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Difference between revisions of "Shaostoul's Guide"

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(I just added some basic body modifications)
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{| class="collapsible collapsed infobox" style="background-color: white; border: 1px solid darkgrey; font-size: 100%; padding: 2px; text-align: center; width: 100%;"
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! colspan="2" style="border: 1px solid darkgrey; font-weight: bold; background-color: lightblue; padding-left: 1em; padding-right: 1em; width:100%; display:table-cell;" | Basic Body Modification
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|- style="text-align: left; display:table-cell; "
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|This section has some basic body modifications to change your dwarves in a subtle  way.
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<br />
 +
<br />
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'''Just copy from the points indicated by bold to the matching points in the creature_standard.txt and paste over any of the information that is in-between the 2 bold points of the original'''<br />
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<br />
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{| class="collapsible collapsed infobox" style="background-color: white; border: 1px solid darkgrey; font-size: 100%; padding: 2px; text-align: center; width: 100%;"
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! colspan="2" style="border: 1px solid darkgrey; font-weight: bold; background-color: lightblue; padding-left: 1em; padding-right: 1em; width:100%; display:table-cell;" | Obsidian Skin & Bones
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|- style="text-align: left; display:table-cell; "
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|'''Next we use body detail plans (which have their own raw file) to streamline the addition of some of the common materials, tissues and their relationships with each other.'''<br />
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<br />
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[BODY_DETAIL_PLAN:STANDARD_MATERIALS]<br />
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[BODY_DETAIL_PLAN:STANDARD_TISSUES]<br />
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[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]<br />
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<br />
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[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN_OBSIDIAN:FAT:MUSCLE:BONE_OBSIDIAN:CARTILAGE]<br />
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<br />
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[TISSUE:SKIN_OBSIDIAN]<br />
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[TISSUE_NAME:obsidian:NP]<br />
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[SCARS]<br />
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[TISSUE_MATERIAL:INORGANIC:OBSIDIAN]<br />
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[RELATIVE_THICKNESS:1]<br />
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[HEALING_RATE:1]<br />
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[VASCULAR:1]<br />
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[CONNECTS]<br />
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[TISSUE_SHAPE:LAYER]<br />
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<br />
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[TISSUE:BONE_OBSIDIAN]<br />
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[TISSUE_NAME:obsidianbone:NP]<br />
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[STRUCTURAL]<br />
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[CONNECTIVE_TISSUE_ANCHOR]<br />
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[TISSUE_MATERIAL:INORGANIC:OBSIDIAN]<br />
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[RELATIVE_THICKNESS:2]<br />
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[HEALING_RATE:1]<br />
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[VASCULAR:3]<br />
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[CONNECTS]<br />
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[TISSUE_SHAPE:LAYER]<br />
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[SETTABLE]<br />
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[SPLINTABLE]<br />
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<br />
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[BODY_DETAIL_PLAN:STANDARD_MATERIALS]<br />
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[REMOVE_MATERIAL:BONE]<br />
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[REMOVE_MATERIAL:SKIN]<br />
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<br />
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[BODY_DETAIL_PLAN:STANDARD_TISSUES]<br />
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[REMOVE_TISSUE:BONE]<br />
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[REMOVE_TISSUE:SKIN]<br />
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<br />
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[SELECT_TISSUE_LAYER:BY_CATEGORY:ALL]<br />
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[TL_HEALING_RATE:1]<br />
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<br />
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[SELECT_MATERIAL:ALL] ''You don't need this part. It just makes your dwarfs skin and bones never melt or freeze. If you don't want it then just skip this part.''<br />
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[COLDDAM_POINT:NONE]<br />
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[HEATDAM_POINT:NONE]<br />
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[IGNITE_POINT:NONE]<br />
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[IF_EXISTS_SET_MELTING_POINT:NONE]<br />
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[IF_EXISTS_SET_BOILING_POINT:NONE]<br />
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[SPEC_HEAT:NONE]<br />
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<br />
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<br />
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<br />
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'''Eyebrows and eyelashes are manually added here.'''<br />
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|-
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|}
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{| class="collapsible collapsed infobox" style="background-color: white; border: 1px solid darkgrey; font-size: 100%; padding: 2px; text-align: center; width: 100%;"
 +
! colspan="2" style="border: 1px solid darkgrey; font-weight: bold; background-color: lightblue; padding-left: 1em; padding-right: 1em; width:100%; display:table-cell;" | Obsidian Tendons and Ligaments
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|- style="text-align: left; display:table-cell; "
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|'''Tendons and ligaments are currently very abstract, but adding these flags will let wounds occur that damage them.  The number afterward is the healing rate.  Lower is faster.'''<br />
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<br />
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<br />
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<br />
 +
[TENDONS:LOCAL_CREATURE_MAT:OBSIDIAN:1]<br />
 +
[LIGAMENTS:LOCAL_CREATURE_MAT:OBSIDIAN:1]<br />
 +
<br />
 +
[TISSUE:OBSIDIAN]<br />
 +
[TISSUE_NAME:obsidian:np]<br />
 +
[TISSUE_MATERIAL:INORGANIC:OBSIDIAN]<br />
 +
[MUSCULAR]<br />
 +
[FUNCTIONAL]<br />
 +
[STRUCTURAL]<br />
 +
[RELATIVE_THICKNESS:1]<br />
 +
[CONNECTS]<br />
 +
[TL_HEALING_RATE:1]<br />
 +
[TISSUE_SHAPE:LAYER]<br />
 +
<br />
 +
'''This makes the creature susceptible to severed nerves when muscles are torn in limb, grasp and stance parts.'''<br />
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|-
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|}
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{| class="collapsible collapsed infobox" style="background-color: white; border: 1px solid darkgrey; font-size: 100%; padding: 2px; text-align: center; width: 100%;"
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! colspan="2" style="border: 1px solid darkgrey; font-weight: bold; background-color: lightblue; padding-left: 1em; padding-right: 1em; width:100%; display:table-cell;" | Obsidion Skin Colors
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|- style="text-align: left; display:table-cell; "
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|==''This is very important to have, as it prevents the whole thing from not working and or spamming the error log with messages''==<br />
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<br />
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'''Here all of the skin is selected and various colors are listed.'''<br />
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<br />
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[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN_OBSIDIAN]<br />
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[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]<br />
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[TLCM_NOUN:skin:SINGULAR]<br />
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<br />
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[TISSUE_LAYER_APPEARANCE_MODIFIER:WRINKLY:0:0:0:0:0:0:0]<br />
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[APP_MOD_RATE:1:YEARLY:0:100:60:0:NO_END]<br />
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[APP_MOD_NOUN:skin:SINGULAR]<br />
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[APP_MOD_DESC_RANGE:0:0:0:1:25:50]<br />
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<br />
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'''Now we do the eyes, using the somewhat clunky eye color patterns.'''<br />
 +
|-
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|}
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|-
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|}
 +
  
 
== Finished Reactions/Buildings ==
 
== Finished Reactions/Buildings ==

Revision as of 20:24, 19 April 2011

Welcome to my wiki guide! By popular demand I did what I could to make this as easy and simple as I could and not as overwhelming...

There's a ton of information here and it "should" be able to help you with any simple reaction modding problems you run into at the moment.

This WILL be updated with creature editing, entity editing and whatever else.


MOST IMPORTANT NOTE FOR MODDING! - With the way the "new" Dwarf Fortress is, when you are modding the easiest thing to do is just to generate a new world. This new version saves raw and graphic information IN the SAVE->(REGION1) folder. If you are editing an EXISTING world, you MUST edit the SAVE folder version and not the normal location for you to see the effects. To follow a safe motto for modding dwarf fortress... If you don't know if it needs a regen, just regen.

It seems many people don't realize the new method of save handling and reaction handling. There are multiple places that have to be altered in order for your custom reaction/building to show up to be used. For example...

If you add a smelting reaction, you have to add the reaction to the "reaction_smelter.txt", you then have to make your reaction permitted on the "entity_default.txt".
When you add a reaction to the "entity_default.txt" it will be under the [ENTITY:MOUNTAIN] listing. Your permitted reaction should look like...
[PERMITTED_REACTION:XXXCUSTOM_REACTION_NAMEXXX]
When you add your custom building to the "entity_default.txt" it should look something like...
[PERMITTED_BUILDING:XXXCUSTOM_BUILDING_NAMEXXX]
YOU WILL CHANGE "XXXCUSTOM_REACTION_NAMEXXX" and "XXXCUSTOM_BUILDING_NAMEXXX" TO WHATEVER YOU HAVE IT LISTED AS.

Now that, that is out of the way.

Custom Build & Reaction

Various Reactions and Information


Finished Reactions/Buildings

SKILLS

TREES & PLANTS

MINERALS, STONES, METALS, GEMS