.
Morally speaking, dwarven ethics most closely resemble human and elven ethics, agree somewhat with kobold and animal-people ethics, and disagree strongly with goblin ethics. Unlike elves, dwarves find the devouring of dead enemies unthinkable, and will not butcher or consume intelligent beings (goblins see this as a personal matter). They are entirely opposed to torture of any sort for any reason, unlike elves, humans, kobolds and animal-people (who find certain forms of torture acceptable) and especially goblins, who find all torture acceptable. Dwarves tolerate animal trophies but shun those who keep trophies of sapient beings, and find those who keep trophies of other dwarves appalling. Dwarves find the killing of animals, enemies and plants completely acceptable, unlike elves, kobolds and animal-people. An exception to this is the killing of neutral beings, which is okay as long as the killing had been officially ordered. A dwarf found to have participated in assault, theft, trespassing or vandalism will be seriously punished; some crimes such as killing other dwarves, breaking oaths, slavery and treason are punishable by death. On the other hand, lying is considered only a personal matter.
In real-life mythology, dwarves are much like humans, but generally prefer to live underground and/or in mountainous areas. In their fortresses they have accumulated treasures of gold, silver, and precious stones, and pass their time fabricating costly weapons and armor. They are famed miners and smiths, although, like humans, they can specialise in any number of trades. Generally shorter than humans, they are on average stockier and hairier, and usually sport full beards. Though slow runners and poor riders, dwarves are excellent warriors and defenders of their strongholds. Dwarves have the ability to forge magical items, which shows off their culture's and species natural craftsmanship. For instance, dwarvish smiths created some of the greatest and most powerful items of mythology, which inspired the in-game strange moods and Legendary artifacts.
[CREATURE:DWARF] [DESCRIPTION:A short, sturdy creature fond of drink and industry.] [NAME:dwarf:dwarves:dwarven] [CASTE_NAME:dwarf:dwarves:dwarven] [CREATURE_TILE:1][COLOR:3:0:0] [CREATURE_SOLDIER_TILE:2] 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] [TRANCES] [BENIGN] [CANOPENDOORS] [PREFSTRING:beards] [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART: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:300] 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:200] [LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200] 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] 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:450:950:1150:1250:1350:1550:2250] + [PHYS_ATT_RANGE:AGILITY:150:600:800:900:1000:1100:1500] - [PHYS_ATT_RANGE:TOUGHNESS:450:950:1150:1250:1350:1550:2250] + [MENT_ATT_RANGE:ANALYTICAL_ABILITY:450:950:1150:1250:1350:1550:2250] + [MENT_ATT_RANGE:FOCUS:700:1200:1400:1500:1600:1800:2500] ++ [MENT_ATT_RANGE:CREATIVITY:450:950:1150:1250:1350:1550:2250] + [MENT_ATT_RANGE:PATIENCE:450:950:1150:1250:1350:1550:2250] + [MENT_ATT_RANGE:MEMORY:450:950:1150:1250:1350:1550:2250] + [MENT_ATT_RANGE:SPATIAL_SENSE:700:1200:1400:1500:1600:1800:2500] ++ These tags establish the growth phases of the creature's life. The format is (BODY_SIZE|<year>|<day>|<average size>). [BODY_SIZE:0:0:3000] [BODY_SIZE:1:168:15000] [BODY_SIZE:12:0:60000] 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:75:95:98:100:102:105:125] [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] [BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200] [APP_MOD_NOUN:eyes:PLURAL] [BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200] [APP_MOD_NOUN:eyes:PLURAL] [APP_MOD_DESC_RANGE:30:60:90:110:150:190] [SET_BP_GROUP:BY_CATEGORY:LIP] [BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200] [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:25:70:90:100:110:130:200] [APP_MOD_DESC_RANGE:30:60:90:110:150:190] [BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200] [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:HIGH_CHEEKBONES:0:70:90:100:110:130:200] [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:150:170] 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:dwarven baby:dwarven babies] [BABYNAME:dwarven baby:dwarven babies] [CHILD:12] [GENERAL_CHILD_NAME:dwarven child:dwarven children] [CHILDNAME:dwarven child:dwarven children] [EQUIPS] [CAVE_ADAPT] [DIURNAL] 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:craftsdwarf:craftsdwarves] [PROFESSION_NAME:FISHERMAN:fisherdwarf:fisherdwarves] [PROFESSION_NAME:HAMMERMAN:hammerdwarf:hammerdwarves] [PROFESSION_NAME:SPEARMAN:speardwarf:speardwarves] [PROFESSION_NAME:CROSSBOWMAN:marksdwarf:marksdwarves] [PROFESSION_NAME:AXEMAN:axedwarf:axedwarves] [PROFESSION_NAME:SWORDSMAN:swordsdwarf:swordsdwarves] [PROFESSION_NAME:MACEMAN:macedwarf:macedwarves] [PROFESSION_NAME:PIKEMAN:pikedwarf:pikedwarves] [PROFESSION_NAME:BOWMAN:bowdwarf:bowdwarves] [PROFESSION_NAME:MASTER_CROSSBOWMAN:Elite Marksdwarf:Elite Marksdwarves] [PROFESSION_NAME:MASTER_BOWMAN:Elite Bowdwarf:Elite Bowdwarves] [SPEECH:dwarf.txt] [HOMEOTHERM:10067] [ALCOHOL_DEPENDENT] [SWIMS_LEARNED][SWIM_SPEED:2500] [PERSONALITY:IMMODERATION:0:55:100] [PERSONALITY:VULNERABILITY:0:45:100] [PERSONALITY:STRAIGHTFORWARDNESS:0:55:100] [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] [SPOUSE_CONVERSION_TARGET] Now we'll declare the specific castes. [CASTE:FEMALE] The gender tag lets it know how breeding works. [FEMALE] [MULTIPLE_LITTER_RARE] To add beards, put square brackets around the following: BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS [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:AMBER:1:AUBURN:1:BLACK:1:BROWN:1:BUFF:1:BURNT_SIENNA:1:BURNT_UMBER:1:CHARCOAL:1:CHESTNUT:1:CHOCOLATE:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_CHESTNUT:1:DARK_TAN:1:ECRU:1:FLAX:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:LIGHT_BROWN:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1: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] [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:80:0:130:0] [TL_COLOR_MODIFIER:WHITE:1] [TLCM_NOUN:hair:SINGULAR] [TLCM_TIMING:ROOT:130:0:150:0] 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:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY: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] [TLCM_NOUN:eyes:PLURAL]