https://dwarffortresswiki.org/api.php?action=feedcontributions&user=93.77.223.115&feedformat=atomDwarf Fortress Wiki - User contributions [en]2024-03-29T12:58:42ZUser contributionsMediaWiki 1.35.11https://dwarffortresswiki.org/index.php?title=Calendar&diff=260256Calendar2021-12-29T18:16:28Z<p>93.77.223.115: /* Months and seasons */</p>
<hr />
<div>{{Quality|Masterwork|02:43, 18 April 2018 (UTC)}}<br />
{{av}}<br />
[[File:DFcalendar.jpg|thumb| ]]<br />
<br />
The '''dwarven calendar''' is used to display the day, month, and year of any given date, and is visible in the upper right corner of the [[status]] screen ({{key|z}}). During game-play in fortress mode, however, the layout of the date is YY-MM-DD. There are 12 months in the dwarven year, divided into 4 seasons of 3 months each. Unlike the traditional Gregorian calendar, each dwarven month is exactly 4 weeks long, or 28 days, for a total of 336 days in a year. New Year's Day and the first day of Spring both fall on the 1st of Granite. New Year's Eve and the last day of Winter both fall on the 28th of Obsidian. The months are named after kinds of [[stone]]s, [[ore]], [[gem]]s and [[wood]]. <br />
<br />
The game's first playable year begins whenever the world stops generating - by default, this will be year 250. Worldgen can be set to stop at several distinct years ranging from 5 to 1050 when selecting ''Create a World'', and can also be set to any arbitrary year by editing the advanced option ''End Year'' in the ''Design New World with Advanced Parameters'' screen, or by interrupting world generation.<br />
<br />
== Months and seasons ==<br />
The world follows a seasonal cycle. Each season affects the climate, the crops that can be farmed, and how trade wanes and flows. <br />
<br />
{| class=wikitable<br />
| rowspan=2 style="background: #aaa" |<br />
! rowspan=2 style="background: #ccc;" | Month<br />
! colspan=2 style="background: #ccc;" | Gregorian equivalent<br />
! colspan=2 rowspan=2 style="background: #ccc;" | Season<br />
! rowspan=2 style="background: #ccc;" | [[Caravan]]<br />
! rowspan=2 style="background: #ccc;" | Full Moon<br />
|-<br />
! style="background: #ccc;" | northern hemisphere<br />
! style="background: #ccc;" | southern hemisphere<br />
|-<br />
| style="background: #8f8" | {{tile|•|grey|#8f8}}<br />
! style="background: #cfc;" | [[Granite]]<br />
| style="background: #cfc;" | March<br />
| style="background: #cfc;" | September<br />
| style="background: #cfc; font-size: 80%; vertical-align: middle; text-align: right" | Early-<br />
| style="background: #cfc" rowspan="3" | Spring<br />
| style="background: #cfc; text-align: center" rowspan="3"| [[Elf|Elven]]<br />
| style="background: #cfc;" | 25th<br />
|-<br />
| style="background: #8f8" | {{tile|•|grey|#8f8}}<br />
! style="background: #cfc;" | [[Slate]]<br />
| style="background: #cfc;" | April<br />
| style="background: #cfc;" | October<br />
| style="background: #cfc; font-size: 80%; vertical-align: middle; text-align: right" | Mid-<br />
| style="background: #cfc;" | 23th<br />
|-<br />
| style="background: #8f8" | {{tile|•|grey|#8f8}}<br />
! style="background: #cfc;" | [[Felsite]]<br />
| style="background: #cfc;" | May<br />
| style="background: #cfc;" | November<br />
| style="background: #cfc; font-size: 80%; vertical-align: middle; text-align: right" | Late-<br />
| style="background: #cfc;" | 21th<br />
|-<br />
| style="background: #ff8" | {{tile|*|#800|#ff8}}<br />
! style="background: #ffc;" | [[Hematite]]<br />
| style="background: #ffc;" | June<br />
| style="background: #ffc;" | December<br />
| style="background: #ffc; font-size: 80%; vertical-align: middle; text-align: right" | Early-<br />
| style="background: #ffc;" rowspan="3" | Summer<br />
| style="background: #ffc; text-align: center" rowspan="3"| [[Human]]<br />
| style="background: #ffc;" | 19th<br />
|-<br />
| style="background: #ff8" | {{tile|*|green|#ff8}}<br />
! style="background: #ffc;" | [[Malachite]]<br />
| style="background: #ffc;" | July<br />
| style="background: #ffc;" | January<br />
| style="background: #ffc; font-size: 80%; vertical-align: middle; text-align: right" | Mid-<br />
| style="background: #ffc;" | 17th<br />
|-<br />
| style="background: #ff8" | {{tile|*|grey|#ff8}}<br />
! style="background: #ffc;" | [[Galena]]<br />
| style="background: #ffc;" | August<br />
| style="background: #ffc;" | February<br />
| style="background: #ffc; font-size: 80%; vertical-align: middle; text-align: right" | Late-<br />
| style="background: #ffc;" | 15th<br />
|-<br />
| style="background: #f88" | {{tile|•|white|#f88}}<br />
! style="background: #fcc;" | [[Limestone]]<br />
| style="background: #fcc;" | September<br />
| style="background: #fcc;" | March<br />
| style="background: #fcc; font-size: 80%; vertical-align: middle; text-align: right" | Early-<br />
| style="background: #fcc" rowspan="3" | Autumn<br />
| style="background: #fcc; text-align: center" rowspan="3" | [[Dwarf|Dwarven]]<br />
| style="background: #fcc;" | 13th<br />
|-<br />
| style="background: #f88" | {{tile|•|grey|#f88}}<br />
! style="background: #fcc;" | [[Sandstone]]<br />
| style="background: #fcc;" | October<br />
| style="background: #fcc;" | April<br />
| style="background: #fcc; font-size: 80%; vertical-align: middle; text-align: right" | Mid-<br />
| style="background: #fcc;" | 10th<br />
|-<br />
| style="background: #f88" | {{tile|▬|#770|#f88}}<br />
! style="background: #fcc;" | [[wood|Timber]]<br />
| style="background: #fcc;" | November<br />
| style="background: #fcc;" | May<br />
| style="background: #fcc; font-size: 80%; vertical-align: middle; text-align: right" | Late-<br />
| style="background: #fcc;" | 8th<br />
|-<br />
| style="background: #88f" | {{tile|♦|white|#88f}}<br />
! style="background: #ccf;" | [[Moonstone]]<br />
| style="background: #ccf;" | December<br />
| style="background: #ccf;" | June<br />
| style="background: #ccf; font-size: 80%; vertical-align: middle; text-align: right" | Early-<br />
| style="background: #ccf" rowspan="3" | Winter<br />
| style="background: #ccf; text-align: center" rowspan="3" | ''None*''<br />
| style="background: #ccf;" | 6th<br />
|-<br />
| style="background: #88f" | {{tile|♦|white|#88f}}<br />
! style="background: #ccf;" | [[Opal]]<br />
| style="background: #ccf;" | January<br />
| style="background: #ccf;" | July<br />
| style="background: #ccf; font-size: 80%; vertical-align: middle; text-align: right" | Mid-<br />
| style="background: #ccf;" | 4th<br />
|-<br />
| style="background: #88f" | {{tile|•|#444|#88f}}<br />
! style="background: #ccf;" | [[Obsidian]]<br />
| style="background: #ccf;" | February<br />
| style="background: #ccf;" | August<br />
| style="background: #ccf; font-size: 80%; vertical-align: middle; text-align: right" | Late-<br />
| style="background: #ccf;" | 2nd Or 28th <br />
|}<br />
<nowiki>*</nowiki> If you have modded the game to not be at war with the [[goblin]]s or [[kobold]]s, then they will send caravans to you, and you will be able to trade with them, but only if you have also modded them to have pack animals or wagon pullers. If you do, then they will send caravans every season, including winter.<br />
<br />
There are also full moons on certain fixed dates every year. [[Werebeasts]] will transform into their werebeast form on these days.<br />
<br />
== Farming ==<br />
<br />
The seasons correspond to growing seasons from the [[farm plot]] {{k|q}} menu, which dictate what can be grown when during the year. (See the list of [[crop]]s.) It should be noted that crops grow during seasons regardless of the actual weather, so any crops that grow during the spring will do so regardless of how much rain your area gets.<br />
<br />
== Trading ==<br />
<br />
Civilizations will visit your fortress based on what season it currently is. Trade caravans for each race show up during the specific seasons each year, with the elves arriving during the Spring, the humans during the Summer, and the dwarves during the Autumn. No caravans arrive for the winter, so it's smart to stock up on food and drink during the fall.<br />
<br />
== Ages ==<br />
<br />
In addition to the year, a world's history is also divided into ages. An age can be seen as an epoch, something which defines the period of years it describes. The age itself has no bearing on gameplay other than as categorization in [[Legends]] mode, though players may witness a change in age (with an accompanied announcement) should their actions cause the current age to end. This may happen after killing a large number of [[megabeast]]s.<br />
<br />
[[File:Dwarven_Age.png]]<br />
<br />
Ages are determined by the states of the world during world generation. Worlds start in the Age of Myth, though this may not always hold true if changes to world gen parameters are made. Some of the known things that influence the ages are number of megabeasts currently living and dominant civilizations. It is also possible for a world to enter a particular Age more than once (e.g., ''The Second Age of Legends'') if the appropriate conditions are met.<br />
<br />
=== Known Ages ===<br />
Below is a list of 'Ages' that may occur, an explanation and their (possible) triggers, and their in-game descriptions. [[World_generation#World_Size|World size]] may affect how long an age lasts. Because the age is dependent on variables such as number of megabeasts, number of civilized creatures, etc., smaller worlds will tend to change ages more frequently. Conversely, larger worlds tend to be more age-stable.<br />
<br />
==== Great Powers in Control ====<br />
[[File:GiantDwarfs.jpg|thumb|A mythical period, a time when Heroes, Megabeast and Titans walked the earth]]<br />
<br />
If there are more than 3 significant powers ([[historical figure]]s with the [POWER] or [MEGABEAST]/[TITAN] [[creature token]]s) in a world when it begins, then it will progress through the ages of Myth, Legends, and Heroes. If there are 3 or fewer, then it will progress through the various Ages of Powers.<br />
<br />
* '''The Age of Myth''' : The number of living powers and megabeasts is at least 2/3 of what it was when the world began.<br />
:: ''"The Age of Myth was a time when living gods and mighty beasts still held sway."''<br />
* '''The Age of Legends''' : The number of living powers and megabeasts is at least 1/3 of what it was when the world began.<br />
:: ''"The Age of Legends was a time when the powers of the world were fading."''<br />
* '''The Age of Heroes''' : The number of living powers and megabeasts is greater than three.<br />
:: ''"The Age of Heroes was a time when the last of the powers fought their final battles."''<br />
<br />
In larger worlds, the proliferation (and extermination) of [[necromancer]]s, [[vampire]]s, and [[werebeast]]s during world generation can cause the age to ''regress'' back to Heroes, Legends or in slightly extreme cases even Myth, sometimes multiple times.<br />
<br />
* '''The Age of Three Powers''' - Exactly three powers are alive in the world. If a world starts with 3 powers and manages to progress beyond that, it will proceed to the Age of Myth.<br />
:: ''The Age of Three Powers was a time when the dragon Flarrgh, the demon Blarrgh and the titan Glarrgh were the only great powers in the world.''<br />
<br />
* '''The Age of (Race) and (Race)''' or '''The Age of Two (Race)s''' : Exactly two powers are alive in the world.<br />
:: ''"The Age of Dragon and Demon was a time when the dragon Flarrgh and the demon Blarrgh were the only great powers in the world."''<br />
:: ''"The Age of Two Dragons was a time when the dragon Flarrgh and the dragon Blarrgh were the only great powers in the world."''<br />
* '''The Age of (Name/Species)''' : Exactly one power is alive in the world. The name style is selected randomly.<br />
:: ''"The Age of the Hydra was a time when the hydra Flarrgh was the only great power in the world."''<br />
:: ''"The Age of Flarrgh was a time when the titan Flarrgh was the only great power in the world."''<br />
:: ''"The Draconic Age was a time when the dragon Flarrgh was the only great power in the world."''<br />
<br />
==== No Great Powers ====<br />
Once there are no powers left in the world, the ages will proceed as follows.<br />
<br />
;The Age of (Race)<br />
;The (Racial) Age<br />
:Less than 50% of all civilized creatures are [[Creature token#MUNDANE|mundane]], and the majority are of one race. The name style is selected randomly.<br />
:: ''The Age of Dwarves was a time when dwarves ruled the world.''<br />
;The Golden Age<br />
:Less than 50% of all civilized creatures are [[Creature token#MUNDANE|mundane]], but there is no single majority.<br />
:: ''The Golden Age was a time when various civilized races peopled the world.''<br />
;The Twilight Age<br />
:Between 50% and 90% of all civilized creatures are [[Creature token#MUNDANE|mundane]].<br />
:: ''The Twilight Age was a time when fantastic creatures no longer lived in great numbers.''<br />
;The Age of Fairy Tales<br />
:Over 90% of all civilized creatures are [[Creature token#MUNDANE|mundane]], but some non-mundane ones still remain. Toady One's quote from 2008 devlog: <blockquote>"I finally saw a world arrive at the Age of Fairy Tales, which happens if mundane creatures (ie humans) make up at least 90% of the world's civilized population with the requirement that there are still a few fantasy creatures lurking around. In this case, it was a kobold cave that their scouts never found. I guess all of the fairy tales were about people having their crap stolen."</blockquote><br />
:: ''The Age of Fairy Tales was a time when fantastic creatures were few and far between, and some even doubted their existence.''<br />
;The Age of Civilization<br />
:All civilized creatures are mundane, and all semi-megabeasts have been vanquished.<br />
:: ''The Age of Civilization was a time when fantastic creatures were but mere stories told by travelers.''<br />
;The Age of Death<br />
:All civilized creatures are dead, and the world has passed through at least one Age of Twilight, Age of Fairy Tales, Age of (Race), Golden Age, or Age of Civilization.<br />
:: ''The Age of Death was a time after civilization had crumbled completely.''<br />
;The Age of Emptiness<br />
:All civilized creatures are dead, but the world never progressed beyond the Ages of Myth, Legends, Heroes, or Powers (i.e. all civilized creatures were wiped out before all powers).<br />
:: ''The Age of Emptiness was a time when no civilized peoples existed in the world.''<br />
:: ''The Age of Emptiness was a time when only simple creatures inhabited the world.''<br />
<br />
A world that ends generation in the Age of Death or Emptiness will only allow games to be started in [[Legends|Legends mode]] or [[Adventurer mode]].<br />
<br />
==Announcements==<br />
A change in the season will generate an [[announcement]]. Depending on the biome your fortress is in, the announced season may be different from the calendar season. For example, in some biomes "wet" and "dry" seasons replace spring or summer. A few biomes lack any change in weather and those biomes announce a change of season by "-season- has arrived on the calendar." Regardless, plants and caravans always follow the calendar season listed on the status screen. <br />
<br />
{{World}}</div>93.77.223.115https://dwarffortresswiki.org/index.php?title=Modding&diff=260255Modding2021-12-29T17:03:00Z<p>93.77.223.115: /* Trade */</p>
<hr />
<div>{{Quality|Exceptional|14:13, 7 November 2013 (UTC)}}<br />
{{av}}<br />
{{catbox|DF2014:Modding}}<br />
<br />
{{split}}<br />
<br />
{{For/see|a list of Dwarf Fortress mods|[[List of mods]]}}<br />
<br />
'''Modding''' refers to modifying the game's files. ''Dwarf Fortress'' is remarkably moddable.<br />
<br />
== Guide ==<br />
This is intended to be a guide to inform those new to ''Dwarf Fortress'' modding on what elements of the game can be modified, and how. After reading through this guide, a user should be capable of editing creatures, entities, materials ''et al'', and creating their own.<br />
<br />
Generally, breaking stuff is fine - nothing that can be changed will affect the DF executable, and new additions can be easily removed.<br />
<br />
This guide is based on [[40d:Modding guide|Teldin's guide]], originally created for version 0.27.176.39c. Per wiki tradition, it has been updated through all the major releases since then; hopefully it reflects current knowledge.<br />
<br />
=== Token reference ===<br />
<br />
It's always good to refer to tokens on the wiki. Even experienced modders have to look up tokens! A list of articles about tokens can be found [[Token|here]].<br />
<br />
=== Basics of DF modding ===<br />
<br />
All the base data that can be edited by prospective modders can be found in the \raw\ folder. This folder contains two subfolders: "graphics" (where you insert [[Graphics set repository|graphics sets]]), and "objects", which contains all the data for, generally, everything in the game that is not hardcoded.<br />
<br />
Within the \raw\objects folder are a large number of text files - these are the [[raw file|raw files]], and editing them is quite easy - you can also create your own if you wish. For now, take a look at one of the existing files. For example, if you open creature_standard.txt, it should look something like this:<br />
<br />
creature_standard<br />
<br />
[OBJECT:CREATURE]<br />
<br />
[CREATURE:DWARF]<br />
[DESCRIPTION:A short, sturdy creature fond of drink and industry.]<br />
[NAME:dwarf:dwarves:dwarven]<br />
[CASTE_NAME:dwarf:dwarves:dwarven]<br />
[CREATURE_TILE:1][COLOR:3:0:0]<br />
[CREATURE_SOLDIER_TILE:2]<br />
...<br />
<br />
As you can see, each file comprises a header string stating the file name, a second header stating the type of object data it contains, followed by the contents of the file itself. These are all necessary elements of the file, and without them, the file will be ignored by the game. You may have also noticed the file naming scheme - this is also important; files containing creatures have names starting with "creature_", entity file names must begin with "entity_", etc..<br />
<br />
Below the headers, there begins a list of entries. Each entry is made up of its own header (in this case, "[CREATURE:DWARF]"), again stating the type of object, and then the object's unique identifier - if an identifier isn't unique, the game will mess up and you'll get some serious, and potentially very trippy, errors. ([[Duplicated raws|For example...]]) Below that, we have the body of the entry, which determines the entry's specific properties.<br />
<br />
The body of an entry is made up of a series of "tokens", which are essentially flags that can be added or removed to affect the entry's attributes. Most of these effects are hardcoded: for example, it's possible to make a creature only eat meat with the [CARNIVOROUS] token, but it's impossible to create your own token detailing a specific diet for the creature.<br />
<br />
Before we continue, a few key things to remember when modding the raw files:<br />
<br />
* Try to avoid modifying the existing raw files when adding objects. It makes removing mods far easier.<br />
* When adding files, all you need to include to ensure proper references are maintained is the token identifiers. The game will load up all *.txt files in the raw folder, and searches through them by tokens. For example, you can add a new pair of leather boots and not even have to add it to the item_shoes.txt file, but rather make your own file, say item_shoes_new.txt and ensure you have the token listed, ex. [ITEM_SHOES:ITEM_SHOES_BOOTS_NEW].<br />
<br />
* If you want to edit an already-existing creature, always back up the files you plan on editing to a different location. Since v0.31.22, the game no longer loads backup files with an extension other than ".txt", but duplicate entries are still a very bad thing.<br />
* When a new world is generated, all the raw files get copied into a \raw\ folder within the applicable save folder. If you want to change something within a world that's already been generated, you'll have to edit those files, not the ones in ~DF\raw\objects.<br />
* There's nothing stopping you from just copying an existing creature/entity/whatever, changing the identifier, and modifying it. This can save you a lot of time, especially when it comes to entities... which are coincidentally what we'll be talking about next.<br />
<br />
=== Modding civilizations (entities) ===<br />
<br />
Entities - the objects that determine how civilizations work - are stored in entity_default.txt (though, like all other files, you may add more). They follow the same format as any other raw file:<br />
<br />
entity_default<br />
<br />
[OBJECT:ENTITY]<br />
<br />
[ENTITY:ENTITYNAME]<br />
[CREATURE:CREATURETYPE]<br />
[TRANSLATION:LANGUAGETYPE]<br />
[BIOME_SUPPORT:BIOMETOKEN:FREQUENCY]<br />
...[OTHER TAGS]...<br />
<br />
Most of the time, it doesn't matter which order these tokens are in or where they're placed so long as they're below the "ENTITY:" identifier, but there are some important exceptions in the case of other files, especially creatures, which can contain a lot of "nested" tokens.<br />
<br />
"[CREATURE:]" links the civilization with a specific creature defined in a creature file. This is the creature that'll be making up the entity's population, and, therefore, the creature you'll be playing as in fortress or adventure mode if the entity is a playable one. For example, if you wanted to do something silly, you could switch the "CREATURE:DWARF" entry in entity_default.txt with "CREATURE:ELF" and you would be marching elves around in fortress mode, although they would still use dwarven technology and language and names and so forth. Oh, and before you get any funny ideas - it ''is'' possible to define more than one creature for a civ, but that won't work in quite the way you probably expect; later on, in the creature section, you'll learn about castes, which will provide a much more viable alternative, so try to bear with us until then.<br />
<br />
"[TRANSLATION:]" defines the language file that the entity will be using, which will determine what their untranslated words are for things. This doesn't determine which words they use for naming things, only the way those words are spelled. The default language files are HUMAN, DWARF, ELF, and GOBLIN.<br />
<br />
"[BIOME_SUPPORT:]" defines the biomes that civs will attempt to settle in. The "FREQUENCY" value determines the likelihood of them building there, but also raises an important point: most of the values you'll be setting for things are relative to each other. If one were to type:<br />
<br />
[BIOME_SUPPORT:ANY_FOREST:1]<br />
[BIOME_SUPPORT:SAVANNA:2]<br />
<br />
This would have very much the same effect as:<br />
<br />
[BIOME_SUPPORT:ANY_FOREST:5]<br />
[BIOME_SUPPORT:SAVANNA:10]<br />
<br />
This holds true for a lot of values throughout the files, excluding when it simply doesn't make sense, such as in materials.<br />
<br />
You can find many details about the rest of the civilization tokens [[entity token|here]]. <br />
<br />
Besides those mentioned, some fundamental ones are the SITE_CONTROLLABLE token, which lets you control the civ in fortress mode, the OUTSIDER_CONTROLLABLE token, which allows you to play in adventure mode as an outsider, and the ALL_MAIN_POPS_CONTROLLABLE token, which allows you to play a civ native (non-outsider) in adventure mode. Other tokens that you should pay attention to are START_BIOME and the ones regarding sites, but in general, you can just run through the aforementioned list and add or remove what you want.<br />
<br />
If you have more than one civ with the SITE_CONTROLLABLE token, all the available civs from those entities will appear in the group selection section on the embark screen. It may not be immediately obvious from which species each civ may be - while this can be determined from legends mode, the topmost species in the "neighbors" display in the embark screen is always the same as the currently selected species; if your group is dwarven, dwarves will be topmost, whilst (say) elves will be topmost if your chosen group is elven. By default, the game seems to choose a civ (and therefore a species if there is more than one) at random.<br />
<br />
You can also attempt to discern the civ yourself by the names it uses - this is the realm of "symbols", collections of words centered around a specific concept. The civ will use the words comprising whatever symbols are applicable to it for various things. This association might be a little confusing at first, so, let's refer to the DWARF entity:<br />
<br />
[SELECT_SYMBOL:WAR:NAME_WAR]<br />
[SUBSELECT_SYMBOL:WAR:VIOLENT]<br />
[SELECT_SYMBOL:BATTLE:NAME_BATTLE]<br />
[SUBSELECT_SYMBOL:BATTLE:VIOLENT]<br />
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]<br />
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]<br />
<br />
Here, we can see that dwarves will generally name their wars first after words in the "NAME_WAR" symbol group, and then, after words in the "VIOLENT" symbol group. This might, for example, result in a war being named "The War of Carnage". The symbols used for the other types of conflict are arrayed in a similar fashion. It would be trivial to replace the instances of VIOLENT with, say, PEACE and end up with a battle called "The Clash of Calm" or something.<br />
<br />
[SELECT_SYMBOL:ROAD:NAME_ROAD]<br />
[SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]<br />
[SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]<br />
[SELECT_SYMBOL:WALL:NAME_WALL]<br />
<br />
The above applies here. Dwarves are fond of naming their roads and tunnels after... roads and tunnels.<br />
<br />
[SELECT_SYMBOL:REMAINING:ARTIFICE]<br />
[SELECT_SYMBOL:REMAINING:EARTH]<br />
[CULL_SYMBOL:ALL:DOMESTIC]<br />
[CULL_SYMBOL:ALL:SUBORDINATE]<br />
[CULL_SYMBOL:ALL:EVIL]<br />
[CULL_SYMBOL:ALL:UNTOWARD]<br />
[CULL_SYMBOL:ALL:FLOWERY]<br />
[CULL_SYMBOL:ALL:NEGATIVE]<br />
[CULL_SYMBOL:ALL:UGLY]<br />
[CULL_SYMBOL:ALL:NEGATOR]<br />
<br />
This section deals with everything else. The things that haven't already been dealt with (hence the "REMAINING") - such as site names, kingdom names, the names of individuals, and such - will have names from the ARTIFICE and EARTH symbol groups. After that, the dwarf entity is told to cull all inappropriate symbols - this applies to everything (hence the "ALL") so if the game happens to choose a symbol associated with, say, EVIL for one of the battles, it'll scrap that name and try again. This sort of thing adds a lot of flavour to DF's entities and can account for a lot of a civ's perceived personality.<br />
<br />
Another basic thing to note: any entity token that's dealing with weapons, armor, clothing, etc., will state the items that the civ can build natively, not necessarily the ones they can wear or use. For example, you could create a species with no clothes specified, but then rob a clothes shop in adventurer mode and wear everything you want, or give them weapons that are too large to wield and they could sell them, but not use them. <br />
<br />
An easy method of creating a civilization is just to copy-paste a similar one to the bottom of the entity_default.txt file and edit things to your liking. Remember to always change the civ's "ENTITY:" identifier! This can be anything, so long as it's not already existing.<br />
<br />
At the end of some of the default entries you'll find a list of positions, both ones that'll directly affect you in fort mode (such as nobles) and ones that'll primarily affect worldgen and adventure mode. A list of the tokens applicable to positions can be found [[position token|here]]; they don't require a great deal of explanation.<br />
<br />
==== Trade ====<br />
The following [[entity token]]s affect the appearance of [[trading]] [[caravan]]s:<br />
<br />
* [[Entity token#ACTIVE_SEASON|[ACTIVE_SEASON]]] - Defines the seasons when an entity may visit your fortress.<br />
* [[Entity token#PROGRESS_TRIGGER_POPULATION|[PROGRESS_TRIGGER_*]]] - Defines the triggers which control when an entity will become interested in your fortress.<br />
* [[Entity token#COMMON_DOMESTIC_PACK|[COMMON_DOMESTIC_PACK]]] - Allows the civilization to use domestic pack animals. If an entity lacks pack animals (pr ability to pull wagons), it will be unable to send caravans (showing as {{DFtext|No Trade|6:1}} at the [[embark]] screen), unless it has domesticated any suitable animal species.<br />
* [[Entity token#COMMON_DOMESTIC_PULL|[COMMON_DOMESTIC_PULL]]] - Allows the civilization to use domestic animals to pull [[wagon]]s, assuming their [[Ethic#KILL_PLANT|KILL_PLANT ethic]] permits them to use wagons in the first place.<br />
* [[Entity token#MERCHANT_BODYGUARDS|[MERCHANT_BODYGUARDS]]] - Caravan will be guarded by [[soldier]]s.<br />
<br />
=== Modding creatures ===<br />
<br />
Creature modding is great fun. You can change nearly any aspect of a creature, or make your own completely from scratch.<br />
<br />
Modding creatures is very similar to modding civs: it's just a matter of editing, adding, or removing tokens, enclosed in square brackets underneath the creature's [CREATURE:] header. The creature entries contain all of the information about each and every non-random creature in the game, from animals to dwarves to goblins to even caravan wagons. A lot of the creature tokens are fairly self-explanatory; you can find a list of such tokens [[creature token|here]]. But before you start creating your own creatures, you'll want to learn how the tissues system works.<br />
<br />
==== Creature materials and tissues ====<br />
<br />
In the most basic sense, a creature is a series of bodyparts. These parts are defined in their own file, and we'll talk about them later, as a specific aspect of how creatures work, which throws off a lot of prospective modders, is the relationship between bodyparts, tissues, and materials. We're going to show you part of the creature entry for a bronze colossus (bear with us):<br />
<br />
...<br />
[BODY:HUMANOID:2EYES:2EARS:NOSE:HUMANOID_JOINTS:5FINGERS:5TOES]<br />
[NO_THOUGHT_CENTER_FOR_MOVEMENT]<br />
[TISSUE:BRONZE]<br />
[TISSUE_NAME:bronze:bronze]<br />
[TISSUE_MATERIAL:INORGANIC:BRONZE]<br />
[MUSCULAR]<br />
[FUNCTIONAL]<br />
[STRUCTURAL]<br />
[RELATIVE_THICKNESS:1]<br />
[CONNECTS]<br />
[TISSUE_SHAPE:LAYER]<br />
[TISSUE_LAYER:BY_CATEGORY:ALL:BRONZE]<br />
...<br />
<br />
At the top, we can see the "BODY:" token, followed by a list of bodyparts. As you've probably guessed, these parts make up the physical form of the colossus. But the colossus has to be made out of something - it has to have tissues. And those tissues also have to be made out of something - in this case, bronze.<br />
<br />
Below the BODY token you'll see a TISSUE token, followed by an identifier, much like the others we've seen. The TISSUE block is determining how the tissue works, and which purposes it'll serve. As the colossus is just going to be made out of this one tissue, this tissue needs to act like bone, muscle, and everything else combined, hence the MUSCULAR, FUNCTIONAL and STRUCTURAL tokens. The tissue also references a material - INORGANIC:BRONZE - the properties of which are declared in the inorganic materials file, and the tissue is subsequently made out of this material. With us so far?<br />
<br />
Below the tissue definition is the TISSUE_LAYER line. TISSUE_LAYER allows you to control where each tissue is applied. Its first argument defines if it's to search by bodypart category (BY_CATEGORY), bodypart type (BY_TYPE), or look for a specific part (BY_TOKEN). That's followed by the parts argument itself, which is in this case ALL (so the game's looking for parts in all categories, which is to say, every bodypart). This is followed by the tissue to be applied, BRONZE. So the TISSUE_LAYER token is telling the game to select all bodyparts in every category and make them out of the tissue "BRONZE". The colossus is now made of bronze.<br />
<br />
By now you're probably thinking "Wow, if this was for a creature made out of however many tissues, this would be amazingly longwinded". And you're right. Luckily, there are two methods by which we can speed things up a lot.<br />
<br />
Firstly, there are material and tissue templates. Let's say you were going to make a lot of creatures out of bronze, and you didn't want to have to copy and paste the bronze tissue all over the place. Instead, you create a tissue template. This goes, as you've probably guessed, in a tissue template file.<br />
<br />
[TISSUE_TEMPLATE:BRONZE_TEMPLATE]<br />
[TISSUE_NAME:bronze:bronze]<br />
[TISSUE_MATERIAL:INORGANIC:BRONZE]<br />
[MUSCULAR]<br />
[FUNCTIONAL]<br />
[STRUCTURAL]<br />
[RELATIVE_THICKNESS:1]<br />
[CONNECTS]<br />
[TISSUE_SHAPE:LAYER]<br />
<br />
Now, instead of applying the tissue to each and every bronze creature you're making, you can just refer to the template:<br />
<br />
...<br />
[BODY:HUMANOID:2EYES:2EARS:NOSE:HUMANOID_JOINTS:5FINGERS:5TOES]<br />
[NO_THOUGHT_CENTER_FOR_MOVEMENT]<br />
[USE_TISSUE_TEMPLATE:BRONZE:BRONZE_TEMPLATE]<br />
[TISSUE_LAYER:BY_CATEGORY:ALL:BRONZE]<br />
...<br />
<br />
Material templates work in the same way, but refer to materials instead of tissues.<br />
<br />
However, if we're looking at something like a dwarf, even with the templates, editing can get very slow indeed:<br />
<br />
...<br />
[USE_MATERIAL_TEMPLATE:SKIN:SKIN_TEMPLATE]<br />
[USE_MATERIAL_TEMPLATE:FAT:FAT_TEMPLATE]<br />
[USE_MATERIAL_TEMPLATE:MUSCLE:MUSCLE_TEMPLATE]<br />
[USE_MATERIAL_TEMPLATE:BONE:BONE_TEMPLATE]<br />
[USE_MATERIAL_TEMPLATE:CARTILAGE:CARTILAGE_TEMPLATE]<br />
[USE_MATERIAL_TEMPLATE:HAIR:HAIR_TEMPLATE]<br />
[USE_MATERIAL_TEMPLATE:TOOTH:TOOTH_TEMPLATE]<br />
[USE_MATERIAL_TEMPLATE:EYE:EYE_TEMPLATE]<br />
[USE_MATERIAL_TEMPLATE:NERVE:NERVE_TEMPLATE]<br />
[USE_MATERIAL_TEMPLATE:BRAIN:BRAIN_TEMPLATE]<br />
[USE_MATERIAL_TEMPLATE:LUNG:LUNG_TEMPLATE]<br />
[USE_MATERIAL_TEMPLATE:HEART:HEART_TEMPLATE]<br />
[USE_MATERIAL_TEMPLATE:LIVER:LIVER_TEMPLATE]<br />
[USE_MATERIAL_TEMPLATE:GUT:GUT_TEMPLATE]<br />
[USE_MATERIAL_TEMPLATE:STOMACH:STOMACH_TEMPLATE]<br />
[USE_MATERIAL_TEMPLATE:PANCREAS:PANCREAS_TEMPLATE]<br />
[USE_MATERIAL_TEMPLATE:SPLEEN:SPLEEN_TEMPLATE]<br />
[USE_MATERIAL_TEMPLATE:KIDNEY:KIDNEY_TEMPLATE]<br />
[USE_TISSUE_TEMPLATE:SKIN:SKIN_TEMPLATE]<br />
[USE_TISSUE_TEMPLATE:FAT:FAT_TEMPLATE]<br />
[USE_TISSUE_TEMPLATE:MUSCLE:MUSCLE_TEMPLATE]<br />
...<br />
<br />
This is where body detail plans, which have their own file, and are designed to help automate some of the more common processes in creature creation, come in. The first entry in b_detail_plan_default.txt does exactly what we've been trying to do above: it takes all the common materials and shoves them into one plan, which can be referenced with a single token.<br />
<br />
...<br />
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]<br />
...<br />
<br />
Much easier. But what about the TISSUE_LAYER tokens? Will we have to type out all of those manually?<br />
<br />
Nope, detail plans have that covered as well. It's possible to place variable arguments into a detail plan. For example:<br />
<br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS]<br />
[BP_LAYERS:BY_CATEGORY:BODY:ARG3:50:ARG2:5:ARG1:1]<br />
[BP_LAYERS:BY_CATEGORY:BODY_UPPER:ARG3:50:ARG2:5:ARG1:1]<br />
[BP_LAYERS:BY_CATEGORY:BODY_LOWER:ARG3:50:ARG2:5:ARG1:1]<br />
[BP_LAYERS:BY_CATEGORY:ARM:ARG4:25:ARG3:25:ARG2:5:ARG1:1]<br />
[BP_LAYERS:BY_CATEGORY:ARM_UPPER:ARG4:25:ARG3:25:ARG2:5:ARG1:1]<br />
...<br />
[BP_LAYERS:BY_CATEGORY:NOSE:ARG5:4:ARG1:1]<br />
...<br />
<br />
First an argument is placed in the plan (ARG1, ARG2 etc.), followed by the thickness of the tissue that will be inserted in place of the argument. So when we reference the VERTEBRATE_TISSUE_LAYERS plan, we'll be able to do something like this:<br />
<br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]<br />
<br />
ARG1 in the detail plan is replaced by SKIN, the first tissue we entered. ARG2 is replaced by FAT, ARG3 by MUSCLE, ARG4 by BONE, and ARG5 by CARTILAGE. Hence, our creature's bodypart designated as BODY is made up of SKIN with thickness 1, FAT with thickness 5, and MUSCLE with thickness 50. Its nose is made up of SKIN (thickness 1) and CARTILAGE (thickness 4).<br />
<br />
Things left out of the body plans aside, our dwarf's entire body, material, tissue and tissue layer tokens have been boiled down to this:<br />
<br />
...<br />
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:<br />
THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]<br />
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]<br />
[BODY_DETAIL_PLAN:STANDARD_TISSUES]<br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]<br />
...<br />
<br />
This can save you a lot of time and space if you're making lots of changes common to many creatures. In general, if you're making a creature that's fleshy or chitinous, there are detail plans already included in the game to help you out. You should only have to resort to declaring tissues individually (like our bronze colossus) if you're doing something really out-of-the-ordinary.<br />
<br />
Another great thing about templates (and so, detail plans) is that they can be modified after being declared. Let's say we wanted our dwarves to be perpetually on fire (don't ask). We declare the body stuff normally:<br />
<br />
...<br />
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:<br />
THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]<br />
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]<br />
[BODY_DETAIL_PLAN:STANDARD_TISSUES]<br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]<br />
...<br />
<br />
We then select the appropriate material:<br />
<br />
...<br />
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:<br />
THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]<br />
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]<br />
[BODY_DETAIL_PLAN:STANDARD_TISSUES]<br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]<br />
[SELECT_MATERIAL:SKIN]<br />
[MAT_FIXED_TEMP:10600]<br />
...<br />
<br />
We don't want them burning to death, so we'll need to stop that from happening:<br />
<br />
...<br />
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:<br />
THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]<br />
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]<br />
[BODY_DETAIL_PLAN:STANDARD_TISSUES]<br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]<br />
[SELECT_MATERIAL:SKIN]<br />
[MAT_FIXED_TEMP:10600]<br />
[SELECT_MATERIAL:ALL]<br />
[HEATDAM_POINT:NONE]<br />
...<br />
<br />
Note that this makes use of DF's built-in temperature scale. You can read more about that [[Temperature|on this page]]. We're also referencing material tokens, which we haven't gone over yet - we'll talk about making your own materials later.<br />
<br />
==== Creature castes ====<br />
<br />
Another potentially extremely powerful part of the creature raws is the caste system. The caste system handles both true biological castes and lesser variations, such as sexes.<br />
<br />
To understand the true potential of the caste system, we only need to take a look at the raws for antmen, found in creature_subterrenean.txt:<br />
<br />
...<br />
[CASTE:WORKER]<br />
[CASTE_NAME:worker ant woman:worker ant women:worker ant woman]<br />
Female, but non-breeding.<br />
[POP_RATIO:10000]<br />
[CASTE:SOLDIER]<br />
[CASTE_NAME:soldier ant woman:soldier ant women:soldier ant woman]<br />
Female, but non-breeding.<br />
[POP_RATIO:1000]<br />
[CASTE:DRONE]<br />
[MALE]<br />
[CASTE_NAME:drone ant man:drone ant men:drone ant man]<br />
[POP_RATIO:5]<br />
[CASTE:QUEEN]<br />
[FEMALE]<br />
[CASTE_NAME:queen ant woman:queen ant women:queen ant woman]<br />
[POP_RATIO:1]<br />
[SELECT_CASTE:WORKER]<br />
[SELECT_ADDITIONAL_CASTE:SOLDIER]<br />
[SELECT_ADDITIONAL_CASTE:QUEEN]<br />
[BODY:HUMANOID_4ARMS:2EYES:HEART:GUTS:BRAIN:MOUTH]<br />
[BODYGLOSS:INSECT_UPPERBODY:INSECT_LOWERBODY]<br />
[SELECT_CASTE:DRONE]<br />
[BODY:HUMANOID_4ARMS:2EYES:HEART:GUTS:BRAIN:MOUTH:2WINGS]<br />
[BODYGLOSS:INSECT_UPPERBODY:INSECT_LOWERBODY]<br />
[FLIER]<br />
[SELECT_CASTE:ALL]<br />
[BODY_DETAIL_PLAN:CHITIN_MATERIALS]<br />
[BODY_DETAIL_PLAN:CHITIN_TISSUES]<br />
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:CHITIN:FAT:MUSCLE]<br />
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]<br />
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]<br />
[ATTACK_SKILL:GRASP_STRIKE]<br />
[ATTACK_VERB:punch:punches]<br />
...<br />
<br />
It's evident that the process of creating and editing castes is comparable to the modifications we were making to tissues and materials earlier: A caste is declared, and modifications to the base creature are made. Declared castes can be selected and subsequently modified, again, just like tissues and materials.<br />
<br />
In this case, each caste is declared, given its own name, and a POP_RATIO, which determines how commonly a birth results in that caste - for every 10000 workers born, there'll be an average of 1000 soldiers, 5 drones and one queen. You've probably also noticed that the DRONE and QUEEN castes have the MALE and FEMALE tokens respectively - these tokens determine how breeding works. A creature without both a MALE caste and a FEMALE caste will be unable to breed (no asexual creatures yet, unfortunately). As they lack FEMALE, the workers and soldiers are unable to breed with the male drones.<br />
<br />
After this, there are some modifications to bodyparts. In this case, the drones have wings and the FLIER token, which the other castes lack. It's entirely possible for creatures of different castes to have completely different body structures, even to the extent that they don't resemble each other at all. If you read the section of this guide that dealt with entities, you may remember a passing mention of multi-creature civilisations and how they don't quite work as you may think they would. The castes system is your workaround. You could create a caste that is, for all intents and purposes, a human, and another caste of the same creature that acts exactly like a giant cave spider, put the creature in a civ, and get a human-spider civ. The only flaw in this approach is that the castes will interbreed.<br />
<br />
That's the most complex components of creature creation out of the way. You should find the rest trivial by comparison.<br />
<br />
=== Modding items ===<br />
<br />
Items are fairly simple to deal with. By default, each item type is contained in its own file; this may help make browsing for a specific item easier, but from a purely technical point of view, it's possible to throw all items into one file. Unfortunately, item tokens don't seem to be especially well-documented (at least not as well as the other object types), but you should be able to figure out most things by way of our explanations and your assumptions.<br />
<br />
Let's look at the entry for, of course, the thong:<br />
<br />
[ITEM_PANTS:ITEM_PANTS_THONG]<br />
[NAME:thong:thongs]<br />
[LAYER:UNDER]<br />
[COVERAGE:25]<br />
[LAYER_SIZE:10]<br />
[LAYER_PERMIT:30]<br />
[MATERIAL_SIZE:1]<br />
[SOFT]<br />
[LEATHER]<br />
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]<br />
<br />
Most of these are pretty obvious if one compares them to the other entries in the file. There's a layer for the item, determining where it's worn; a coverage value to determine how well it protects you from cold and other things; a size token to determine how much it counts for when it's under something else; a layer permit token to determine how much can be worn under it; and a material size token to determine how much raw material it takes to make it.<br />
<br />
Now, if you wanted to mod these to turn them into metal thongs (ouch!), you would simply have to add [METAL] to it somewhere. Simple! These tokens work by tying into material properties - some materials are designated as suitable for making hard items, some for soft, etc..<br />
<br />
Weapons involve a little more detail:<br />
<br />
[ITEM_WEAPON:ITEM_WEAPON_SWORD_2H]<br />
[NAME:two-handed sword:two-handed swords]<br />
[SIZE:900]<br />
[SKILL:SWORD]<br />
[TWO_HANDED:67500]<br />
[MINIMUM_SIZE:62500]<br />
[MATERIAL_SIZE:5]<br />
[ATTACK:EDGE:100000:8000:slash:slashes:NO_SUB:1250]<br />
[ATTACK:EDGE:50:4000:stab:stabs:NO_SUB:1000]<br />
[ATTACK:BLUNT:100000:8000:slap:slaps:flat:1250]<br />
[ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]<br />
<br />
SIZE determines how heavy the weapon is. This has a substantial effect on weapon effectiveness. SKILL determines which skill is used in using the weapon; a list of skills can be found [[skill token|on this page]]. MINIMUM_SIZE determines the minimum size a creature must be before the weapon can be wielded, while TWO_HANDED determines how large a creature must be in order to wield the weapon with one hand.<br />
<br />
Attacks take a little more explanation. The first value determines the contact area of the weapon's attack; this should be high for slashing weapons and low for bludgeoning, piercing and poking ones. The second value determines how deep the weapon penetrates - for BLUNT attacks this value is ignored as they're not supposed to penetrate anyway, but in the case of EDGE attacks it should generally be lower for slashing attacks and higher for stabbing attacks.<br />
<br />
Following these are the nouns and verb used; they should be self-explanatory. Finally, we have the velocity modifier, which has a multiplying effect on the weapon's size for the purposes of determining how powerful it is in combat.<br />
<br />
Other, more miscellaneous items are generally simple and shouldn't require any further explanation.<br />
<br />
Once you've made an item, you just add it to the civ entry so a civilization can actually craft it, and it's done.<br />
<br />
=== Modding language files ===<br />
<br />
Let's say you added a whole new species. Sure, you could just swipe one of the existing translation files and steal their language for your species, but that's the lazy way! If you want to create a whole new language, it is very simple.<br />
<br />
First, you'd need a whole new language_RACE file, such as language_LIZARDMAN.txt, along with "language_LIZARDMAN" at the top of the file proceeded by [OBJECT:LANGUAGE] and [TRANSLATION:LIZARDMAN]. After that, it's just a matter of copy-pasting one of the existing language lists and editing the finished 'translated' word. That's it! Then just add the translation link to your civ in entity_default.txt and it'll be added to the game on worldgen.<br />
<br />
(Note that the name of the file doesn't actually matter; however, it's good form to name the file after a creature if only that creature speaks the language.)<br />
<br />
=== Modding body parts ===<br />
<br />
Imagine you have this fantastic idea for a multi-tentacled winged spider-monster. Sounds great! But in order to make this a reality you may need to create a new set of body parts for it. That's no problem! Making body parts is easy, though it may look complicated at first. <br />
<br />
All of the default body definitions are located in body_default.txt and then linked to a creature in the creature's entry. We've talked about how bodyparts make up creatures earlier, in the creature section. You can mix and match them in the creature entry and it makes no difference, as long as they're there: each bodypart will link itself to the appropriate connection automatically when the creature is first created.<br />
<br />
Body parts work by sections: you can add as many sections as you want to a bodypart definition, but generally you should keep it fairly low for ease of use. Each body section entry is in the, very simple, format:<br />
<br />
[BODY:BODYNAME]<br />
[BP:TOKENID:name][TOKENSGOHERE][DEFAULT_RELSIZE:][CATEGORY:WHATEVER]<br />
<br />
The most important tokens are "CONTYPE" and "CON": CONTYPE means the bodypart in question is connected to a certain ''type'' of bodypart, while CON means it's connected to a ''specific'' one. TOKENID is yet another identifier, which should be unique, as it's referenced every time something uses CON or BY_TOKEN. DEFAULT_RELSIZE defines, of course, what the bodypart's size is in relation to the other parts. CATEGORY defines a category for the part, which can be unique or shared with other parts. This is referenced whenever BY_CATEGORY is used.<br />
<br />
A list of bodypart tokens can be found [[body token|here]].<br />
<br />
Let's take a simple example, a head:<br />
<br />
[BODY:BASIC_HEAD]<br />
[BP:HD:head:STP][CONTYPE:UPPERBODY][HEAD][CATEGORY:HEAD]<br />
[DEFAULT_RELSIZE:300]<br />
<br />
It connects directly to an upper body.<br />
<br />
[BODY:2EYES]<br />
[BP:REYE:right eye:STP][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][RIGHT][CATEGORY:EYE]<br />
[DEFAULT_RELSIZE:5]<br />
[BP:LEYE:left eye:STP][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][LEFT][CATEGORY:EYE]<br />
[DEFAULT_RELSIZE:5]<br />
<br />
These are a pair of eyes, connecting to the head.<br />
<br />
[BODY:HUMANOID]<br />
[BP:UB:upper body:upper bodies][UPPERBODY][CATEGORY:BODY_UPPER]<br />
[DEFAULT_RELSIZE:1000]<br />
[BP:LB:lower body:lower bodies][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]<br />
[DEFAULT_RELSIZE:1000]<br />
[BP:HD:head:STP][CON:UB][HEAD][CATEGORY:HEAD]<br />
[DEFAULT_RELSIZE:300]<br />
[BP:RUA:right upper arm:STP][CON:UB][LIMB][RIGHT][CATEGORY:ARM_UPPER]<br />
[DEFAULT_RELSIZE:200]<br />
[BP:LUA:left upper arm:STP][CON:UB][LIMB][LEFT][CATEGORY:ARM_UPPER]<br />
[DEFAULT_RELSIZE:200]<br />
[BP:RLA:right lower arm:STP][CON:RUA][LIMB][RIGHT][CATEGORY:ARM_LOWER]<br />
[DEFAULT_RELSIZE:200]<br />
[BP:LLA:left lower arm:STP][CON:LUA][LIMB][LEFT][CATEGORY:ARM_LOWER]<br />
[DEFAULT_RELSIZE:200]<br />
[BP:RH:right hand:STP][CON:RLA][GRASP][RIGHT][CATEGORY:HAND]<br />
[DEFAULT_RELSIZE:80]<br />
[BP:LH:left hand:STP][CON:LLA][GRASP][LEFT][CATEGORY:HAND]<br />
[DEFAULT_RELSIZE:80]<br />
[BP:RUL:right upper leg:STP][CON:LB][LIMB][RIGHT][CATEGORY:LEG_UPPER]<br />
[DEFAULT_RELSIZE:500]<br />
[BP:LUL:left upper leg:STP][CON:LB][LIMB][LEFT][CATEGORY:LEG_UPPER]<br />
[DEFAULT_RELSIZE:500]<br />
[BP:RLL:right lower leg:STP][CON:RUL][LIMB][RIGHT][CATEGORY:LEG_LOWER]<br />
[DEFAULT_RELSIZE:400]<br />
[BP:LLL:left lower leg:STP][CON:LUL][LIMB][LEFT][CATEGORY:LEG_LOWER]<br />
[DEFAULT_RELSIZE:400]<br />
[BP:RF:right foot:right feet][CON:RLL][STANCE][RIGHT][CATEGORY:FOOT]<br />
[DEFAULT_RELSIZE:120]<br />
[BP:LF:left foot:left feet][CON:LLL][STANCE][LEFT][CATEGORY:FOOT]<br />
[DEFAULT_RELSIZE:120]<br />
<br />
An entire humanoid body. The foot bone's connected to the ankle bone...<br />
<br />
"BODYGLOSS" entries, which you can sometimes find applied to creature entries, are simply replacement words for specific part name strings in a creature. For example, you'll find the bodygloss [BODYGLOSS:CLAW_HAND:hand:claw] in body_default.txt; you can then use this in a creature via "[BODYGLOSS:CLAW_HAND]" and it'll replace all instances of "hand" with "claw" in that creature. Be warned, however—if you were to, say make a bodygloss [BODYGLOSS:EARSTALK:ear:stalk:ears:stalk], it would not only change "ear" and "ears" to "stalk" and "stalks", it would also change "h'''ear'''t" to "h'''stalk'''t"! For all intents and purposes the body part will still function as the proper part, though.<br />
<br />
=== Modding plants ===<br />
<br />
Plants are, again, not unlike creatures. With what you've learned so far in regard to tokens and the materials system, running through the notes included in plant_standard.txt should explain most things. [[Plant token|Here's the list of plant-specific tokens]].<br />
<br />
Below is the [[plump helmet]] raw description:<br />
<br />
[PLANT:MUSHROOM_HELMET_PLUMP]<br />
[NAME:plump helmet][NAME_PLURAL:plump helmets][ADJ:plump helmet]<br />
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]<br />
[MATERIAL_VALUE:2]<br />
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]<br />
[EDIBLE_VERMIN]<br />
[EDIBLE_RAW]<br />
[EDIBLE_COOKED]<br />
[PICKED_TILE:161][PICKED_COLOR:6:13:0]<br />
[GROWDUR:300][VALUE:2]<br />
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]<br />
[STATE_NAME_ADJ:ALL_SOLID:frozen dwarven wine]<br />
[STATE_NAME_ADJ:LIQUID:dwarven wine]<br />
[STATE_NAME_ADJ:GAS:boiling dwarven wine]<br />
[MATERIAL_VALUE:2]<br />
[DISPLAY_COLOR:5:0:0]<br />
[EDIBLE_RAW]<br />
[EDIBLE_COOKED]<br />
[PREFIX:NONE]<br />
[DRINK:LOCAL_PLANT_MAT:DRINK]<br />
<br />
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]<br />
[MATERIAL_VALUE:1]<br />
[EDIBLE_VERMIN]<br />
[EDIBLE_COOKED]<br />
[SEED:plump helmet spawn:plump helmet spawn:4:0:1:LOCAL_PLANT_MAT:SEED]<br />
[SPRING][SUMMER][AUTUMN][WINTER]<br />
[FREQUENCY:100]<br />
[CLUSTERSIZE:5]<br />
[PREFSTRING:rounded tops]<br />
[WET][DRY]<br />
[BIOME:SUBTERRANEAN_WATER]<br />
[UNDERGROUND_DEPTH:1:3]<br />
[SHRUB_TILE:142]<br />
[DEAD_SHRUB_TILE:28]<br />
[SHRUB_COLOR:5:13:0]<br />
[DEAD_SHRUB_COLOR:5:6:0]<br />
<br />
Let's look at this line by line:<br><br />
First, we define its file name. In this case it's MUSHROOM_HELMET_PLUMP. Next we define its in-game name (plump helmet) and its adjective for if you were to craft with it (e.g. plump helmet earrings).<br />
<br />
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]<br />
[MATERIAL_VALUE:2]<br />
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]<br />
<br />
This defines the structure and material of the plant. It references STRUCTURAL_PLANT_TEMPLATE in the first line, so if you were to say, add wings to the template, the plump helmet plant would be winged. This is for the plant itself, not the end plump helmets.<br />
<br />
After that we get our edible tokens. These say that vermin can eat the plant, and it can be eaten raw or cooked by your dwarves. So if you wanted a plant vermin would leave alone, you'd remove the [EDIBLE_VERMIN] token.<br />
<br />
[EDIBLE_VERMIN]<br />
[EDIBLE_RAW]<br />
[EDIBLE_COOKED]<br />
<br />
Next, [PICKED_TILE:161] is the character (161 in this case) shown when the crop is harvested. See [[Main:Character table|character table]] for a table of usable tiles. [PICKED_COLOR:6:13:0] is the color used for the crop's tile when harvested. It's in a foreground:background:brightness format. See [[color]] for the colors usable.<br />
<br />
[PICKED_TILE:161][PICKED_COLOR:6:13:0]<br />
<br />
[GROWDUR:300] is how long it takes for your crop to grow. There are 1008 growdur units in a season.<br><br />
[VALUE:2] Is the value of the harvested plant (default 1). <br />
<br />
[GROWDUR:300][VALUE:2]<br />
<br />
This defines the plant's alcohol states. [STATE_NAME_ADJ:ALL_SOLID:] is the frozen name, followed is the actual drink name, and then its boiling name. These are achieved by either Scorching or Freezing climates. [DISPLAY_COLOR] is, of course, color, and [EDIBLE_RAW] and [EDIBLE_COOKED] are saying you can drink the alcohol raw or cooked.<br />
<br />
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]<br />
[STATE_NAME_ADJ:ALL_SOLID:frozen dwarven wine]<br />
[STATE_NAME_ADJ:LIQUID:dwarven wine]<br />
[STATE_NAME_ADJ:GAS:boiling dwarven wine]<br />
[MATERIAL_VALUE:2]<br />
[DISPLAY_COLOR:5:0:0]<br />
[EDIBLE_RAW]<br />
[EDIBLE_COOKED]<br />
[PREFIX:NONE]<br />
[DRINK:LOCAL_PLANT_MAT:DRINK]<br />
<br />
After that we get our seed template:<br />
<br />
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]<br />
[MATERIAL_VALUE:1]<br />
[EDIBLE_VERMIN]<br />
[EDIBLE_COOKED]<br />
[SEED:plump helmet spawn:plump helmet spawn:4:0:1:LOCAL_PLANT_MAT:SEED]<br />
<br />
And all this says is that the seeds may be eaten by vermin or cooked. Then it gives the name of our plant's seed, its plural name, its foreground, background, and brightness colors, followed by its seed material; said material should have [SEED_MAT] to permit proper stockpiling.<br />
<br />
And finally for the last chunk we have this:<br />
<br />
[SPRING][SUMMER][AUTUMN][WINTER]<br />
[FREQUENCY:100]<br />
[CLUSTERSIZE:5]<br />
[PREFSTRING:rounded tops]<br />
[WET][DRY]<br />
[BIOME:SUBTERRANEAN_WATER]<br />
[UNDERGROUND_DEPTH:1:3]<br />
[SHRUB_TILE:142]<br />
[DEAD_SHRUB_TILE:28]<br />
[SHRUB_COLOR:5:13:0]<br />
[DEAD_SHRUB_COLOR:5:6:0]<br />
<br />
First we define what season(s) the plant may grow in, then we define how frequently this plant is generated in a particular area, followed by how many harvested crop items may come from 1 plant. [PREFSTRING:] is what your dwarves like about the plant, which in this case is the rounded tops. [WET][DRY] are the conditions under which the plant can grow. Wet means it can grow close to water, dry means it can grow away from water. This does not mean you can grow the plant on dry stone however. It is just for natural spawning of the plant.<br><br />
[BIOME] Is what biome the plant grows in. [UNDERGROUND_DEPTH:Minimum:Maximum] Is the highest and lowest cavern levels that the plant can appear in if its biome is subterranean. Dwarven civilizations will only export (via the embark screen or caravans) things that are available at depth 1. Defaults to 0:0 (surface only).<br><br />
Lastly, [SHRUB_TILE] is the character used for the naturally spawning shrub of this plant, [DEAD_SHRUB] is the dead shrub character. [SHRUB_COLOR] Is the shrub's color, and [DEAD_SHRUB_COLOR] is, of course, the dead shrub's color.<br />
<br />
While this may or may not look like a lot of tokens, it's very easy. Just copy an existing plant and edit it to your new plant.<br><br />
For the rest of the tokens, see [[plant token]].<br />
<br />
==== Trees ====<br />
<br />
Trees are another kind of plant that can be modded. Being plants, they use many of the same tokens as edible crops, but differ in having a few tree-specific tokens.<br />
<br />
Below is the [[apple|apple tree]] raw description:<br />
<br />
[PLANT:APPLE] malus sieversii<br />
[NAME:apple tree][NAME_PLURAL:apple trees][ADJ:apple tree]<br />
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]<br />
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]<br />
[USE_MATERIAL_TEMPLATE:WOOD:WOOD_TEMPLATE]<br />
[STATE_NAME:ALL_SOLID:apple wood]<br />
[STATE_ADJ:ALL_SOLID:apple wood]<br />
[PREFIX:NONE]<br />
[SOLID_DENSITY:745] *** http://www.csudh.edu/oliver/chemdata/woods.htm<br />
[STATE_COLOR:ALL_SOLID:CHOCOLATE] *** http://www.forestryforum.com/board/index.php/topic,61009.0.html<br />
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]<br />
[STATE_NAME_ADJ:ALL_SOLID:frozen apple cider]<br />
[STATE_NAME_ADJ:LIQUID:apple cider]<br />
[STATE_NAME_ADJ:GAS:boiling apple cider]<br />
[MATERIAL_VALUE:2]<br />
[DISPLAY_COLOR:6:0:0]<br />
[EDIBLE_RAW]<br />
[EDIBLE_COOKED]<br />
[PREFIX:NONE]<br />
[DRINK:LOCAL_PLANT_MAT:DRINK]<br />
[USE_MATERIAL_TEMPLATE:LEAF:LEAF_TEMPLATE]<br />
[STATE_COLOR:ALL:GREEN]<br />
[DISPLAY_COLOR:2:0:0]<br />
[USE_MATERIAL_TEMPLATE:FLOWER:FLOWER_TEMPLATE]<br />
[STATE_COLOR:ALL:ROSE]<br />
[DISPLAY_COLOR:5:0:1]<br />
[USE_MATERIAL_TEMPLATE:FRUIT:FRUIT_TEMPLATE]<br />
[STATE_COLOR:ALL:RUST]<br />
[DISPLAY_COLOR:4:0:0]<br />
[EDIBLE_VERMIN]<br />
[EDIBLE_RAW]<br />
[EDIBLE_COOKED]<br />
[STOCKPILE_PLANT_GROWTH]<br />
[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]<br />
[MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]<br />
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]<br />
[MATERIAL_VALUE:1]<br />
[EDIBLE_VERMIN]<br />
[SEED:apple seed:apple seeds:0:0:1:LOCAL_PLANT_MAT:SEED]<br />
[TREE:LOCAL_PLANT_MAT:WOOD][TREE_TILE:5]<br />
[TRUNK_PERIOD:10]<br />
[HEAVY_BRANCH_DENSITY:25]<br />
[BRANCH_DENSITY:50]<br />
[MAX_TRUNK_HEIGHT:3]<br />
[HEAVY_BRANCH_RADIUS:1]<br />
[BRANCH_RADIUS:2]<br />
[TRUNK_BRANCHING:2]<br />
[MAX_TRUNK_DIAMETER:1]<br />
[TRUNK_WIDTH_PERIOD:200]<br />
[ROOT_DENSITY:5]<br />
[ROOT_RADIUS:3]<br />
[STANDARD_TILE_NAMES]<br />
[PREFSTRING:fruit]<br />
[DRY]<br />
[BIOME:ANY_TEMPERATE]<br />
[SAPLING]<br />
[GROWTH:LEAVES]<br />
[GROWTH_NAME:apple leaf:apple leaves]<br />
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:LEAF]<br />
[GROWTH_DENSITY:1000]<br />
[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]<br />
[GROWTH_HOST_TILE:SAPLING]<br />
[GROWTH_TIMING:0:300000]<br />
[GROWTH_PRINT:0:6:2:0:0:0:209999:1]<br />
[GROWTH_PRINT:0:6:6:0:1:210000:239999:1] autumn color<br />
[GROWTH_PRINT:0:6:4:0:1:240000:269999:1]<br />
[GROWTH_PRINT:0:6:4:0:0:270000:300000:1]<br />
[GROWTH_DROPS_OFF]<br />
[GROWTH:FLOWERS]<br />
[GROWTH_NAME:apple flower:STP]<br />
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:FLOWER]<br />
[GROWTH_DENSITY:1000]<br />
[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]<br />
[GROWTH_TIMING:60000:119999]<br />
[GROWTH_PRINT:5:5:5:0:1:60000:119999:2]<br />
[GROWTH:FRUIT]<br />
[GROWTH_NAME:apple:STP]<br />
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:FRUIT]<br />
[GROWTH_DENSITY:1000]<br />
[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]<br />
[GROWTH_TIMING:120000:200000]<br />
[GROWTH_DROPS_OFF_NO_CLOUD]<br />
[GROWTH_PRINT:'%':'%':4:0:0:120000:200000:3]<br />
[GROWTH_HAS_SEED]<br />
<br />
The first lines are the same as the ones we saw being used in the plump helmets, defining the plant object, giving it a name, and deciding that it should use the standard STRUCTURAL_PLANT material for its structure.<br />
<br />
[PLANT:APPLE] malus sieversii<br />
[NAME:apple tree][NAME_PLURAL:apple trees][ADJ:apple tree]<br />
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]<br />
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]<br />
<br />
Adding the token [[DF2014:Material_definition_token#DISPLAY_COLOR|DISPLAY_COLOR]] directly after [USE_MATERIAL_TEMPLATE] would allow us to change the color of the tree.<br />
<br />
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]<br />
[DISPLAY_COLOR:1:0:0]<br />
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]<br />
<br />
would give us a dark blue apple tree. This method is used by the game in [[birch|birches]] and [[spore tree|various]] [[nether-cap|underground]] [[blood thorn|trees]].<br />
<br />
Next come the definitions of various other materials used by the tree:<br />
<br />
[USE_MATERIAL_TEMPLATE:WOOD:WOOD_TEMPLATE]<br />
[STATE_NAME:ALL_SOLID:apple wood]<br />
[STATE_ADJ:ALL_SOLID:apple wood]<br />
[PREFIX:NONE]<br />
[SOLID_DENSITY:745] *** http://www.csudh.edu/oliver/chemdata/woods.htm<br />
[STATE_COLOR:ALL_SOLID:CHOCOLATE] *** http://www.forestryforum.com/board/index.php/topic,61009.0.html<br />
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]<br />
[STATE_NAME_ADJ:ALL_SOLID:frozen apple cider]<br />
[STATE_NAME_ADJ:LIQUID:apple cider]<br />
[STATE_NAME_ADJ:GAS:boiling apple cider]<br />
[MATERIAL_VALUE:2]<br />
[DISPLAY_COLOR:6:0:0]<br />
[EDIBLE_RAW]<br />
[EDIBLE_COOKED]<br />
[PREFIX:NONE]<br />
[DRINK:LOCAL_PLANT_MAT:DRINK]<br />
[USE_MATERIAL_TEMPLATE:LEAF:LEAF_TEMPLATE]<br />
[STATE_COLOR:ALL:GREEN]<br />
[DISPLAY_COLOR:2:0:0]<br />
[USE_MATERIAL_TEMPLATE:FLOWER:FLOWER_TEMPLATE]<br />
[STATE_COLOR:ALL:ROSE]<br />
[DISPLAY_COLOR:5:0:1]<br />
[USE_MATERIAL_TEMPLATE:FRUIT:FRUIT_TEMPLATE]<br />
[STATE_COLOR:ALL:RUST]<br />
[DISPLAY_COLOR:4:0:0]<br />
[EDIBLE_VERMIN]<br />
[EDIBLE_RAW]<br />
[EDIBLE_COOKED]<br />
[STOCKPILE_PLANT_GROWTH]<br />
[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]<br />
[MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]<br />
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]<br />
[MATERIAL_VALUE:1]<br />
[EDIBLE_VERMIN]<br />
[SEED:apple seed:apple seeds:0:0:1:LOCAL_PLANT_MAT:SEED]<br />
<br />
From them, we get to know what the parts of the tree can be used for, as well as how they will appear when separated from the tree. Any alterations that can be done to materials normally can be done here, such as changing the value or adding a [[syndrome]].<br />
<br />
[TREE:LOCAL_PLANT_MAT:WOOD][TREE_TILE:5]<br />
<br />
[TREE] is what turns your plant object into an actual tree. The following argument describes what material the harvested logs should be made of. If NONE, the felled tree will give no logs. [TREE_TILE] is the tile the tree shows up as on the world map.<br />
<br />
Note that all vanilla trees (that give logs) use the WOOD material defined above as the argument for [TREE], as opposed to the STRUCTURAL material. Thus, any changes to the properties of the wood harvested should be done to the WOOD material.<br />
<br />
The following tokens decide the dimensions of the tree, and how it grows.<br />
<br />
[TRUNK_PERIOD:10]<br />
[HEAVY_BRANCH_DENSITY:25]<br />
[BRANCH_DENSITY:50]<br />
[MAX_TRUNK_HEIGHT:3]<br />
[HEAVY_BRANCH_RADIUS:1]<br />
[BRANCH_RADIUS:2]<br />
[TRUNK_BRANCHING:2]<br />
[MAX_TRUNK_DIAMETER:1]<br />
[TRUNK_WIDTH_PERIOD:200]<br />
[ROOT_DENSITY:5]<br />
[ROOT_RADIUS:3]<br />
<br />
[TRUNK_PERIOD] and [TRUNK_WIDTH_PERIOD] determine how long it takes for the trunk to grow one tile taller respectively wider, in years. [MAX_TRUNK_HEIGHT:3] and [MAX_TRUNK_DIAMETER:1] determine the maximum value the above can reach. [TRUNK_BRANCHING] decides how "curvy" the tree is, with [TRUNK_BRANCHING:0] meaning the tree is entirely straight. <br />
<br />
[HEAVY_BRANCH_DENSITY:25], [HEAVY_BRANCH_RADIUS:1], [BRANCH_DENSITY:50], [BRANCH_RADIUS:2], [ROOT_DENSITY:5], and [ROOT_RADIUS:3] determine the density (how many are there, integer ranging 0-100) and radius (in tiles) away from the trunk, of heavy branches, normal branches and roots respectively.<br />
<br />
[STANDARD_TILE_NAMES] makes the tree use standard names for the trunk, branches etc. Otherwise custom ones can be used. (see [[Plant_token|full plant token list]])<br />
<br />
[SAPLING] ensures saplings of this tree are called "[tree name] sapling", instead of the standard "young [tree name]".<br />
<br />
Lastly, we are introduced to the [GROWTH] token. [GROWTH] defines growths growing on a plant, in this case our apple tree. Apple trees have three growths: leaves, flowers and fruits.<br />
<br />
[GROWTH:FRUIT]<br />
[GROWTH_NAME:apple:STP]<br />
[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:FRUIT]<br />
[GROWTH_DENSITY:1000]<br />
[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]<br />
[GROWTH_TIMING:120000:200000]<br />
[GROWTH_DROPS_OFF_NO_CLOUD]<br />
[GROWTH_PRINT:'%':'%':4:0:0:120000:200000:3]<br />
[GROWTH_HAS_SEED]<br />
<br />
First comes the name of the growth. Then, with [GROWTH_ITEM], what kind of growth it is, in this case a PLANT_GROWTH made out of the local FRUIT material. [GROWTH_DENSITY] says how densely the growth grows, and [GROWTH_HOST_TILE] where on the tree it grows. [GROWTH_TIMING] decides when the growth appears, in annual ticks. The growth then drops off, leaving no clouds (items to be picked up by your dwarves). [GROWTH_PRINT] sets it to look like a red '%', and [GROWTH_HAS_SEED] implies that eating this growth will leave you with a seed.<br />
<br />
=== Workshops ===<br />
<br />
Workshops are raw-designed pretty differently from everything else in the game, being buildable structures rather than items or methods to gain items. However, they are fairly simple. For example, here's the raw for the [[soap maker's workshop]]:<br />
<br />
[BUILDING_WORKSHOP:SOAP_MAKER]<br />
[NAME:Soap Maker's Workshop]<br />
[NAME_COLOR:7:0:1]<br />
[DIM:3:3]<br />
[WORK_LOCATION:2:2]<br />
[BUILD_LABOR:SOAP_MAKER]<br />
[BUILD_KEY:CUSTOM_SHIFT_S]<br />
[BLOCK:1:0:0:1]<br />
[BLOCK:2:0:0:1]<br />
[BLOCK:3:0:0:0]<br />
[TILE:0:1:' ':' ':150]<br />
[TILE:0:2:' ':' ':'/']<br />
[TILE:0:3:'-':' ':' ']<br />
[COLOR:0:1:0:0:0:0:0:0:6:0:0]<br />
[COLOR:0:2:0:0:0:0:0:0:6:0:0]<br />
[COLOR:0:3:6:0:0:0:0:0:0:0:0]<br />
[TILE:1:1:' ':' ':'=']<br />
[TILE:1:2:'-':' ':8]<br />
[TILE:1:3:' ':' ':150]<br />
[COLOR:1:1:0:0:0:0:0:0:6:0:0]<br />
[COLOR:1:2:6:0:0:0:0:0:6:0:0]<br />
[COLOR:1:3:0:0:0:0:0:0:6:0:0]<br />
[TILE:2:1:'-':' ':8]<br />
[TILE:2:2:' ':' ':8]<br />
[TILE:2:3:' ':150:' ']<br />
[COLOR:2:1:6:0:0:0:0:0:6:0:0]<br />
[COLOR:2:2:0:0:0:0:0:0:6:0:0]<br />
[COLOR:2:3:0:0:0:6:0:0:0:0:0]<br />
[TILE:3:1:150:' ':8]<br />
[TILE:3:2:' ':' ':8]<br />
[TILE:3:3:' ':240:' ']<br />
[COLOR:3:1:6:0:0:0:0:0:6:7:0]<br />
[COLOR:3:2:0:0:0:0:0:0:6:7:0]<br />
[COLOR:3:3:0:0:0:7:0:1:0:0:0]<br />
[BUILD_ITEM:1:BUCKET:NONE:NONE:NONE][EMPTY][CAN_USE_ARTIFACT]<br />
[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]<br />
<br />
A line-by-line breakdown:<br />
<br />
[NAME:Soap Maker's Workshop]<br />
[NAME_COLOR:7:0:1]<br />
<br />
These are the name of the workshop ("Soap Maker's Workshop") and [[color]] of the workshop's name when examined with 'q' (White with a black background).<br />
<br />
[DIM:3:3]<br />
[WORK_LOCATION:2:2]<br />
<br />
DIM refers to how large the workshop will be, in this case 3 wide, 3 tall. WORK_LOCATION tells where the creature using it (usually a dwarf) will work, numbered from the top right--in this case, 2:2, or the middle. Multiple work locations can be defined, even outside the dim.<br />
<br />
[BUILD_LABOR:SOAP_MAKER]<br />
[BUILD_KEY:CUSTOM_SHIFT_S]<br />
<br />
These refer to the worker required to build it (soap maker) and the key used to build it in the workshop menu (capital S).<br />
<br />
<br />
[BLOCK:1:0:0:1]<br />
...<br />
This is a bit more complex, and is where we get to the meaty part of workshop making--the tiles' properties. BLOCK refers to which tiles will be untraversable--1 means blocked, 0 means unblocked. The first number refers to row, and the next 3 refer to column, so 1:0:0:1 means that, on the first row, the first two tiles will be unblocked and the last will be blocked.<br />
<br />
[TILE:0:1:' ':' ':150]<br />
...<br />
The TILE token tells which tile will go where. note, however, that there are 5 entries here instead of 4. The first number, in this case, refers to build stage, numbered from 0 to 3; 3 or 1 is fully built (depending on whether there are stages), 0 is just placed, and 2 is always an intermediate stage, while 1 is usually an intermediate stage. Whether 1 is an intermediate stage or not depends on if there are a 2 and 3 stage; if 2 and 3 exist, 1 will be intermediate. The second number and beyond are similar to BLOCK; however, instead of 1s and 0s, you must input tiles. The tiles themselves can be given in quotes (as in ' ') or given as a number, which can be looked up [[Tilesets|here]]. Here, we have 150, which is û.<br />
<br />
<br />
[COLOR:1:1:0:0:0:0:0:0:6:0:0]<br />
...<br />
Color is as TILE, but with colors instead of tiles; however, colors are made up of 3 numbers each or MAT. MAT refers to the color of the material used to make it; the 3 numbers refer to foreground:background:foreground brightness, and can be looked up [[Color|here]]. For example, 4:2:1 will give you bright red with a dark green background.<br />
<br />
[BUILD_ITEM:1:BUCKET:NONE:NONE:NONE][EMPTY][CAN_USE_ARTIFACT]<br />
[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]<br />
These refer to items required to build the building. These are in the same format as [[Reaction|reaction reagents and products]]--quantity:[[Item token|item]]:[[Material token|material]]. You'll learn more about those on the article about [[Reaction|reactions]], though. The second BUILD_ITEM is special-- it uses modifiers exclusively to determine its requirements. BUILDMAT refers to wood logs, wood blocks, stone boulders, and stone blocks; WORTHLESS_STONE_ONLY means it can't use economic stone; CAN_USE_ARTIFACT means that it... can use artifacts. EMPTY, in the bucket's case, means that the bucket must be empty.<br />
<br />
More can be seen at the [[Building token|building tokens]] article.<br />
<br />
=== Reactions ===<br />
<br />
Reactions are the crafting recipes used in [[workshop]]s, and by the [[adventurer mode|adventurer]]. By adding new reactions you can make new items available, or enable you to get items or materials in new ways. The reactions can also be given to entities, in which case they will make use of them during both world gen and play; making a reaction that creates [[steel]] directly from [[plant fiber]]s, would allow the elves to craft steel and arrive clad in it in a [[siege]].<br />
<br />
Not all crafting reactions are defined in the raws, but some are, such as those for [[ceramic industry|pottery]] and [[Metal#Alloys_2|alloy]] making.<br />
<br />
An in-depth guide for reactions is available [[Reactions|here]].<br />
<br />
=== Materials ===<br />
<br />
As we've seen when talking about creatures, materials are vital. Materials show up in two forms: material templates, which generally show up in creatures, and specific materials (designated as "inorganic"), which are (by default, at least) consigned purely to metal and stone types.<br />
<br />
Let's take a look at METAL_TEMPLATE in material_template_default.txt. It's evident that most of the basic properties of metals are already defined in the template - it goes red and melts at a high enough temperature, it's heavy, and (as noted by the very bottom token) is a metal. We already know just how useful templates can be to creatures, and the same applies to other materials.<br />
<br />
Now let's take a look at inorganic_metal.txt. You can see that the metals here refer to the templates, and, just like we did with creatures, then modify the properties of that template and expand upon it.<br />
<br />
Finally, let's look at inorganic_stone_mineral.txt. Here we can see that in addition to the changes made to the template, there are also ENVIRONMENT tokens - these tell the game where to place these minerals during worldgen.<br />
<br />
[[material definition token|Here's a list of material tokens]]. It should also help you out with any modifications you want to make regarding those creature modifications we were making a while back. See, it all ties together in the end. The beauty of the current materials system is that there's actually very little difference between, say, leather and iron - they're fundamentally the same thing, just with different properties, which is how things really should be.<br />
<br />
== Examples ==<br />
:''Main articles: [[:Category:DF2014:Modding_Examples]]''<br />
<br />
The Hydling below was made by Mysteryguye (and annotated, updated and separated into blocks by Putnam), to act as an example creature.<br />
<pre><br />
[CREATURE:HYDLING]<br />
[DESCRIPTION:A seven-headed small hairy thing, about the size of a dog. It is very loyal to its masters, and will promptly disembowel any enemy straying too close.]<br />
This is the description that shows up in-game when viewing the creature.<br />
<br />
[NAME:hydling:hydlings:hydlish] If there were a civ made of hydlings, it would appear as "hydlings" in the neighbors screen.<br />
<br />
[CASTE_NAME:hydling:hydlings:hydlish]<br />
<br />
[CREATURE_TILE:'='][COLOR:2:0:1] Will appear as a light green "=".<br />
<br />
[PETVALUE:78][NATURAL] Creature is known to be naturally occurring by the game. Will cost 40 embark points to buy.<br />
<br />
[LARGE_ROAMING] Will spawn outdoors, wandering around.<br />
<br />
[COMMON_DOMESTIC][TRAINABLE][PET] Can be bought on embark as a pet, war animal, or hunting animal.<br />
<br />
[BONECARN] Can eat meat and bones only--no vegetables.<br />
<br />
[PREFSTRING:loyalty] Dwarves will like it for its loyalty.<br />
<br />
[LARGE_PREDATOR] Will attack rather than flee.<br />
<br />
[BODY:BASIC_2PARTBODY:7HEADNECKS:BASIC_FRONTLEGS:BASIC_REARLEGS:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:SPINE:BRAIN:SKULL:3TOES_FQ_REG:3TOES_RQ_REG:MOUTH:TONGUE:GENERIC_TEETH_WITH_FANGS:RIBCAGE]<br />
<br />
Has a lower body, upper body, 4 legs, a tail, ten eyes, ten ears, five noses, two lungs, a heart, guts, a pancreas etc., and 5 heads with all that goes with those.<br />
<br />
[BODYGLOSS:PAW] Feet will be called "paws"<br />
<br />
[BODY_DETAIL_PLAN:STANDARD_MATERIALS] Declares the standard materials that most creatures' tissues are made of.<br />
<br />
[BODY_DETAIL_PLAN:STANDARD_TISSUES] This declares the tissues that the creature's tissue layers are made of.<br />
<br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] And this describes the tissue layers that the creature is made of.<br />
<br />
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR] Creature will be covered with a layer of fur.<br />
<br />
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE] And it'll have nails.<br />
<br />
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]<br />
<br />
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT] On the toe, specifically.<br />
<br />
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]<br />
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]<br />
[TL_MAJOR_ARTERIES] Heart and throat--called above--will cause heavy bleeding if ruptured.<br />
<br />
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS] Places eyes, ears and what-have-you into their correct placement, so that you don't have people punching out eyes from behind.<br />
<br />
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS] Sets the ribcage as being around lungs and heart.<br />
<br />
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE] Defines sinew so that...<br />
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200] Tendons...<br />
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200] ...And ligaments can be defined.<br />
<br />
[HAS_NERVES] Creature has nerves, and as such can be disabled by severing them.<br />
<br />
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE] Defines the material BLOOD using the template BLOOD_TEMPLATE.<br />
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID] Defines the creature's BLOOD as being made of the above-defined BLOOD material in a LIQUID state.<br />
<br />
[CREATURE_CLASS:GENERAL_POISON] Creature can be affected by syndromes that affect GENERAL_POISON.<br />
<br />
[GETS_WOUND_INFECTIONS] Pretty much self-explanatory. Creature can get infected from wounds.<br />
[GETS_INFECTIONS_FROM_ROT] And from necrosis.<br />
<br />
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE] Defines PUS using PUS_TEMPLATE.<br />
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID] Defines PUS as being made of PUS.<br />
<br />
[BODY_SIZE:0:0:1000] Creature will be 1000 cubic centimeters at birth...<br />
[BODY_SIZE:1:0:12500] 12500 cubic centimeters at 1 year old...<br />
[BODY_SIZE:2:0:30000] and 30000 cubic centimeters at 2.<br />
<br />
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110] Creature can be anywhere from 90% to 110% as long as others.<br />
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] As above, but with height.<br />
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110] As above, but with broadness. This puts the minimum size of the creature (when fully grown) at 21870 and the maximum size at 39930.<br />
<br />
[MAXAGE:20:30] Creature will die of old age between the ages of 20 and 30, no later than 30, no sooner than 20.<br />
<br />
[CAN_DO_INTERACTION:MATERIAL_EMISSION] Creature can use the MATERIAL_EMISSION interaction.<br />
[CDI:ADV_NAME:Hurl fireball] In adventurer mode, the MATERIAL_EMISSION interaction will appear as "Hurl fireball".<br />
[CDI:USAGE_HINT:ATTACK] Creature will use MATERIAL_EMISSION when it's attacking, on creatures that it's attacking.<br />
[CDI:BP_REQUIRED:BY_CATEGORY:HEAD] Creature must have at least one HEAD to use MATERIAL_EMISSION.<br />
[CDI:FLOW:FIREBALL] The MATERIAL_EMISSION will shoot a fireball.<br />
[CDI:TARGET:C:LINE_OF_SIGHT] The target for the emission--a location--must be within the line of sight of the Hydling.<br />
[CDI:TARGET_RANGE:C:15] And must be, at most, 15 tiles away.<br />
[CDI:MAX_TARGET_NUMBER:C:1] The hydling can only shoot at one target at a time...<br />
[CDI:WAIT_PERIOD:30] and only every 30 ticks (3 tenths of a second at 100 FPS)<br />
<br />
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH] Defines a BITE attack that uses teeth.<br />
[ATTACK_SKILL:BITE] Attack uses the BITE skill.<br />
[ATTACK_VERB:nom:noms] "The Hydling noms the Elf in the left first toe, tearing the muscle!"<br />
[ATTACK_CONTACT_PERC:100] Will use all of the tooth. Note that this can be more than 100.<br />
[ATTACK_PENETRATION_PERC:100] Will sink the tooth all the way in. This can also be more than 100.<br />
[ATTACK_FLAG_EDGE] Attack is an EDGE attack.<br />
[ATTACK_PRIORITY:MAIN] Attack is of priority MAIN. Other option is SECOND.<br />
[ATTACK_FLAG_CANLATCH] Attack can latch on.<br />
[ATTACK_PREPARE_AND_RECOVER:3:3] Takes 3 ticks to wind up attack and 3 to recover from it.<br />
[ATTACK_FLAG_INDEPENDENT_MULTIATTACK] Can use each head independently.<br />
<br />
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:NAIL] As above, but for nail instead of teeth.<br />
[ATTACK_SKILL:STANCE_STRIKE] Uses the kicking skill.<br />
[ATTACK_VERB:slice:slices] "You slice the Elf in the left foot and the severed part sails off in an arc!"<br />
[ATTACK_CONTACT_PERC:100] Uses the whole nail.<br />
[ATTACK_PENETRATION_PERC:100] The whole nail goes in.<br />
[ATTACK_FLAG_EDGE] Attack is an edge attack.<br />
[ATTACK_PREPARE_AND_RECOVER:3:3]<br />
[ATTACK_PRIORITY:SECOND]<br />
<br />
[CHILD:1] Hydling will become an adult at 1 year old.<br />
<br />
[GENERAL_CHILD_NAME:hydie:hydies] Children will appear as "hydies".<br />
<br />
[DIURNAL] Is active during the daytime.<br />
<br />
[HOMEOTHERM:10070] Has a body temperature of 102 Fahrenheit.<br />
<br />
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:730:561:351:1900:2900] Can run at 25 kph<br />
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:3512:2634:1756:878:4900:6900] Can swim at 10 kph<br />
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:6561:6115:5683:1755:7456:8567] Can crawl at 5 kph<br />
[SWIMS_INNATE]Swims innately.<br />
<br />
[CASTE:FEMALE] Defines a caste called FEMALE.<br />
[FEMALE] FEMALE caste is female.<br />
<br />
[CASTE:MALE] As above, but with male.<br />
[MALE] See above.<br />
</pre><br />
<br />
== Utilities ==<br />
{{main|Utilities#Modding_tools|l1=Utilities § Modding_tools}}<br />
There are several utilities that assist in modding efforts. There is [http://www.bay12forums.com/smf/index.php?topic=28829.0 a list of them] on the [[Bay 12 Forums]].<br />
<br />
== See also ==<br />
<br />
[[Raw file]], <br />
[[Token]].<br />
<br />
{{Category|Modding}}<br />
{{Category|Guides}}<br />
[[ru:Modding]]</div>93.77.223.115https://dwarffortresswiki.org/index.php?title=Bone_meal&diff=259379Bone meal2021-10-10T19:25:57Z<p>93.77.223.115: /* Fortress Mode */</p>
<hr />
<div>{{Quality|Superior|01:24, 10 July 2013 (UTC)}}<br />
{{av}}<br />
<br />
'''Bone meal''' is the resulting powder one winds up with after grinding up [[bone]]s.<br />
<br />
==Fortress Mode==<br />
At present, bone meal cannot be acquired in fortress mode. The only sign of its existence is the custom [[Stockpile#Food|food stockpile]] option for bone meal that does not actually do anything except confuse the occasional wayward player; perhaps that is how you ended up at this page in the first place. Actual ingame bonemeal isn't stockpiled properly, unless you mod bones to have token POWDER_MISC_CREATURE. <br />
<br />
However, [http://www.bay12forums.com/smf/index.php?topic=13513.msg123926#msg123926 Toady has suggested] that it may eventually be used as a [[farming|fertilization component]], much like [[potash]]. Producing it in a future version of ''Dwarf Fortress'' would be simplicity itself: simply [[miller|mill]] leftover [[bone]]s at a [[millstone]] or [[quern]].<br />
<br />
==Adventure Mode==<br />
Bone meal frequently appears in [[night troll]] lairs and [[minotaur]] labirynths in [[adventurer mode]]. It currently has no use and appears to be nothing more than a prop. Although obviously made of bone, {{token|BONECARN}} creatures have never yet been observed consuming it.<br />
<br />
==Real Life==<br />
In reality, '''bone meal''' is made by grinding animal bones into a powder and is used as a fertilizer for plants and as a nutritional supplement for animals.<br />
<br />
{{Translation| dwarven = osod inob | elvish = one thethéfa | goblin = mudo xanë | human = sut pode}}<br />
<br />
{{Category|Items}}<br />
[[ru:Bone meal]]</div>93.77.223.115https://dwarffortresswiki.org/index.php?title=Bone_meal&diff=259334Bone meal2021-10-07T17:29:06Z<p>93.77.223.115: /* Adventure Mode */</p>
<hr />
<div>{{Quality|Superior|01:24, 10 July 2013 (UTC)}}<br />
{{av}}<br />
<br />
'''Bone meal''' is the resulting powder one winds up with after grinding up [[bone]]s.<br />
<br />
==Fortress Mode==<br />
At present, bone meal cannot be acquired in fortress mode. The only sign of its existence is the custom [[Stockpile#Food|food stockpile]] option for bone meal that does not actually do anything except confuse the occasional wayward player; perhaps that is how you ended up at this page in the first place.<br />
<br />
However, [http://www.bay12forums.com/smf/index.php?topic=13513.msg123926#msg123926 Toady has suggested] that it may eventually be used as a [[farming|fertilization component]], much like [[potash]]. Producing it in a future version of ''Dwarf Fortress'' would be simplicity itself: simply [[miller|mill]] leftover [[bone]]s at a [[millstone]] or [[quern]].<br />
<br />
==Adventure Mode==<br />
Bone meal frequently appears in [[night troll]] lairs and [[minotaur]] labirynths in [[adventurer mode]]. It currently has no use and appears to be nothing more than a prop. Although obviously made of bone, {{token|BONECARN}} creatures have never yet been observed consuming it.<br />
<br />
==Real Life==<br />
In real life, bone meal is a primitive food supplement made by grinding bones into a fine powder.<br />
<br />
{{Translation| dwarven = osod inob | elvish = one thethéfa | goblin = mudo xanë | human = sut pode}}<br />
<br />
{{Category|Items}}<br />
[[ru:Bone meal]]</div>93.77.223.115https://dwarffortresswiki.org/index.php?title=Night_troll&diff=259290Night troll2021-10-01T05:54:45Z<p>93.77.223.115: /* Characteristics */</p>
<hr />
<div>{{Quality|Exceptional|21:37, 30 September 2016 (UTC)}}<br />
{{av}}<br />
{{minorspoiler}}<br />
<br />
[[File:Night_troll.jpg|thumb|310px|right|''Art by anonimus'']]'''Night trolls''' {{Tile|Ñ|2:0}} are a type of procedurally generated [[night creature]]. They are supernatural monsters which kidnap non-[[goblin]] [[civilization|civilized]] beings, transform them into spouses, and then mate with them to produce young. The children are all the same sex as the original night troll, never that of the spouse, except if they breed somehow in fortress mode. In [[adventurer mode]], night trolls and their spouses can be given as the targets of [[quest]]s. They are not related to normal [[troll]]s.<br />
<br />
==Characteristics==<br />
<br />
A number of different types of night trolls are procedurally generated at every world creation, similar to [[Bogeyman|bogeymen]] and [[titan]]s. Their numbers are normally dependent on world size, but can be directly controlled with [[advanced world generation]] - a world seed with "{{tt|Number of Night Troll Types}}" set to {{tt|0}} in advanced world generation will not have any night trolls in it. Not all night troll species are named as such - the possible names, apart from words indicating night, evil, or darkness, include crone, freak, hag, horror, man, monster, ogre, ogress, troll, and woman. Night trolls belong to the [[sphere]]s of death and night, and will be named appropriately.<br />
<br />
While procedurally generated, night trolls all possess certain characteristics in common: They are all [[fanciful]], evil-aligned humanoids with either extra or missing features; for example, large feathered women, or large skinless one-eyed men with horns and trunks. Some night trolls possess wings which give them flight, though they will only use them to fight adventurers who are also flying. Their description always gives their movement method (e.g. ''moves with uneven, jerking motions'') and detailed descriptions of their skin (smooth, rough, warty, leathery, etc.). Their [[lair]]s are mounds or holes in the ground with [[door]]s or [[hatch cover]]s. Depending on the night troll, they can contain various tools (knives, forks, meat cleavers), small amounts of discarded [[coin]]s and [[clothing]] from their victims, [[corpse]]s, organs or skeletons of sentient creatures prepared as [[food]], cauldrons of [[blood]] or [[water]] with various food (meat, bones, full skeletons, vermin remains, rarely parts of armor), [[bone meal]], and ground [[vermin]], victim skulls as trophies. Most night troll lairs are inhabited by a single creature, but sometimes you'll encounter entire families of five or even ten. The night trolls' lairs, [http://www.bay12forums.com/smf/index.php?topic=60554.msg1729406#msg1729406 according to Toady One], have a unique tag that causes items placed there to not be scattered around or rot.<br />
<br />
All night trolls possess Talented [[skill]] in [[wrestling]], [[Combat skill|biting, fighting, striking, kicking, dodging]] and [[Observer|observing]], on top of possessing bonuses to all body [[attribute]]s. Night trolls can [[Amphibious|breathe underwater]], [[No Exert|feel no exertion]], [[No Stun|cannot be stunned]] and are [[No Pain|immune to pain]], nausea, dizziness and fevers. Night trolls need no food, water or sleep to survive, nor do they need to breathe, meaning they cannot be drowned or strangled. Interestingly, their raws also reveal an [[Trapavoid|immunity to traps]], the ability of [[building destroyer|destroying buildings]] and a [[pet]] value of 2,000; due to existing in [[fortress mode]] only if the player embarks on their lair, night trolls almost never get to destroy buildings or interact with [[trap]]s, and they don't possess the necessary tokens to be [[Animal trainer|trained]] (but some species of night trolls are SLOW_LEARNER and very rare, possibly because bug, could become minions of goblins). All night trolls can sense unseen living creatures as {{Raw Tile|☼|4:0:1}} in a similar manner to [[vampire]]s, though this cannot normally be observed, as night trolls are not a playable race.<br />
<br />
The size range of night trolls is unknown, but it is known to vary greatly, from slightly bigger than a [[dwarf]] to as large as an adult [[deer]]. Spouses are sometimes smaller than their captors, but this depends on the night troll species. Adventurers are able to [[smell]] night trolls with {{k|o}}, with them being described as smelling variously like "death". "cooked flesh" or "bug innards".<br />
<br />
Dwarves may [[Preferences|like]] a species of night troll for their ''macabre ways''.<br />
<br />
==Night Troll Reproduction==<br />
As stated above, night trolls must kidnap a non-[[goblin]] [[civilization|civilized]] being and transform their victim into another night troll of the opposite sex (the process by which this is done is not known, nor is the reason why it cannot be done on goblins) in order to reproduce, but what is curious is that the kidnapping troll can be either male or female, and a given world is easily capable of having multiple trolls of both sexes. The reason why night trolls seek out victims to kidnap in the first place, instead of simply breeding amongst themselves is unknown, but the fact that night troll young are always the same sex as the non-kidnapped parent suggests there may be some sort of issue with attempted reproduction between "natural-born" night trolls (the offspring being sexless, unable to come to term, etc). Since night trolls are heavily implied to be sapient, there could also simply be a cultural stigma against mating with a night troll you didn't kidnap and transform yourself, although if this were the case it would raise the question of why they have their transformation ability in the first place.<br />
<br />
It is not known whether spouses can mate with another spouse of the opposite sex (or even with any night troll at all, aside from the one that transformed them), although this would of course be quite a rare event even ''if'' possible. Whether spouses can kidnap and transform spouses of their own (such as if the night troll that originally abducted them dies) is also unknown.<br />
<br />
An interesting aspect of night troll reproduction is that it qualifies as a [https://en.wikipedia.org/wiki/Genetic_isolate Genetic Barrier], meaning that natural-born male night trolls and natural-born female ones would eventually diverge into separate species if genes and mutation were added as game mechanics, since a mutation that arose amongst one sex would have no way of making it into the gene pool of the other.<br />
<br />
If night trolls give birth in fortress mode, the children will be friendly. Night trolls will not haul their babies, except if dfhacked into being a citizen of your fort.<br />
<br />
==Fighting night trolls==<br />
Night trolls are somewhat-challenging opponents in battle, but not particularly dangerous if encountered alone: since they are fairly large, wrestling them is quite difficult though still possible, and they are a bit harder to harm with blunt attacks than humans. In addition, they are immune to pain and do not need to breathe, so they cannot be made to pass out and will not suffocate. <br />
<br />
Night trolls can, rarely, wield one of the butchery [[tool]]s generated in their [[lair]]s – like boning knives or meat cleavers. Usually they will attack unarmed and can, due to their large size, cause serious harm with their punches, kicks and especially bites. In fact, bites are their most dangerous attack, so if the night troll in question has a weapon, you'd better harm its respective arm or spine last, since weapon attacks always have highest priority for them, while their most common weapon choice is a mere small knife. Be especially wary of trolls and other night creatures that also possess horns. <br />
<br />
They can die from blood loss, brain damage, beheading and bisection (cutting off the lower body). They never wear clothing or [[armor]], and, therefore, are quite susceptible to having limbs cut off - hacking and slashing attacks work remarkably well against them.<br />
<br />
{{gamedata|title=Example raws (as extracted from world.sav)|[OBJECT:CREATURE]<br />
<br />
[CREATURE:NIGHT_CREATURE_26]<br />
[NAME:hag of twilight:hags of twilight:hag of twilight]<br />
[GENERATED]<br />
[ATTACK_TRIGGER:20:0:0]<br />
[NIGHT_CREATURE_HUNTER]<br />
[BIOME:ANY_FOREST]<br />
[BIOME:ANY_SHRUBLAND]<br />
[BIOME:ANY_SAVANNA]<br />
[BIOME:ANY_GRASSLAND]<br />
[BIOME:ANY_WETLAND]<br />
[BIOME:TUNDRA]<br />
[CASTE:FEMALE]<br />
[FEMALE]<br />
[SPOUSE_CONVERTER]<br />
[ORIENTATION:MALE:0:0:1]<br />
[ORIENTATION:FEMALE:1:0:0]<br />
[CASTE:MALE]<br />
[MALE]<br />
[CONVERTED_SPOUSE]<br />
[SELECT_CASTE:ALL]<br />
[CAN_LEARN]<br />
[CAN_SPEAK]<br />
[SENSE_CREATURE_CLASS:15:4:0:1]<br />
[PHYS_ATT_RANGE:STRENGTH:450:550:700:750:800:850:900]<br />
[PHYS_ATT_RANGE:AGILITY:1000:1250:1500:2000:2250:2500:3000]<br />
[PHYS_ATT_RANGE:TOUGHNESS:850:900:950:1000:1050:1100:1150]<br />
[PHYS_ATT_RANGE:ENDURANCE:850:900:950:1000:1050:1100:1150]<br />
[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]<br />
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]<br />
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]<br />
[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]<br />
[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]<br />
[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]<br />
[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]<br />
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]<br />
[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]<br />
[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]<br />
[PERSONALITY:BASHFUL:0:0:0]<br />
[PERSONALITY:STRESS_VULNERABILITY:0:0:0]<br />
[PERSONALITY:FRIENDLINESS:0:0:0]<br />
[PERSONALITY:DISDAIN_ADVICE:100:100:100]<br />
[PERSONALITY:CHEER_PROPENSITY:0:0:0]<br />
[PERSONALITY:GRATITUDE:0:0:0]<br />
[PERSONALITY:TRUST:0:0:0]<br />
[PERSONALITY:ALTRUISM:0:0:0]<br />
[PERSONALITY:CRUELTY:100:100:100]<br />
[NATURAL_SKILL:WRESTLING:6]<br />
[NATURAL_SKILL:BITE:6]<br />
[NATURAL_SKILL:GRASP_STRIKE:6]<br />
[NATURAL_SKILL:STANCE_STRIKE:6]<br />
[NATURAL_SKILL:MELEE_COMBAT:6]<br />
[NATURAL_SKILL:DODGING:6]<br />
[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]<br />
[DIFFICULTY:1]<br />
[LAIR:SIMPLE_BURROW:50]<br />
[LAIR:SIMPLE_MOUND:50]<br />
[LAIR_CHARACTERISTIC:HAS_DOORS:100]<br />
[HABIT_NUM:TEST_ALL]<br />
[HABIT:GRIND_BONE_MEAL:50]<br />
[HABIT:COOK_BLOOD:50]<br />
[HABIT:GRIND_VERMIN:50]<br />
[HABIT:COOK_VERMIN:50]<br />
[HABIT:COOK_PEOPLE:50]<br />
[HABIT:COLLECT_TROPHIES:50]<br />
[ODOR_STRING:death]<br />
[ODOR_LEVEL:90]<br />
[NO_DRINK]<br />
[NO_EAT]<br />
[NO_SLEEP]<br />
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]<br />
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]<br />
[LARGE_PREDATOR]<br />
[EVIL]<br />
[SUPERNATURAL]<br />
[FANCIFUL]<br />
[AMPHIBIOUS]<br />
[PETVALUE:2000]<br />
[GRASSTRAMPLE:20]<br />
[BUILDINGDESTROYER:2]<br />
[ALL_ACTIVE]<br />
[SWIMS_INNATE]<br />
[TRAPAVOID]<br />
[NOPAIN]<br />
[NOSTUN]<br />
[NONAUSEA]<br />
[NOFEAR]<br />
[NOEXERT]<br />
[NO_DIZZINESS]<br />
[NO_FEVERS]<br />
[LARGE_PREDATOR]<br />
[SPHERE:DEATH]<br />
[SPHERE:NIGHT]<br />
[SELECT_CASTE:FEMALE]<br />
[BODY_SIZE:0:0:5900]<br />
[BODY_SIZE:2:0:29500]<br />
[BODY_SIZE:12:0:118000]<br />
[SELECT_CASTE:MALE]<br />
[BODY_SIZE:0:0:106000]<br />
[SELECT_CASTE:ALL]<br />
[BABY:1]<br />
[CHILD:12]<br />
[CREATURE_TILE:165]<br />
[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_TAIL:RCP_2_EYES:RCP_LUNGS:RCP_HEART:RCP_GUTS:RCP_THROAT:RCP_SPINE:RCP_UPPER_SPINE:RCP_BRAIN:RCP:SKULL:RCP_MOUTH:RCP_TONGUE:RCP_RIBS]<br />
[CANOPENDOORS]<br />
[EQUIPS]<br />
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]<br />
[REMOVE_MATERIAL:HAIR]<br />
[BODY_DETAIL_PLAN:STANDARD_TISSUES]<br />
[REMOVE_TISSUE:HAIR]<br />
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]<br />
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]<br />
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]<br />
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]<br />
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]<br />
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]<br />
[TENDRONS:LOCAL_CREATURE_MAT:SINEW:200]<br />
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]<br />
[HAS_NERVES]<br />
[NOBREATHE]<br />
[HOMEOTERM:10040]<br />
[SELECT_MATERIAL:SKIN]<br />
[STATE_COLOR:ALL_SOLID:GRAY]<br />
[NO_UNIT_TYPE_COLOR]<br />
[COLOR:2:0:0]<br />
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]<br />
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]<br />
[TL_MAJOR_ARTERIES]<br />
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]<br />
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]<br />
[CREATURE_CLASS:GENERAL_POISON]<br />
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]<br />
[ATTACK_SKILL:GRASP_STRIKE]<br />
[ATTACK_VERB:punch:punches]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PREPARE_AND_RECOVER:2:2]<br />
[ATTACK_FLAG_WITH]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]<br />
[ATTACK_SKILL:STANCE_STRIKE]<br />
[ATTACK_VERB:kick:kicks]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PREPARE_AND_RECOVER:2:2]<br />
[ATTACK_FLAG_WITH]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK_FLAG_BAD_MULTIATTACK]<br />
[ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]<br />
[ATTACK_SKILL:BITE]<br />
[ATTACK_VERB:bite:bites]<br />
[ATTACK_CONTACT_PERC:100]<br />
[ATTACK_PREPARE_AND_RECOVER:2:2]<br />
[ATTACK_PRIORITY:MAIN]<br />
[ATTACK_FLAG_CANLATCH]<br />
[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]<br />
[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]<br />
[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]<br />
[GAIT:WALK:Sprint:200:10:3:600:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:WALK:Run:400:5:3:600:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:WALK:Jog:600:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:WALK:Walk:800:NO_BUILD_UP:0]<br />
[GAIT:WALK:Stroll:1700:NO_BUILD_UP:0]<br />
[GAIT:WALK:Creep:2600:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]<br />
[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]<br />
[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]<br />
[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]<br />
[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]<br />
[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]<br />
[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]<br />
[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]<br />
[DESCRIPTION:A large humanoid with lidless eyes. It has a short tail and its joints are backward. Its gray skin is waxy. Now you will know why you fear the night.]<br />
[PREFSTRING:macabre ways]<br />
[SELECT_CASTE:FEMALE]<br />
[CASTE_NAME:hag of twilight:hags of twilight:hag of twilight]<br />
[SELECT_CASTE:MALE]<br />
[CASTE_NAME:hag groom of twilight:hag grooms of twilight:hag groom of twilight]<br />
[SELECT_CASTE:ALL]<br />
}}<br />
<br />
{{Creatures}}<br />
{{Category|Amphibious}}<br />
{{Category|Building destroyer}}<br />
{{Category|Fanciful}}<br />
{{Category|Learns}}<br />
{{Category|No Exert}}<br />
{{Category|No Pain}}<br />
{{Category|No Stun}}<br />
{{Category|Trapavoid}}<br />
[[ru:Night troll]]</div>93.77.223.115https://dwarffortresswiki.org/index.php?title=40d:Antman&diff=25928940d:Antman2021-10-01T04:32:13Z<p>93.77.223.115: </p>
<hr />
<div>{{Quality|Fine|08:12, 8 June 2010 (UTC)}}<br />
{{40d creaturelookup/0|butcher=no|wiki=no}}<br />
{{av}}<br />
<br />
'''Antmen''' (half man, half [[ant]]) are predatory and appear in groups in [[chasm]]s. Any [[military]] [[dwarf]] can deal with one or two, but since they're found in groups of 5-7, it's advisable to sport a decently-sized military when engaging. They bleed white ichor, and the raws also suggest they attack as a group.<br />
<br />
Perhaps contrary to their name, all antmen are female. Also, despite being insectoid, their corpses will rot to yield bones and a skull. And if butcher them when playing modded game, their leather will not be named [[chitin]]. <br />
<br />
{{gamedata}}<br />
{{Creatures}}<br />
{{Category|Animals}}<br />
{{Category|Humanoids}}</div>93.77.223.115https://dwarffortresswiki.org/index.php?title=Relationship&diff=259204Relationship2021-09-23T03:02:04Z<p>93.77.223.115: /* Variable relationships */</p>
<hr />
<div>{{Quality|Exceptional|20:55, 20 September 2016 (UTC)}}<br />
{{av}}<br />
{{old}}<br />
[[Dwarves]] have '''relationships''' amongst each other. These can be seen in detail by going to the dwarf's [[profile]], and pressing {{k|r}} to take you to their relationships screen. Relationships are usually formed by spending time with another dwarf. Often, the strongest relationships are between dwarves from the same [[migrant]] wave, despite time spent with dwarves from other waves. Relationships are important because their presence or absence has an important effect on the dwarf in question. Note that when it comes to familial relationships, the dwarves in question do not have to be in your fortress. <br />
<br />
Making and talking to friends gives happy [[thought]]s, while the death of a [[pet]], friend, parent, [[children|child]] or [[marriage|spouse]] gives unhappy ones. A network of friends and families are happier than individual dwarves, but are more likely to make [[children]], and will be much harder-hit when a familiar dwarf dies in an [[ambush]] or whatnot. Getting [[ghost|haunted]] by a familiar dwarf produces a strong negative thought as well.<br />
<br />
(Note that the relationships screen is mouse-enabled.)<br />
<br />
== Types ==<br />
The following is a list of known relationships, listed in the order they appear on the screen (and thus, their importance):<br />
* Kin relationships<br />
**'''Spouse''' - [[Marriage|Married]] dwarves are spouses of one another, and will share a [[bed]]. Heterosexual couples will produce children (the happier the couple, the more [[Marriage|often?]]).<br />
**'''Lover''' - Lovers are basically dwarven pairs; unmarried, but getting there. Dwarves may have multiple lovers. Dwarves who are lovers and marriage-compatible (as per their {{token|ORIENTATION|c}} token) and that spend enough time chatting. may marry, at which point they will begin using the same bed and start producing children if belonging to opposite genders.<br />
**'''Child''' - Any [[child]]ren that the dwarven parents have are the objects of their attention - this includes grown adults, minors, and babies. Children are described by their sex and birth order. The relationship is described as eldest son, second eldest son, eldest daughter, and so on. The child might not necessarily be in the fortress. Even if they birth as twins, one will be older and one will be younger. <br />
**'''Parent''' - If the dwarf has known parents, they will appear here.<br />
**'''Grandparent''' - Like known parents. They're separated into "paternal" and "maternal". (In listing order, may be mixed with siblings)<br />
**'''Sibling''' - If the dwarf in question has siblings, they will appear here. Like children, they do not necessarily have to be in the fortress. The relationships are described as older brother, younger brother, older sister, and younger sister (creatures with one or more genderless castes, such as [[Ant man]], also may have older/younger sibling). If dwarves share only one parent (new in .47), they are described as above, but with half- (half-brother, half-sister etc). Even if born as twins, one will counts as older than another. <br />
**'''Aunt/Uncle''' - If the dwarf has known aunts or uncles, they will appear here. Often these don't live in the same fortress.<br />
**'''Niece/Nephew''' - If the dwarf has known nieces or nephews, they will appear here. Again, nieces and nephews often don't live in the same fortress.<br />
**'''Cousin''' - If the dwarf has known cousins, they will appear here. Cousins, much like some of the above categories, often don't live in the fortress. <br />
* Spiritual relationships<br />
**'''Deity''' - Ye old dwarven [[deity|god]]s are the most important non-familial relationships for a dwarf. A dwarf can worship multiple gods, and on rare occasions will not worship any. Dwarves can have different levels of worship ("ardent", "faithful", "casual", and "dubious"). Note that cursed creatures are ''always'' dubious worshippers of their deities, making this relationship an important sign of a [[vampire]]. A [[temple]] may be designated as a [[location]] from a [[meeting area]]. Worshiping at a temple reduces [[stress]] by a large amount, but not being able to worship causes further stress to develop.{{version|0.42.01}}<br />
**'''Object of Worship''' - Dwarves tend to worship [[megabeast]]s that have attacked a settlement, most likely out of fear. This relationship is, for now, only aesthetic, and does not change the behavior of the dwarf or the megabeast if the worshipper meets the worshipped.<br />
**'''Force''' - An [[elf]] may worship a [[force|force of nature]], which works the same as worship of a deity.<br />
* Professional relationships<br />
**'''Apprentice''' - [[Scholar]]s, [[performer]]s, and [[necromancer]]s can take apprentices, who they will teach what they know. Apprentices sometimes don't live in the fortress. One master can have many apprentices.<br />
**'''Master''' - Master to an apprentice. Sometimes migrants and visitors have a master that doesn't live in the fortress.<br />
**'''Former Master''' - A creature can have more than one former master.<br />
**'''Former Apprentice''' - A creature that once learned from this one.<br />
* Animal relationships<br />
**'''[[Pet]]''' - The dwarf's [[animal]] companion, who they have adopted (or in the case of [[cat]]s, the dwarf was adopted by them). If the pet is a [[grazer]], the owner will periodically feed them, allowing them to roam free without the need of a [[pasture]]. Dwarves can have multiple pets. In [[Legends mode]] pets have link to their '''owner''', but if use special utilities, relationship list of pet will have no link to owner ("Thoughts and preferences" will still have name of the owner).<br />
**'''Bonded animal''' - [[Animal trainer]]s typically form bond with the animals they work with over time. The death of a bonded animal causes a bad thought to the trainer.<br />
* Non-kin personal relationships<br />
**'''Kindred spirit''' - A step above close friend, a step below lover.<br />
**'''Companion''' - may be found on adventurers, if you retired them in your retired fortress and then unretire that fortress.<br />
**'''Close friend''' - A close friend, yet neither a kindred spirit nor a lover.<br />
**'''Friend''' - Dwarves that idle near other dwarves and/or have high [[social skill]]s tend to develop [[friend]]s. Making a friend takes some effort on the part of the dwarf, and happens most often within individual waves. [[Personality|Personalities]] play a part as well. Making friends causes a happy thought, as can be expected, and the death of friends causes unhappy ones. Lovers develop from a dwarf's pool of friends.<br />
**'''Grudge''' - [[Grudge]]s are the opposite of friendships, and tend to develop between dwarves of conflicting personality traits. Sometimes, it is possible to have your starting dwarves form grudges even before they arrive at the new fortress location. Making a grudge causes an unhappy thought, but ironically, the death of a grudgee actually causes a bad thought as well.<br />
**'''Friendly Terms''' - More than an acquaintance, less than a friend.{{verify}}<br />
**'''Long-term Acquaintance''' - Long-term acquaintances are dwarves that have had at least 30 conversations with each other, but aren't friends. At [[embark]], the seven starting dwarves will each be either long-term acquaintances or friends with each other.{{verify}}<br />
**'''Passing Acquaintance''' - Passing acquaintances are dwarves that are familiar with one another, but just barely. As long term acquaintances do not produce a bad thought, passing ones do not either. If an acquaintance does not make contact with the dwarf over a time, they will be forgotten, absent from the relationships screen.<br />
<br />
==Other familial relationships==<br />
Dwarves can have '''Uncles''', '''Aunts''', '''Nieces''', '''Nephews''' and '''Cousins''' listed as relationships. They do not appear to take special interest in the wellbeing of such relations. Migrants with long lists of such "extended family" are typically well-connected historical personalities, but expansive relative lists of this type also commonly appear when children in a fort manage to grow up to adulthood, marry and have children of their own. <br />
As historical personages of special importance, [[monarch]]s frequently immigrate with a large number of distant relatives listed.<br />
<br />
==Types of friendships==<br />
<br />
In world generation, characters make friendships due to worldgen events, and those friendships may carry over to fortress mode when some of them [[migrate]]. Those are:<br />
<br />
* Childhood friendships<br />
* Bonding over [[scholar]]ly interests <br />
* Bonding over art at performances<br />
* Friends from athletic competitions<br />
* War buddies<br />
<br />
==Types of grudges==<br />
<br />
Like friendships, grudges can also happen during worldgen, and usually pave the way to more general corruption from [[villain]]s. These can spawn from:<br />
<br />
* Business rivalries<br />
* Sport competitions<br />
* Abusive rulers<br />
* Religious grievances...Sometimes very specific grudges can happen, such as a [[mummy]] forming one against a [[tomb]] thief.<br />
<br />
==Variable relationships==<br />
<br />
On top of the existing relationships, there are variables that govern the attitude between two characters. This usually comes up during corruption attempts by [[villain]]s in worldgen (e.g. intimidation is more successful if the target fears the villain already, and flattery works better if the target trusts them) and is especially relevant during interrogations in both fortress and adventure mode. Those variables are:<br />
<br />
* Loyalty<br />
* Trust/distrust<br />
* Fear<br />
* Love/hate<br />
* Respect<br />
<br />
==Night troll relatiomships==<br />
<br />
After abducting, [[night troll]] makes victim into '''prisoner''' and become '''imprisoner''', that relationships may be seen in Legends mode, and (if use dfhack) in Thoughts And Preferences screen. Then prisoner and imprisoner became just ordinary spouses.<br />
<br />
==Making friends==<br />
Over time, dwarves who spend time idling near each other will begin to form friendships and grudges. This happens through 'chats' and the 'socialize' activity.<br />
<br />
Two dwarves who are standing on the same tile, or adjacent tiles, may decide to chat if they are idle. Dwarves who are busy eating, drinking, or doing any job, will not chat with one another. This has the amusingly realistic effect that two dwarves who work side by side for years may barely know each other, or even not at all.<br />
<br />
As two dwarves accumulate these chats, they will form opinions of each other, based on a 'compatibility' score. Dwarves who like similar things (such as [[elephant]]s), have the same skills (such as two miners), or who have similar personalities will form friendships. These begin as passing acquaintances, who will then become long-term acquaintances (if the two aren't too compatible, but not too incompatible) or friends (if the two dwarves are compatible enough). Dwarves who are too incompatible may instead form grudges. Currently, only vastly different [[personality|personalities]] (such as a confident, selfless dwarf vs. a nervous but arrogant one) cause this, as differences in likes or skills don't hurt a dwarf's opinion of another. Changes in a dwarf's skill set can thus cause their opinions of another dwarf to change, potentially removing old grudges. Dwarves who don't chat enough may lose acquaintances over time.<br />
<br />
Dwarves who are compatible enough, and chat enough, can become lovers. In order to be eligible for this, a dwarf has to be an adult, not have a too-large age difference (which is currently max(10,min(age_1,age_2)/2), be orientation-compatible, and not be too closely related to their new friend. Lovers who continue to have enough opportunities to chat and are willing to commit as per their [[orientation]] preferences will eventually get married.<br />
<br />
[[Social skill]]s such as [[broker skills|conversationalist]], [[intimidator]], [[pacifier]], [[comedian]], [[negotiator]], [[flatterer]], [[consoler]], [[persuader]], or [[judge of intent]] play no roles in relationships.<br />
<br />
It is possible for two dwarves to have different opinions about each other. For example, Urist can treat Bomrek as a long-term acquainted buddy, while Bomrek counts Urist as a barely recognised person.<br />
<br />
<br />
===Mechanics===<br />
# Relations are formed the first time a unit is idle or socializing next to another unit*<br />
# When a relationship rank hits 15, a friendship or grudge is formed, depending on compatibility.<br />
# When the rank is around 40, if the units are friends and are romantically inclined, they become lovers. A range of 31-42 has been observed, probably influenced by one or more personality facets.<br />
# When the rank hits 50, and the units are lovers, they can get married.<br />
# Talking to grudges can really spike a unit's stress level (700+ per day), depending on personality.<br />
# Socializing units can increase rank with busy adjacent units if they don't move (tested with pumpstacks, libraries, and temples).<br />
<br />
<br />
&nbsp;* - It doesn't look like units begin socializing with same tile or diagonally adjacent units. Only N,S,E,W adjacent units can start socialization, but, once started, socializing dwarves will include same-tile and diagonal neighbors.<br />
{{Category|Relationships}}<br />
[[ru:Relationship]]</div>93.77.223.115https://dwarffortresswiki.org/index.php?title=40d:Bone&diff=25918840d:Bone2021-09-19T19:14:08Z<p>93.77.223.115: </p>
<hr />
<div>{{av}}<br />
{{Quality|Exceptional}}<br />
'''Bone''' can be obtained from the [[corpse]]s of dead [[creatures]], or from [[severed body part]]s. A corpse, whether [[butcher's shop|butchered]] or [[rot]]ted, will yield a [[stack]] of bones equal to the creature's size. Any bones on a tile defined as "[[Tile attributes|Above Ground]]" will vanish over time.<br />
<br />
Bones are processed at the [[craftsdwarf's workshop]] and [[bowyer's workshop]], and can be used to make:<br />
<br />
* Bone [[craft]]s, which can be sold. Bone crafts have a [[value]] dependent on their quality and an [[Modvalue|inherent number]] that depends on the creature it came from. [[Troll]] and [[elephant]] bones are more valuable than [[goblin]] or [[raccoon]] bones, for example. [[Dragon]] bones are extremely valuable.<br />
* Bone [[armor]]. Bone armor is not particularly protective, but is very light and easy to make early. High quality armor is more protective, and masterwork bone armor is as protective as basic quality [[iron]] armor.<br />
* Bone [[decoration]]s. Any decoratable item can be decorated with bone, which adds to the items' value. No item can have more than one decoration of a certain kind of bone, but can have multiple decorations if the bones come from different kinds of creatures. A totem counts against the bone types for this, so a deer skull totem can not be decorated with deer bone.<br />
* Bone [[bolt]]s. These bolts are fired from crossbows. They are not valuable, so [[marksdwarf|marksdwarves]] will use them for practice, as opposed to [[metal]] bolts. Each bone in the stack will produce 5 bolts.<br />
* Bone [[crossbow]]s. While they do much less [[damage]] in melee than crossbows of better materials, they are very easy to make and great for marksdwarf practice. They are one of the few weapons available on maps without much [[metal]].<br />
<br />
The [[quality]] of all bone items created depends on the [[bone carving]] skill of the [[dwarf]] who creates them, with the exception of crossbows, which requires [[crossbow-making]].<br />
<br />
Bone is not a building material. If you play modded fort as goblins or kobolds or any other BONECARN, bones will become also good source of food - they will be edible raw by your citizens, but not cookable into meals. <br />
<br />
==See also==<br />
*[[Meat industry]]<br />
<br />
{{Category|Materials}}</div>93.77.223.115https://dwarffortresswiki.org/index.php?title=Orientation&diff=259011Orientation2021-09-03T17:42:00Z<p>93.77.223.115: /* Adventure mode */</p>
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'''Orientation''' mediates how intelligent creatures are romantically attracted to one another. Dwarves do not have to be of opposite sexes to be romantically involved or to get married. Same-sex marriages can in fact happen, both in world-gen and in gameplay, albeit more rarely than opposite-sex marriages. Orientation is controlled by the {{token|ORIENTATION|c}} creature token, by default favouring heterosexuality as a majority. <br />
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The token takes 4 arguments: {{token|ORIENTATION|c|<male/female>:<disinterested chance>:<lover-possible chance>:<commitment-possible chance>}}. A one-time check is made for each creature to determine orientation, by "rolling a die" once for each sex, against the total of the three chances for that sex. If a given dwarf rolls "disinterested" for the same sex, and "commitment-possible" for the opposite sex, then that dwarf is strictly heterosexual, and is willing to become married. If the dwarf rolls "lover-possible" for each sex, then the dwarf is bisexual, but will never marry, and so on.<br />
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The orientation token is omitted from many of the creature definitions, and in its absence the game uses some default settings:<br />
* {{token|ORIENTATION|c|MALE:5:20:75}} and {{token|ORIENTATION|c|FEMALE:75:20:5}} for a caste which has the {{token|FEMALE}} token under it.<br />
* {{token|ORIENTATION|c|MALE:75:20:5}} and {{token|ORIENTATION|c|FEMALE:5:20:75}} for a caste which has the {{token|MALE}} token under it.<br />
[http://www.bay12forums.com/smf/index.php?topic=140479.msg5471818#msg5471818 It is believed] that this pair of default settings generates '''all''' populations (including animals) as 71.2% strictly heterosexual, 23.8% bisexual, 3.8% aromantic/asexual, and 1.2% strictly homosexual, though this includes preferences that do not lead to marriage.<br />
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== Modifying orientation ==<br />
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For more information about how modifying ''Dwarf Fortress'' files works, and specifically creature castes, view the [[Modding]] page and specifically the [[Modding#Creature_castes]] information.<br />
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In order to correctly add a custom orientation to any creature, the {{token|ORIENTATION}} token with its 4 arguments must be placed beneath at least one of the {{token|CASTE}} tokens of that creature. Each {{token|CASTE}} only needs ''one'' {{token|ORIENTATION}} token to function correctly (and the game will indeed only use one per {{token|CASTE}} ). Any orientation change to that caste is then immediately effective upon reloading a saved game (if the save file raws were edited) or generating a new world (if the base game raws were edited). Any previously formed relationships in a currently running game world remain intact, however any new relationship interactions are informed by the new orientation settings for that creature caste.<br />
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* Adding the tokens {{token|ORIENTATION|c|MALE:0:0:100}}{{token|ORIENTATION|c|FEMALE:100:0:0}} beneath the {{token|CASTE:FEMALE}} token and {{token|ORIENTATION|c|FEMALE:0:0:100}}{{token|ORIENTATION|c|MALE:100:0:0}} beneath the {{token|CASTE:MALE}} token would effectively make each caste (and if only those two castes exist, the whole creature) behave exclusively heterosexually with no interest whatsoever toward the same sex, like they did in previous old versions. This can be an important addition for a certain [[Challenge]] [[Playstyle_challenge#Hermit|Fortresses]] where having children from within the fortress is of vital importance, or simply to ensure that some farm animals (or cave monsters) are always able to reproduce.<br />
* To make the entire creature or just one caste of the creature behave exclusively homosexually, simply apply the {{token|ORIENTATION}} token paired with the desired commitment-possible chances to the matching {{token|CASTE}}. In effect, apply the heterosexual-only change in reverse.<br />
* Adding {{token|ORIENTATION|c|MALE:0:0:100}}{{token|ORIENTATION|c|FEMALE:0:0:100}} to ''just one'' caste would effectively make that caste behave bisexually, with every interest in partnering up with anyone. The other unmodified castes would still use their own orientation token setting, or the default if there was no {{token|ORIENTATION}} token. Changing the ''ratio'' within the tokens from 0:0:100 to ''0:100:0'' would result in only lovers without marriages.<br />
* Adding {{token|ORIENTATION|c|MALE:100:0:0}}{{token|ORIENTATION|c|FEMALE:100:0:0}} to all castes would effectively make the creature behave asexually, with no interest in partnering up and having children (but this would have to be done ''after'' world generation by modifying the saved game raw file, or the creature would quickly die out). Gameplay-wise, if the player doesn't want their fortress involved with any children, it would be simpler just to edit the [[d_init.txt|baby/child cap]].<br />
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A small reminder: As stated on the [[creature token]] page regarding {{token|ORIENTATION}} the values used are just a ratio, and not an actual percentage. The numbers do not need to add up to any specific number; a setting of 750:200:50 will provide the same effect as 75:20:5 and a setting of 99:99:99 is as valid as 1:1:1.<br />
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== Nonsapient creatures ==<br />
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Although nonsapient creatures can't marry or even be "interested in commitment", they can still display a homosexual or asexual orientation, which prevents [[breeding]]. Since this cannot be easily checked in fortress mode, you just kind of have to hope any creature pair you catch for your breeding program is actually compatible. This behavior can be removed using DFHack's fix-ster script.<br />
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== Adventure mode ==<br />
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Adventurers have a special "indeterminate" orientation which has no behavior, instead acting identically to asexuality (partially, because SLOW_LEARNER with that orientation not counts as sterile and will breed in fortmode), and thus cannot ever marry or have children in vanilla DF, even after retiring them to a [[site]]. This can be changed with DFHack's fix-ster script, though you will have little control over your retired adventurer's partner choices once they're off-map.</div>93.77.223.115