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Difference between revisions of "40d Talk:Creature token"
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Does anyone know which tag cause an animal to breed? I believe it's either [CHILD:] or [CHILDNAME:][[User:Moonman|Moonman]] 18:18, 23 July 2008 (EDT) | Does anyone know which tag cause an animal to breed? I believe it's either [CHILD:] or [CHILDNAME:][[User:Moonman|Moonman]] 18:18, 23 July 2008 (EDT) | ||
*[CHILD:?] sets the age that a child becomes an adult, [CHILDNAME:?] sets what children are called, example, calf instead of bull. [[User:i2amroy|i2amroy]] 19 January 2009 | *[CHILD:?] sets the age that a child becomes an adult, [CHILDNAME:?] sets what children are called, example, calf instead of bull. [[User:i2amroy|i2amroy]] 19 January 2009 | ||
+ | *I can most definitely say the tag that allows breeding is [CHILD:]. [[User:Smew|Smew]] 26 April 2009 | ||
== HOW DO I SHOT WEB? == | == HOW DO I SHOT WEB? == | ||
Line 7: | Line 8: | ||
second (assuming the answer to at least one of the above is true), how would one use this in adventure mode?{{user:yrael/sig|DATE=12:45, 14 May 2008 (EDT)}} | second (assuming the answer to at least one of the above is true), how would one use this in adventure mode?{{user:yrael/sig|DATE=12:45, 14 May 2008 (EDT)}} | ||
*it adds the ability to shoot web, but creatures will only shoot web at other creatures they are hostile to.[[User:Moonman|Moonman]] 18:16, 23 July 2008 (EDT) | *it adds the ability to shoot web, but creatures will only shoot web at other creatures they are hostile to.[[User:Moonman|Moonman]] 18:16, 23 July 2008 (EDT) | ||
+ | ::Impossible to shoot webs in adventure mode--[[User:Zchris13|Zchris13]] 22:41, 7 April 2009 (UTC) | ||
+ | |||
+ | *It appears that one's chasm-dwelling WEBBERs (or perhaps THICKWEB creatures) leave webs outdoors and can be auto-collected and spun into silk. --[[User:TomiTapio|TomiTapio]] 11:34, 5 September 2009 (UTC) | ||
+ | **I've Done some testing and it seems as if it is the Thick web token that causes spiders to lay webs and the webber token that gives them the ability to shoot them. Currently trying to find if I can get a web layer who can't throw webs --[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 02:07, 23 February 2010 (UTC) | ||
+ | On a related note, can you breath fire or fly in adventure mode? it would be great to make dragons playable and go around exterminating [[hippies]] --[[User:Drunken dwarf|Drunken dwarf]] 01:10, 1 October 2009 (UTC) | ||
+ | *No, it does not seem as if you could shoot fire.. I have played as a Dragon Adventurer, I just about tore everything to pieces, but no fire.--[[User:Flying Dwarves Hurt|Flying Dwarves Hurt]] 02:07, 23 February 2010 (UTC) | ||
== MAGICAL == | == MAGICAL == | ||
Line 12: | Line 19: | ||
I think this tag was meant for creatures not from natural origin. Its the same as Natural, but elves might react differently to it. <br> | I think this tag was meant for creatures not from natural origin. Its the same as Natural, but elves might react differently to it. <br> | ||
-Booken 06:22, 26 April 2008 (EST) | -Booken 06:22, 26 April 2008 (EST) | ||
+ | *Looks like it makes the creature [http://www.bay12games.com/forum/index.php?topic=24390.450 attract local wildlife in large numbers.]--[[User:Igfig|Igfig]] 21:01, 30 May 2009 (UTC) | ||
== ITEMCORPSE == | == ITEMCORPSE == | ||
Line 33: | Line 41: | ||
[ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:FOOBAR_TREE] | [ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:FOOBAR_TREE] | ||
But here, I can only have "Foobar treants". | But here, I can only have "Foobar treants". | ||
+ | |||
+ | :The subtype field has a use for types with subtypes; for example, weapons or vermin. See [[item token]] for the few item types that have subtypes. | ||
+ | :The "WOOD" in [HAS_RACEGLOSS:WOOD] isn't a user-definable category; it matches the "WOOD" in MATGLOSS_WOOD. So you could probably set it to [HAS_RACEGLOSS:WOOD], [HAS_RACEGLOSS:STONE], [HAS_RACEGLOSS:METAL], or [HAS_RACEGLOSS:PLANT], but that's it. | ||
+ | :[[User:Darekun|Darekun]] 22:21, 7 April 2009 (UTC) | ||
== PACK_ANIMAL == | == PACK_ANIMAL == | ||
Line 38: | Line 50: | ||
Anybody happen to know anything about the [PACK_ANIMAL] tag? I noticed that [[muskox|muskoxen]], [[mule|mules]] and [[donkey|donkeys]] all share this distinction. I also noticed someone in the [[muskox]] page had said that muskoxen could serve as haulers. Has Toady implemented a tag for animal haulers and sneaked it past everyone? Perhaps they can only perform this function if they serve as a pet to haulers? Or is it simply that merchants can carry goods on them? [[User:Some1else|Some1else]] 01:05, 19 February 2008 (EST) | Anybody happen to know anything about the [PACK_ANIMAL] tag? I noticed that [[muskox|muskoxen]], [[mule|mules]] and [[donkey|donkeys]] all share this distinction. I also noticed someone in the [[muskox]] page had said that muskoxen could serve as haulers. Has Toady implemented a tag for animal haulers and sneaked it past everyone? Perhaps they can only perform this function if they serve as a pet to haulers? Or is it simply that merchants can carry goods on them? [[User:Some1else|Some1else]] 01:05, 19 February 2008 (EST) | ||
:It's only merchants, I believe. --[[User:Penguinofhonor|Penguinofhonor]] 21:31, 29 July 2008 (EDT) | :It's only merchants, I believe. --[[User:Penguinofhonor|Penguinofhonor]] 21:31, 29 July 2008 (EDT) | ||
+ | ::That's true for now, but it will probably have more importance when animal hauling is finally implemented... --[[User:Arkenstone|Arkenstone]] 10:18, 7 August 2009 (EST) | ||
== VERMIN_ tags == | == VERMIN_ tags == | ||
Line 51: | Line 64: | ||
== Litter size == | == Litter size == | ||
− | I've been testing the [LITTER_SIZE] token, and according to my tests it indeed affects the number of children. I set a creature to have 5-10 litter size and it did indeed produce 6 and 7 children, while another creature had 3-5 and produced 3-5 children. I'm gonna remove the "untested" tag from the wiki, feel free to tell me off if it proves otherwise.--[[ | + | I've been testing the [LITTER_SIZE] token, and according to my tests it indeed affects the number of children. I set a creature to have 5-10 litter size and it did indeed produce 6 and 7 children, while another creature had 3-5 and produced 3-5 children. I'm gonna remove the "untested" tag from the wiki, feel free to tell me off if it proves otherwise.--[[User:Eurytus|Eurytus]] 23:14, 5 April 2008 (EDT) |
== Redirect == | == Redirect == | ||
− | In conformance with the [[ | + | In conformance with the [[Dwarf Fortress Wiki:Community Portal|Community Portal]], I think this page should be moved to [[Creature tokens]]. It can keep the plural because people are usually concerned with all of the tokens instead of just one. Thoughts? --[[User:JT|JT]] 22:26, 7 April 2008 (EDT) |
== defender == | == defender == | ||
Line 134: | Line 147: | ||
::Yeah, Notepad can be retarded like that. --[[User:GreyMario|GreyMaria]] 18:11, 18 November 2008 (EST) | ::Yeah, Notepad can be retarded like that. --[[User:GreyMario|GreyMaria]] 18:11, 18 November 2008 (EST) | ||
+ | |||
+ | Simmura, if you're thinking this way, I have a friend that I've helped code in Felines, as an actual civilization, like elves, dwarves, etc. It's close to release-level, I can let you know specially when he's willing to release it, if you'd like. --[[User:Aescula|Aescula]] 00:48, 24 February 2010 (UTC) | ||
==World Gen and Megabeasts== | ==World Gen and Megabeasts== | ||
Line 147: | Line 162: | ||
The megabeast burst into pieces against a ledge within the bottomless pit and that spring a vile force of darkness arrived. Problem solved. | The megabeast burst into pieces against a ledge within the bottomless pit and that spring a vile force of darkness arrived. Problem solved. | ||
--[[User:Unseenmage|Unseenmage]] 05:00, 03 February 2009 (EST) | --[[User:Unseenmage|Unseenmage]] 05:00, 03 February 2009 (EST) | ||
+ | |||
+ | *Something that works for me is adding [SEMIMEGABEAST] to their entries, and upping the number of caves in the world. That way they'll take over caves similar to the way other semi-megas do, but still function as general megabeasts. Be warned: If you up the number of caves too much, you may end up in a world with all the civilizations eaten by dragons. Have fun! [[User:GenericOverusedName|GenericOverusedName]] 17:30, 31 October 2009 (UTC) | ||
+ | |||
+ | == Elf Cannibals == | ||
+ | |||
+ | I can't seem to find the tag that makes elves (supposedly) eat sentient creatures. As far as I can tell from the raws, they are not, in fact, cannibals. Can anyone give insight? --[[User:Smartmo|Smartmo]] 02:22, 3 May 2009 (UTC) | ||
+ | :Actually, it's the [ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE] tag in the entity_default that lets them eat sentient creatures that they kill. They won't eat sentients they don't kill, due to the [ETHIC:EAT_SAPIENT_OTHER:UNTHINKABLE] tag.--[[User:Drake1500|Drake1500]] 04:50, 6 May 2009 (UTC) | ||
+ | |||
+ | == Ivory showing up as a trade item.== | ||
+ | The material spawn may be broken, but there could be a chance of it showing up as a trade item because I have a game where I got a Hippo Ivory bracelet off of a dwarven caravan that I deconstructed the depot on not too long ago.--[[User:Smjjames|Smjjames]] 19:04, 25 May 2009 (UTC) | ||
+ | |||
+ | == Biome == | ||
+ | |||
+ | SAVAGE Determines whether creature can show up on "savage" maps. | ||
+ | |||
+ | "can"?! Doesn't this tag mean they ''only'' show up there? (Or at least that's where they start, and then meander around across the game map.) --[[User:Albedo|Albedo]] 22:05, 3 August 2009 (UTC) | ||
+ | |||
+ | == STOUT == | ||
+ | "STOUT Creature has a resistance to being knocked over." | ||
+ | |||
+ | In DF Complete mod, the nords (north humans) have clothes like "stout Flax sandal", which seems to imply that STOUT is a equipment-tag like NARROW. --[[User:TomiTapio|TomiTapio]] 11:29, 5 September 2009 (UTC) | ||
+ | |||
+ | == FIREIMMUNE == | ||
+ | |||
+ | Tested it in adventurer mode. A vanilla "play now" skilless and naked human stood on an oak sapling, set fire to it, and waited. After 58 waits, he started blistering. At 65, he started burning. At 75, he passed out. Trial 2, humans with [FIREIMMUNE] added. "Play now" again, stood on a chestnut sapling, set it on fire. Blistering at 57, burning at 64, passed out at around 76. There does appear to be no actual increase to fire or heat resistance, in 40D. -[[User:Arrkhal|Arrkhal]] 15:29, 10 October 2009 (UTC) | ||
+ | :That would probably be because of/related to how all of the damage is (apparently) done by heat. That is, fire heats up the area around it, and that's the main reason as to why it's dangerous. (Just like in the real world.) So [FIREIMMUNE] might be antiquated now - however, I'm pretty sure the same effect can be achieved through use of the heat resistance related tokens. ~ [[User:Midna|Midna]] 22:08, 20 January 2010 (UTC) | ||
+ | ::Hmm... And if you leave [FIREIMMUNE] on, you might just possibly get to walk around with a human ON FIRE but not dying. Can you say throwing fireballs that used to be clothes? :3 --[[User:Aescula|Aescula]] 00:54, 24 February 2010 (UTC) | ||
+ | |||
+ | == [VEGETATION]? == | ||
+ | |||
+ | Any clue what this tag does? I found it on the grimeling and treant, which are supposed to be plant-like I suppose. But was exactly does it do? [[User:GenericOverusedName|GenericOverusedName]] 17:32, 31 October 2009 (UTC) | ||
+ | |||
+ | == Using the "Aquatic" tag to eliminate annoying animals == | ||
+ | |||
+ | I was sick of cats leaving bits of dead vermin that lured my dwarves outdoors, so I added the [AQUATIC] tag to cats in the creature_domestic.txt file and loaded my save game. Every cat drowned (being out of water) within seconds, and that was that. | ||
+ | - [[User:Porkness|Porkness]] 10:47, 17 December 2009 | ||
+ | |||
+ | == Lisp possibilities == | ||
+ | |||
+ | Kinda something here in hopes that Toady will see it. | ||
+ | |||
+ | The [LISP] tag is something that could probably very easily be expanded. Imagine, for, say, a feline race, being able to use [LISP:R] for a purring sound. Nifty?--[[User:Aescula|Aescula]] 10:45, 14 February 2010 (UTC) | ||
+ | |||
+ | == Intelligence == | ||
+ | |||
+ | Turns out, adding the [INTELLIGENT] tag allows the creature to learn new abilities such as after I added it to my dogs, they started learning Pacifier, negotiator, judge of intent etc I suppose thats because they can work jobs and always have the 'no job' thingo on, anyone have any ideas on how to allow for labour to be enable for animals? | ||
+ | |||
+ | ==Combinatorial tokens== | ||
+ | Recently it was discovered that certain fish, particularly shad, undertake [http://www.bay12games.com/forum/index.php?topic=51864.msg1118876#msg1118876 biannual migratory salmon runs]. As shad have no particular token that appears to directly cause this behaviour (it's not [CLUSTER_NUMBER]), it's possible that a combination of tokens - in this case likely their biome tokens - creates this behaviour. Regardless, the matter bears further looking into. --[[User:Retro|Retro]] 22:20, 30 March 2010 (UTC) | ||
+ | :The matter ''was'' further looked into and has been proven [http://www.bay12games.com/forum/index.php?topic=51864.msg1122319#msg1122319 here] - a combination of CLUSTER_NUMBER and the temperate ocean/river biome tokens. Relevant information added to CLUSTER_NUMBER. --[[User:Retro|Retro]] 04:53, 1 April 2010 (UTC) |
Latest revision as of 18:06, 2 February 2012
Children[edit]
Does anyone know which tag cause an animal to breed? I believe it's either [CHILD:] or [CHILDNAME:]Moonman 18:18, 23 July 2008 (EDT)
- [CHILD:?] sets the age that a child becomes an adult, [CHILDNAME:?] sets what children are called, example, calf instead of bull. i2amroy 19 January 2009
- I can most definitely say the tag that allows breeding is [CHILD:]. Smew 26 April 2009
HOW DO I SHOT WEB?[edit]
first, does [WEBBER] imply the ability to shoot web, make webs or both? second (assuming the answer to at least one of the above is true), how would one use this in adventure mode?--Yrael
- it adds the ability to shoot web, but creatures will only shoot web at other creatures they are hostile to.Moonman 18:16, 23 July 2008 (EDT)
- Impossible to shoot webs in adventure mode--Zchris13 22:41, 7 April 2009 (UTC)
- It appears that one's chasm-dwelling WEBBERs (or perhaps THICKWEB creatures) leave webs outdoors and can be auto-collected and spun into silk. --TomiTapio 11:34, 5 September 2009 (UTC)
- I've Done some testing and it seems as if it is the Thick web token that causes spiders to lay webs and the webber token that gives them the ability to shoot them. Currently trying to find if I can get a web layer who can't throw webs --Flying Dwarves Hurt 02:07, 23 February 2010 (UTC)
On a related note, can you breath fire or fly in adventure mode? it would be great to make dragons playable and go around exterminating hippies --Drunken dwarf 01:10, 1 October 2009 (UTC)
- No, it does not seem as if you could shoot fire.. I have played as a Dragon Adventurer, I just about tore everything to pieces, but no fire.--Flying Dwarves Hurt 02:07, 23 February 2010 (UTC)
MAGICAL[edit]
I think this tag was meant for creatures not from natural origin. Its the same as Natural, but elves might react differently to it.
-Booken 06:22, 26 April 2008 (EST)
- Looks like it makes the creature attract local wildlife in large numbers.--Igfig 21:01, 30 May 2009 (UTC)
ITEMCORPSE[edit]
(see this forum thread)
[ITEMCORPSE:<type>:<subtype>:<material>:<matgloss>]
Does the sub-type field actually have a use, or is the only option "NO_SUBTYPE"?
Anyway, the USE_RACEGLOSS for the matgloss field seems to only work for some (built-in?) materials. For example, the Treants use the entry:
[HAS_RACEGLOSS:WOOD] [ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:USE_RACEGLOSS]
Treants will appear as "Mahogany treant", "Oak treant", etc.
However, when using a custom matgloss file, this functionality stops working, and treants (and there log remains) are undescriptive. I've tried creating a matgloss_treant.txt file and adding a few unique entries, like [MATGLOSS_WOOD:FOOBAR_TREE] and [MATGLOSS_WOOD:BAZ_TREE], and editing the [Treant] to:
[HAS_RACEGLOSS:TREANT] [ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:USE_RACEGLOSS]
...this doesn't seem to do anything. If I want the Treant to leave special remains, like my Foobar Tree, I have to change the creature tokens to:
[HAS_RACEGLOSS:TREANT] [ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:FOOBAR_TREE]
But here, I can only have "Foobar treants".
- The subtype field has a use for types with subtypes; for example, weapons or vermin. See item token for the few item types that have subtypes.
- The "WOOD" in [HAS_RACEGLOSS:WOOD] isn't a user-definable category; it matches the "WOOD" in MATGLOSS_WOOD. So you could probably set it to [HAS_RACEGLOSS:WOOD], [HAS_RACEGLOSS:STONE], [HAS_RACEGLOSS:METAL], or [HAS_RACEGLOSS:PLANT], but that's it.
- Darekun 22:21, 7 April 2009 (UTC)
PACK_ANIMAL[edit]
Anybody happen to know anything about the [PACK_ANIMAL] tag? I noticed that muskoxen, mules and donkeys all share this distinction. I also noticed someone in the muskox page had said that muskoxen could serve as haulers. Has Toady implemented a tag for animal haulers and sneaked it past everyone? Perhaps they can only perform this function if they serve as a pet to haulers? Or is it simply that merchants can carry goods on them? Some1else 01:05, 19 February 2008 (EST)
- It's only merchants, I believe. --Penguinofhonor 21:31, 29 July 2008 (EDT)
- That's true for now, but it will probably have more importance when animal hauling is finally implemented... --Arkenstone 10:18, 7 August 2009 (EST)
VERMIN_ tags[edit]
Made a new creature with VERMIN_CHASM and it spit out an unrecognised token message in my errorlog. Can someone confirm these work? Preferrably by pointing to a creature that has them? --Nunix 18:57, 16 March 2008 (EDT)
- thats leftover from 2d. bats and such used to have it, but now have a biome tag instead -Chariot 19:09, 16 March 2008 (EDT)
- Thanks. Do we know if that applies to any of the others? --Nunix 18:29, 22 March 2008 (EDT)
Tried to make a dwarf mode playable race with the [VERMIN_HUNTER] tag, and they went hungry. Took it away and they ate normal food again. Seems that when this tag is in place, the race will ONLY eat vermin. Have noted this in the entry.18:22, 22 November 2008 (EST)
Litter size[edit]
I've been testing the [LITTER_SIZE] token, and according to my tests it indeed affects the number of children. I set a creature to have 5-10 litter size and it did indeed produce 6 and 7 children, while another creature had 3-5 and produced 3-5 children. I'm gonna remove the "untested" tag from the wiki, feel free to tell me off if it proves otherwise.--Eurytus 23:14, 5 April 2008 (EDT)
Redirect[edit]
In conformance with the Community Portal, I think this page should be moved to Creature tokens. It can keep the plural because people are usually concerned with all of the tokens instead of just one. Thoughts? --JT 22:26, 7 April 2008 (EDT)
defender[edit]
"DEFENDER Appears from the glowing pits after the magma river."
After the magma river? This seems to be left over from the 2d version, does this token still exist? If so we might want to adjust its description to the newest version
- Yeah, I just noticed that this entire article seems to have been copypasta-ed from the old version and not updated. There's a number of tags listed there that no longer exist, such as all of the RIVERATTACK_* tags. I'll stick an "old" template on the page for now, since it'll take some doing to go through all of the tags and verify that they still exist/do the same thing as they used to. But to answer your specific question, yes, the DEFENDER tag does still exist. It's just the magma river that doesn't. --Morlark 12:14, 25 June 2008 (EDT)
- Ok, I've had a bit of a search, and I've removed those tags which I've verified as non-existent. I should stress though that my search was not exhaustive, so it's possible that this article does still contain errors. --Morlark
Body parts[edit]
It would be nice if there was a list of available body parts, ive been trying to make a new creature and am stuck using dwarven body parts... --High tech dragon 22:59, 25 September 2008 (EDT)
- Body_tokens --Ikkonoishi 08:28, 26 September 2008 (EDT)
- There is, of course, always the option to make your own body parts by editing the raws, though. Just make sure you know what you doing. </ayb> --GreyMaria 16:02, 26 September 2008 (EDT)
Weapons and sizes[edit]
I'm curious as to what tags allow or disallow the use of bows or crossbows. It seems like it could be that the stout tag disallows the use of bows, and the narrow disallows the use of crossbows, as I believe the races that have neither tag (humans, goblins) can use both weapons. Anyone confirm/deny/antithesize before I accidentally mess up my raws trying to find out? --Zombiejustice 17:20, 6 October 2008 (EDT)
- All that it takes to add or remove the use of bows and crossbows is to add or remove the weapon tag from the entity file. Dwarves can't equip bows at the military screen even if you allow them to use them though, that is hardcoded. --i2amroy 19 January 2009
Catgirls[edit]
I'm attempting to put a new creature into the game - specifically, catgirls. They have the COMMON_DOMESTIC token, but won't show up in the embark menu. As directed by the guy who made them, I put the code into the creature_domestic_humanoid.txt and the body parts into body_domestic_humanoid.txt and there aren't any errors on world generation, so I assume the coding is right. Any help for someone with no real idea of what they're doing? --Simmura McCrea 16:58, 17 October 2008 (EDT)
- OK, I put them into creature_domestic.txt this time, and they showed up, but they suffocated when I started playing. They have lungs, a throat and a mouth, so I can't think what they're missing. They're not aquatic or anything like that either, so I've no idea why they drowned. Here's the full code if you want to instantly pick out what I'm missing.
[CREATURE:CATHUMAN]
[NAME:catgirl:catgirls:catgirl] [TILE:'f'][COLOR:2:0:0] [FEMALE] [PETVALUE:400] [INTELLIGENT] [TRAPAVOID] [EXTRAVISION] [CANOPENDOORS] [COMMON_DOMESTIC][BENIGN][PET] [MISCHIEVIOUS] [PREFSTRING:cat ears] [BODY:2BIGEARS:HUMANOID:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS
- THROAT:NECK:SPINE:
BRAIN:5FINGERS:5TOES:MOUTH] [SIZE:6] [MAXAGE:60:110] [ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH] [ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH] [CHILD:12][BABY:1][MULTIPLE_LITTER_RARE] [FAT:1] [EQUIPS] [DIURNAL] [STANDARD_FLESH] [HOMEOTHERM:10067] [LAYERING:10] [SWIMS_INNATE][SWIM_SPEED:2500] [NOT_BUTCHERABLE] [CANNOT_UNDEAD] [PERSONALITY:ACTIVITY_LEVEL:50:75:100] [PERSONALITY:ADVENTUROUSNESS:0:60:100] [PERSONALITY:CHEERFULNESS:50:75:100] [PERSONALITY:EXCITEMENT_SEEKING:25:75:100] [PERSONALITY:FRIENDLINESS:50:75:100] [PERSONALITY:ORDERLINESS:0:20:40] [PERSONALITY:CAUTIOUSNESS:0:10:30] --Simmura McCrea 12:17, 20 October 2008 (EDT)
They have no brain? They need a [Nothought] tag for that i think. You need to check the linkings in the body folder too to make sure everything's attached as it should be. If they still dont work just check through each of the tokens with the wiki and you should find the problem.
- They do have a brain and all the tokens seem to be fine. I added [CAN_LEARN] and [CAN_SPEAK] in case the [INTELLIGENT] tag was playing up, but it doesn't seem so. I'm a little stuck now, so I might have to go without catgirls for a while.--Simmura McCrea 08:41, 15 November 2008 (EST)
- If you want a quick fix, just add [NOBREATHE]! That'll let you check the bodyparts in game (and in 99.9% of situations, it'll be the same as a more in-depth fix.) Putting the ears before the main body token might be the problem.--Navian 13:52, 15 November 2008 (EST)
- Messing with the order of the body parts didn't do anything, so it'll have to be [NOBREATHE]. Ah well, thanks for the help. --Simmura McCrea 17:23, 16 November 2008 (EST)
- Yeah, there's something weird going on. They're still suffocating. I generated a new wold after saving the [NOBREATHE] tag and my catgirls are still suffocating. It seems that catgirls can defy even DF's questionable physics. --Simmura McCrea 17:33, 16 November 2008 (EST)
- I had a similar problem when attempting to introduce a novel species: They would spawn with no body parts and instantly suffocate (apparently you run out of oxygen before having to worry about a lack of blood or brains). The errorlog told me I'd mistyped the name for the main body. And then I forgot that you had to close DF and reopen it for the changes to take effect. But I digress. Two things: Firstly, those line breaks (if they're in the source) may be confusing the game. Try turning off "word wrap" or similar so that it's all on one line before saving it. Secondly, check the errorlog and see if it's throwing any errors. Make a world, embark to a site, let them all suffocate, and then open up errorlog.txt. You say there weren't any errors in worldgen, but seeing as you can apparently have 200-year-old civilizations of bodiless beings waging war and generally not dying due to massive everything failure, I don't think it checks for sanity until they appear on the sitemap.--Quil 17:53, 16 November 2008 (EST)
- Yep, that's got it. Cheers! --Simmura McCrea 13:31, 17 November 2008 (EST)
- If I may, which "that" was the one that got it?--Quil 14:17, 17 November 2008 (EST)
- The word wrap. What a weird way to break a creature. --Simmura McCrea 17:36, 18 November 2008 (EST)
- Yeah, Notepad can be retarded like that. --GreyMaria 18:11, 18 November 2008 (EST)
Simmura, if you're thinking this way, I have a friend that I've helped code in Felines, as an actual civilization, like elves, dwarves, etc. It's close to release-level, I can let you know specially when he's willing to release it, if you'd like. --Aescula 00:48, 24 February 2010 (UTC)
World Gen and Megabeasts[edit]
Anyone know what controls how many megabeasts are spawned during world gen? I'm hoping its something in the creature tokens (like genpower) and thus easily moddable - just increasing DAMBLOCK doesn't seem to increase their longevity much, and I'd like to play in a world older than 50 years with a decent number of megabeasts remaining. --Squirrelloid 04:03, 20 December 2008 (EST)
- I think it is hard coded. Currently the best way to have your megabeasts survive longer is move all of you megabeasts to their own text file and then copy it make sure that both files have the exact same name, no copy number 1 on the end or anything like that. In one version change their DAMBLOCK and SIZE to enormous numbers, like 100000. worldgen with this text file in the raws. Then switch the two text files. This should restore all of your megabeasts to normal power. --i2amroy 19 January 2009
- You mean that for a medium (for example) world there can never be more than 18 megabeasts? That's really lame... --Squirrelloid 03:26, 20 January 2009 (EST)
About megabeast modding... after adding the TRAINABLE tag to some, and after one attacked and my Dungeon Master tamed it, we stopped having sieges. It's been 3 years now and we haven't even seen so much as a single thief or ambush. We count ourselves lucky to have continued to receive liaisons and caravans however. We're making plans to drop it into a bottomless pit to see if that fixes the problem however.
--Unseenmage 04:31, 03 February 2009 (EST)
The megabeast burst into pieces against a ledge within the bottomless pit and that spring a vile force of darkness arrived. Problem solved. --Unseenmage 05:00, 03 February 2009 (EST)
- Something that works for me is adding [SEMIMEGABEAST] to their entries, and upping the number of caves in the world. That way they'll take over caves similar to the way other semi-megas do, but still function as general megabeasts. Be warned: If you up the number of caves too much, you may end up in a world with all the civilizations eaten by dragons. Have fun! GenericOverusedName 17:30, 31 October 2009 (UTC)
Elf Cannibals[edit]
I can't seem to find the tag that makes elves (supposedly) eat sentient creatures. As far as I can tell from the raws, they are not, in fact, cannibals. Can anyone give insight? --Smartmo 02:22, 3 May 2009 (UTC)
- Actually, it's the [ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE] tag in the entity_default that lets them eat sentient creatures that they kill. They won't eat sentients they don't kill, due to the [ETHIC:EAT_SAPIENT_OTHER:UNTHINKABLE] tag.--Drake1500 04:50, 6 May 2009 (UTC)
Ivory showing up as a trade item.[edit]
The material spawn may be broken, but there could be a chance of it showing up as a trade item because I have a game where I got a Hippo Ivory bracelet off of a dwarven caravan that I deconstructed the depot on not too long ago.--Smjjames 19:04, 25 May 2009 (UTC)
Biome[edit]
SAVAGE Determines whether creature can show up on "savage" maps.
"can"?! Doesn't this tag mean they only show up there? (Or at least that's where they start, and then meander around across the game map.) --Albedo 22:05, 3 August 2009 (UTC)
STOUT[edit]
"STOUT Creature has a resistance to being knocked over."
In DF Complete mod, the nords (north humans) have clothes like "stout Flax sandal", which seems to imply that STOUT is a equipment-tag like NARROW. --TomiTapio 11:29, 5 September 2009 (UTC)
FIREIMMUNE[edit]
Tested it in adventurer mode. A vanilla "play now" skilless and naked human stood on an oak sapling, set fire to it, and waited. After 58 waits, he started blistering. At 65, he started burning. At 75, he passed out. Trial 2, humans with [FIREIMMUNE] added. "Play now" again, stood on a chestnut sapling, set it on fire. Blistering at 57, burning at 64, passed out at around 76. There does appear to be no actual increase to fire or heat resistance, in 40D. -Arrkhal 15:29, 10 October 2009 (UTC)
- That would probably be because of/related to how all of the damage is (apparently) done by heat. That is, fire heats up the area around it, and that's the main reason as to why it's dangerous. (Just like in the real world.) So [FIREIMMUNE] might be antiquated now - however, I'm pretty sure the same effect can be achieved through use of the heat resistance related tokens. ~ Midna 22:08, 20 January 2010 (UTC)
- Hmm... And if you leave [FIREIMMUNE] on, you might just possibly get to walk around with a human ON FIRE but not dying. Can you say throwing fireballs that used to be clothes? :3 --Aescula 00:54, 24 February 2010 (UTC)
[VEGETATION]?[edit]
Any clue what this tag does? I found it on the grimeling and treant, which are supposed to be plant-like I suppose. But was exactly does it do? GenericOverusedName 17:32, 31 October 2009 (UTC)
Using the "Aquatic" tag to eliminate annoying animals[edit]
I was sick of cats leaving bits of dead vermin that lured my dwarves outdoors, so I added the [AQUATIC] tag to cats in the creature_domestic.txt file and loaded my save game. Every cat drowned (being out of water) within seconds, and that was that. - Porkness 10:47, 17 December 2009
Lisp possibilities[edit]
Kinda something here in hopes that Toady will see it.
The [LISP] tag is something that could probably very easily be expanded. Imagine, for, say, a feline race, being able to use [LISP:R] for a purring sound. Nifty?--Aescula 10:45, 14 February 2010 (UTC)
Intelligence[edit]
Turns out, adding the [INTELLIGENT] tag allows the creature to learn new abilities such as after I added it to my dogs, they started learning Pacifier, negotiator, judge of intent etc I suppose thats because they can work jobs and always have the 'no job' thingo on, anyone have any ideas on how to allow for labour to be enable for animals?
Combinatorial tokens[edit]
Recently it was discovered that certain fish, particularly shad, undertake biannual migratory salmon runs. As shad have no particular token that appears to directly cause this behaviour (it's not [CLUSTER_NUMBER]), it's possible that a combination of tokens - in this case likely their biome tokens - creates this behaviour. Regardless, the matter bears further looking into. --Retro 22:20, 30 March 2010 (UTC)