Dwarf Fortress

Dwarf Fortress

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More Valuable Procedural Creatures
   
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51.383 KB
1 Aug @ 11:58am
6 Aug @ 1:52pm
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More Valuable Procedural Creatures

Description
Did you ever think it’s really weird that stuff made out of forgotten beast silk/bones/leather is as valuable as stuff made out of a cat? Using the power of lua, this mod changes that finally. Unfortunately, because I am bad at programming, it depends entirely on the syndrome names of said beasts, so maybe don't install this with a mod that changes that for some reason

Material value multipliers by type of creature:
* Humanoid angels: 5x
* Forgotten beasts: 10x
* Titans, "lesser" demons (the kind of small demon you usually find in geodes and volcanic walls), all (procedurally generated!) night creatures: 15x
* "Great beast" angels and "greater" demons (the kind you usually find in the underworld): 50x
(If that last one sounds unreasonable, remember that you have to breach the underworld and survive to make use of it! And also a good portion of demons are too intelligent for your dwarves to want to butcher.)
24 Comments
DPh Kraken 15 Aug @ 10:33am 
Try checking for options.rcp.c_class == "UNIFORM"
Greencat Sixty-Four  [author] 15 Aug @ 8:12am 
Also the reason that there are a bunch of errors in the error log is that creatures made out of a uniform material (like water or steel or whatever) don't play nicely with the [MULTIPLY_VALUE] token for whatever reason. It doesn't do anything except spam the error log but I will try to fix it at some point
DPh Kraken 13 Aug @ 10:31pm 
Beasts are generated at the start of each world and saved at that time, so if you manage to force the generation script into a loaded mod then the changes would not propagate.
This is unlike statically-defined objects, which would reflect changes made every time the raws are loaded.
Greencat Sixty-Four  [author] 10 Aug @ 1:40pm 
I have never tried putting this mod into an extant world but I would imagine that it probably would not work alas
LemonAid 10 Aug @ 12:49pm 
does this require making a new world?
nexus_falling 7 Aug @ 7:26pm 
love the mod and the thumbnail
Greencat Sixty-Four  [author] 7 Aug @ 7:21pm 
All it does is stick
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:x]
(where x is the relevant number) at the end of the relevant creatures' raws. It's not technically impossible that 52.03 broke it but I'm 99.99% certain it should work just as well as it does in 52.02
Sylvanas_III 7 Aug @ 5:56pm 
Before I try and stick this in the new version, is it likely to make anything explode with the new updates?
Snowstar837 7 Aug @ 8:45am 
Thanks for making this!! It makes sense for them to be worth more.

I sent a friend request so I could PM you, I am making a somewhat similar mod (but for a different function) and would appreciate your input/advice as I haven't published any DF mods yet :)
DPh Kraken 6 Aug @ 2:09pm 
The new API is uncharted waters, so don't worry about it.