|Urist likes dwarves for their beards.|
|Cannot be tamed|
|Cannot be butchered|
|This article is about the current version of DF.|
- A short, sturdy creature fond of drink and industry.
Dwarves (singular, Dwarf) are "intelligent", alcohol-dependent, humanoid creatures that are the featured race of fortress mode, as well as being playable in adventurer mode. They are well known for their stout physique and prominent beards (on the males), which begin to grow from birth; dwarves are stronger, shorter, stockier, and hairier than the average human, and have a heightened sense of their surroundings. Dwarves live both in elaborate underground fortresses carved from the mountainside and above-ground hillocks, are naturally gifted miners, metalsmiths, and stone crafters, and value the acquisition of wealth and rare metals above all else.
Dwarven civilizations typically form (mostly) peaceful, trade-based relationships with humans and
hippies elves, but are bitter enemies with goblins and consider kobolds a petty annoyance. Dwarven babies become children one year after birth, grow up to become adults at their twelfth birthday, and live to be around 150-170 years of age.
Well-trained dwarves are a menace in combat; they are the only race that can enter a martial trance when beset by multiple foes, granting them a major combat bonus, and their emphasis on mining and metalworking ensures access to the best arms and armor. They are incapable, however, of riding mounts, and will always fight on foot. Note however this is only applicable to player controlled dwarves in fortress mode, as they have access to mounts if they're the invading force of a siege.
Dwarves have the unique feature of appearing differently in the default tilesets in windowed and full-screen mode. In full-screen mode, their tiles will have little beards (), which are absent if the game is played in windowed mode.
Dwarves speak the dwarven language.
Some non-dwarves like dwarves for their beards.
Dwarves are the current default race in fortress mode, as in, the only one that can be played without modding. As a trading race, dwarves will send a caravan every year in Autumn. These merchants will bring back tales of a fortress's wealth and goods, which will attract immigrants, and the outpost liaison will bring news about the goings on of the world centered mainly on the player's civilization, including results of mayoral elections, flight of various refugee groups from their forts and hillocks during wars, and replacement of monarchs if the previous dies with or without an heir.
Dwarves may occasionally be struck by divine inspiration and desire to create a legendary artifact, an item of masterful crafting and great value. A dwarf who is successful in this quest will likely become a legendary worker in that profession; however, if the appropriate materials are not available, the dwarf will instead go insane. Dwarves with the dream of creating a great work of art long for a strange mood to strike them.
Dwarves react to stress depending on their personality traits; some react with fear or violence unless they've become sufficiently disciplined (or numbed) to such things, while others will not feel anything unless the stress is particularly personal. When pushed to unhappiness by unfortunate events, dwarves will go into emotional breakdowns depending on their personalities, ranging from depression to aggressive tantrums - it is not uncommon to find tantruming dwarves overturning furniture, injuring others, and generally being rowdy. Paradoxically, they also have a strong sense of justice, and those who damage property or other dwarves may find themselves incarcerated, or -- in extreme cases -- on the receiving end of the hammerer's corporal punishment, though unintentionally fatal beatings from the fortress guard are not unusual. While older versions of the game were famed for their "tantrum spirals", where dwarves would enrage each other in a domino effect and destroy the fortress in the process, these ceased to exist after the personality system was reworked.
Dwarven fortresses exist in adventurer mode, both in their world-generated and player-made forms. They can be a good source of dwarf-sized armor (as human armor is too large for dwarves).
Most human weapons must be wielded two-handed by dwarves, due to their size, except, of course, the weapons that dwarves can also make.
Morally speaking, dwarven ethics most closely resembles human and elven ethics, agrees somewhat with kobold and animal people ethics, and disagrees 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 sanctioned 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 a personal matter.
Dwarves highly value craftsmanship, and deeply respect law, loyalty, family, friendship, truth, artwork, skill and hard work. They place a certain degree of value on martial prowess, cooperation, fairness, independence, stoicism, commerce, merriment, leisure time and perseverance. They have no respect for nature.
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 specialize 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, dwarven smiths created some of the greatest and most powerful items of mythology, which inspired the in-game strange moods and Legendary artifacts.
Dwarves have accumulated a reputation among players for being slow-witted, although to be fair, this is more a function of the game itself (and certain consequences thereof) than it is the fault of the dwarves. The instances of dwarven stupidity are numerous; examples include dodging into thin air (off of cliffs and into rivers), never accounting for water flow (and being swept off of waterfalls to a watery grave several z-levels below), always taking the easy paths (even through a pond poisoned with toxic forgotten beast blood), climbing across tree branches and falling into the lakes or ponds the branches hang over, building constructions from the wrong side (trapping themselves within), channeling the floor one
is was standing on, wandering off to do dangerous things (collecting webs when a giant cave spider is visibly lurking), and generally disregarding dangerous circumstances (carrying back friendly corpses even when the goblins that have rendered them horizontal are a mere two feet away).
The problem was compounded by dwarven touchiness in previous versions of the game; they easily became depressed, throwing tantrums that spiraled out of control for what seemed like minor reasons (e.g. a temporary lack of unworn socks). This inevitably led to players' emphasis of the "dwarfy": failsafe design, machinery in place of dwarfpower, fun with magma, seizing control of the environment, killing all the cute fuzzy animals, strip mining the whole place hollow, etc. It is a great insult to be called an elf, implying that the player is apt to sit around and gaze at trees, living in the world rather than bending it to their will.
In accounts of exploits or fun, the generic name Urist is often used in place of any specific dwarf name, often because the default dwarf names are complex, random, and hard to remember. Several other nicknames for dwarves also exist; some are less polite than others.
Myths concerning dwarves
|This article or section has been rated D for Dwarf. It may include witty humour, not-so-witty humour, bad humour, in-jokes, and references to the Bay12 forums. Don't believe everything you read, and if you miss some of the references, don't worry. It was inevitable.|
Dwarves, much like the Biblical hero Samson, actually gain their strength from their beards. (Think back to Gimli, of LOTR; "NOT THE BEARD"). There is some speculation among philosophers and biologists of other species whether there is a connection between alcohol and the near godlike properties dwarves exhibit, to which most dwarves respond with a roaring cascade of laughter, before bashing the offending creature's head in and chuckling, "is there a connection?", while suddenly deciding to create an artifact due to the unexpected boost in happiness.
This brings us to the question of why dwarves become sad when they see a fellow dwarf killing a creature. In this, most species are only partially correct in the assumption that the dwarf regrets the loss of life. The real reason dwarves become upset, occasionally becoming melancholic and often throwing fits, is due to the regret that THEY were not the cause of said loss of life. This is especially true when the creature slain belongs to one of the following categories, in ascending order of amount regretted:
A) "LnT" Large and Threatening B) "SCnI" Small, Cute and Innocent C) "FB" Forgotten Beast (titans, demons and other large "fun" included here) D) "g" Goblins E) "k" Kobolds Z) "ë" Elves
[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] [CREATURE_CLASS:MAMMAL] 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] [STRANGE_MOODS] [TRANCES] [BENIGN] [CANOPENDOORS] [PREFSTRING:beards] [BODY:HUMANOID_NECK:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE: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] Some additional materials. [USE_MATERIAL_TEMPLATE:SWEAT:SWEAT_TEMPLATE] [USE_MATERIAL_TEMPLATE:TEARS:TEARS_TEMPLATE] [USE_MATERIAL_TEMPLATE:SPIT:SPIT_TEMPLATE] [SECRETION:LOCAL_CREATURE_MAT:SWEAT:LIQUID:BY_CATEGORY:ALL:SKIN:EXERTION] [SECRETION:LOCAL_CREATURE_MAT:TEARS:LIQUID:BY_CATEGORY:EYE:ALL:EXTREME_EMOTION] [CAN_DO_INTERACTION:MATERIAL_EMISSION] [CDI:ADV_NAME:Spit] [CDI:USAGE_HINT:NEGATIVE_SOCIAL_RESPONSE] [CDI:USAGE_HINT:TORMENT] [CDI:BP_REQUIRED:BY_CATEGORY:MOUTH] [CDI:MATERIAL:LOCAL_CREATURE_MAT:SPIT:LIQUID_GLOB] [CDI:VERB:spit:spits:NA] [CDI:TARGET:C:LINE_OF_SIGHT] [CDI:TARGET_RANGE:C:15] [CDI:MAX_TARGET_NUMBER:C:1] [CDI:WAIT_PERIOD:30] 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] [BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100] for vampires [APP_MOD_IMPORTANCE:1000] [APP_MOD_NOUN:teeth:PLURAL] [APP_MOD_DESC_RANGE:30:60:90:110:150:190] [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_PREPARE_AND_RECOVER:3:3] [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_PREPARE_AND_RECOVER:4:4] [ATTACK_FLAG_WITH] [ATTACK_PRIORITY:SECOND] [ATTACK_FLAG_BAD_MULTIATTACK] 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_PREPARE_AND_RECOVER:3:3] [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_PREPARE_AND_RECOVER:3:3] [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] [SMELL_TRIGGER:90] [LOW_LIGHT_VISION:10000] 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] [SYNDROME_DILUTION_FACTOR:INEBRIATION:150] [APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:711:521:293:1900:2900] 30 kph [APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:5951:5419:4898:1463:6944:8233] 6 kph [APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:5951:5419:4898:1463:6944:8233] 6 kph [APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph [SWIMS_LEARNED] [PERSONALITY:IMMODERATION:0:55:100] [PERSONALITY:STRESS_VULNERABILITY:0:45:100] [PERSONALITY:BASHFUL:0:45:100] [PERSONALITY:SINGLEMINDED:0:55:100] [PERSONALITY:GREED: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] [SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE] [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:EYELID: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:EYELID: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]