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Editing 40d Talk:Creature token

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*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)
 
*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)
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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)
 
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 ==
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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.
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:The subtype field has a use for types with subtypes; for example, weapons or vermin. See [[item tokens]] 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.
 
: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)
 
:[[User:Darekun|Darekun]] 22:21, 7 April 2009 (UTC)
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== 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.--[[User:Eurytus|Eurytus]] 23:14, 5 April 2008 (EDT)
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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.--[[IUser:Eurytus|Eurytus]] 23:14, 5 April 2008 (EDT)
  
 
== Redirect ==
 
== Redirect ==
  
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)
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In conformance with the [[DwarfFortressWiki: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 ==
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::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==
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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 ==
 
== Elf Cannibals ==
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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)
 
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]? ==
 
== [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)
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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?
 
 
== 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)
 

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