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= Game Modifications =
 
= Game Modifications =
  
[http://www.bay12games.com/forum/index.php?topic=18703.0 Middle-Earth mod (39+ compatible)]
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[http://http://www.bay12games.com/forum/index.php?topic=18703.0 Middle-Earth mod (39+ compatible)]
  
[http://www.bay12games.com/forum/index.php?topic=18623.0 Mods and components for Mod Base]
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[http://http://www.bay12games.com/forum/index.php?topic=18623.0 Mods and components for Mod Base]
  
 
=How to=
 
=How to=
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  [BP:BP3:bodypart3]
 
  [BP:BP3:bodypart3]
  
Let's start with a body. I will use [[Body token]]s, you can read their descriptions there.
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Let's start with a body. I will use [[Body tokens]], you can read their descriptions there.
 
Make a body_tripod.txt text file in your /raw/objects folder.
 
Make a body_tripod.txt text file in your /raw/objects folder.
According to the template the first string should be the file name without the extension (.txt) and then you announce that the type of the content is body ([OBJECT:BODY]). Then we'll add a tripod body with no bodyparts still.
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According to the template the first string shold be the file name without the extension (.txt) and then you announce that the type of the content is body ([OBJECT:BODY]). Then we'll add a tripod body with no bodyparts still.
  
 
So now we have
 
So now we have
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* "upper body" is the displayed name. [UPPERBODY] token means that this is the main part where the chest armor would be worn if the creature could wear armor and also it can be "cloven asunder" etc.
 
* "upper body" is the displayed name. [UPPERBODY] token means that this is the main part where the chest armor would be worn if the creature could wear armor and also it can be "cloven asunder" etc.
  
  [BP:LB:lower body][CONTYPE:UPPERBODY][LOWERBODY]
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  [BP:LB:lower body][COBTYPE:UPPERBODY][LOWERBODY]
 
* [CONTYPE:UPPERBODY] means that this part is connected to the part of this body which has the "UPPERBODY" token. Surprisingly it's UB (upper body) :).
 
* [CONTYPE:UPPERBODY] means that this part is connected to the part of this body which has the "UPPERBODY" token. Surprisingly it's UB (upper body) :).
 
* It could be [CON:UB] also, CONTYPE tries to attach the bodypart to every another part with the listed token while the CON connects to a single bodypart with the indicated unique identificator (UB for the upper body).
 
* It could be [CON:UB] also, CONTYPE tries to attach the bodypart to every another part with the listed token while the CON connects to a single bodypart with the indicated unique identificator (UB for the upper body).
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  [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]
 
  [BP:LRL:left rear leg][CONTYPE:LOWERBODY][LIMB][STANCE][LEFT]
 
  [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]
 
  [BP:TAILT:tail tentacle][CONTYPE:LOWERBODY][LIMB][GRASP]
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  [BODY:HEAD_3FINGERS]
 
  [BODY:HEAD_3FINGERS]
 
  [BP:HF1:first head finger][CONTYPE:HEAD][SMALL][DIGIT]
 
  [BP:HF1:first head finger][CONTYPE:HEAD][SMALL][DIGIT]
 
  [BP:HF2:second head finger][CONTYPE:HEAD][SMALL][DIGIT]
 
  [BP:HF2:second head finger][CONTYPE:HEAD][SMALL][DIGIT]
 
  [BP:HF3:third head finger][CONTYPE:HEAD][SMALL][DIGIT]
 
  [BP:HF3:third head finger][CONTYPE:HEAD][SMALL][DIGIT]
+
 
 
  [BODYGLOSS:HEAD_PALM:head:head-palm]
 
  [BODYGLOSS:HEAD_PALM:head:head-palm]
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  [BODYGLOSS:EYE_PALM:eye:eye on the palm]
 
  [BODYGLOSS:EYE_PALM:eye:eye on the palm]
  
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At first we should make a file. Let's call it "creature_tripod.txt". According to the syntax it should have the 1st string "creature_tripod" and then "[OBJECT:CREATURE]".
 
At first we should make a file. Let's call it "creature_tripod.txt". According to the syntax it should have the 1st string "creature_tripod" and then "[OBJECT:CREATURE]".
Let's make a tripod creature. I will use [[Creature token]]s, you can get the full list there.
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Let's make a tripod creature. I will use [[Creature tokens|creature tokens]], you can get the full list there.
  
 
  creature_tripod
 
  creature_tripod
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* We need to add information about it's behaviour (size of clusters, how often is it spawned, is it roaming etc.)
 
* We need to add information about it's behaviour (size of clusters, how often is it spawned, is it roaming etc.)
  
Let's start with the biome information. Click the link to see the full list of the [[Biome token]]s.
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Let's start with the biome information. Click the link to see the full list of the [[Biome tokens|biome tokens]].
 
I want tripods to live in all swamps and marshes, this I add
 
I want tripods to live in all swamps and marshes, this I add
 
  [BIOME:ANY_WETLAND]
 
  [BIOME:ANY_WETLAND]
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Note that this creature is a dangerous one in the fortress mode because it doesn't have the [MEANDERER] token (random movement) so it will go straightly for your dwarves.
 
Note that this creature is a dangerous one in the fortress mode because it doesn't have the [MEANDERER] token (random movement) so it will go straightly for your dwarves.
 
 
TomiTapio says: In addition, if the creature is made of tougher flesh or other material, consider adding [DAMBLOCK:1] or higher to make it more damage resistant. You don't want the Magma Men and Iron Men to die from peasant punches and horse kicks. Consider DAMBLOCK 5 on Iron Men and DAMBLOCK 3 to 5 on dragon scale covered creatures. Adding [SPEED:700] (that's what elf peasants have) to eg. horses makes them 1.25 times faster than unskilled dwarves, both in movement and combat. You want your unicorns and giant eagles to be fast and deadly, not defeatable by a single horse. Turtle vermin are SPEED:2900 = 0.33 x peasant. Bird vermin are SPEED:400 = 2.0 x peasant.
 
[LARGE_ROAMING] means it is larger than vermin and appears outdoors.
 
If you want adventurers to encounter a beast more often, try adding more times of day:
 
[MATUTINAL][DIURNAL][VESPERTINE][CREPUSCULAR][NOCTURNAL]
 
dawn-day-evening-twilight-night.
 

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