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Difference between revisions of "DF2014 Talk:Creature token"

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Specifically this prevents Elves from adding the creature as a trade-able (tame) caged creature to caravans.  This is notable as they can currently trade pets that have [CAN_LEARN] and [CAN_SPEAK] enabled.
 
Specifically this prevents Elves from adding the creature as a trade-able (tame) caged creature to caravans.  This is notable as they can currently trade pets that have [CAN_LEARN] and [CAN_SPEAK] enabled.
 
Found this by save scumming an incoming Elven caravan while testing out creature addition and removal from a civilization using [https://github.com/rndmvar/DFHack_scripts/blob/master/populate.rb populate.rb]
 
Found this by save scumming an incoming Elven caravan while testing out creature addition and removal from a civilization using [https://github.com/rndmvar/DFHack_scripts/blob/master/populate.rb populate.rb]
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== [FREQUENCY] affects how often creature appears in trade caravans ==
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I found that by setting [FREQUENCY:5] on a creature that the local Elves could trade, and save scumming an incoming caravan.  The rate of the creature appearing in the caravan dropped to 1/40 caravans (not truly 1/20 as it had to compete with roughly 100 other creatures with varying frequency settings).  By setting it to [FREQUENCY:100] it now appears in roughly 1/6 caravans.  (I'd test it more thoroughly if loading worlds took less time on my PC)

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APPLY_CREATURE_VARIATION versus APPLY_CURRENT_CREATURE_VARIATION

Based on testing, APPLY_CREATURE_VARIATION has instant effect (in reverse order, as noted elsewhere), whereas APPLY_CURRENT_CREATURE_VARIATION is used to manually apply any creature variation tags, such as CV_ADD_TAG or CV_REMOVE_TAG, that have been manually added to the creature definition instead of being defined in a creature variation. In other words, APPLY_CURRENT_CREATURE_VARIATION has no effect if you are simply using APPLY_CREATURE_VARIATION to load creature variations. Think of a creature variation defined in an OBJECT:CREATURE_VARIATION file as a "template", which is applied with APPLY_CREATURE_VARIATION. Think of a "current creature variation" as any manually-defined creature variations that have been added to the creature definition itself, which must be applied to the creature with APPLY_CURRENT_CREATURE_VARIATION after you have made all of the necessary modifications.

For example, the following is a use of APPLY_CREATURE_VARIATION, which takes instantaneous effect without any need for APPLY_CURRENT_CREATURE_VARIATION.:

	[APPLY_CREATURE_VARIATION:REMOVE_STUB_ARMS]

This is an example of the use of APPLY_CURRENT_CREATURE_VARIATION:

	[COPY_TAGS_FROM:MY_CREATURE]
	[CV_REMOVE_TAG:TISSUE_LAYER_UNDER]
	[TISSUE_LAYER_UNDER:BY_CATEGORY:BODY:GAS]
	[TISSUE_LAYER_UNDER:BY_CATEGORY:WING:GAS]
	[APPLY_CURRENT_CREATURE_VARIATION]

--JT (talk) 05:43, 13 August 2014 (UTC)

Littersize Creature Token

I just tested the [LITTERSIZE] token and it still works, just a note for those interested.

[LOCAL_POPS_CONTROLLABLE] and [LOCAL_POPS_PRODUCE_HEROES] prevent trading creature

Specifically this prevents Elves from adding the creature as a trade-able (tame) caged creature to caravans. This is notable as they can currently trade pets that have [CAN_LEARN] and [CAN_SPEAK] enabled. Found this by save scumming an incoming Elven caravan while testing out creature addition and removal from a civilization using populate.rb

[FREQUENCY] affects how often creature appears in trade caravans

I found that by setting [FREQUENCY:5] on a creature that the local Elves could trade, and save scumming an incoming caravan. The rate of the creature appearing in the caravan dropped to 1/40 caravans (not truly 1/20 as it had to compete with roughly 100 other creatures with varying frequency settings). By setting it to [FREQUENCY:100] it now appears in roughly 1/6 caravans. (I'd test it more thoroughly if loading worlds took less time on my PC)