Dwarf Fortress

Dwarf Fortress

More Valuable Procedural Creatures
25 Comments
Moonwarden64 5 hours ago 
is it possible to give the the FBs and other procedural creatures natural fighting skills through LUA? like the skilled animals & megabeasts mod
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.
Greencat Sixty-Four  [author] 6 Aug @ 2:01pm 
I feel kind of foolish because I LITERALLY SAW that [POWER] example and dismissed it as something that wouldn't help. Alas. I've updated it to use that tweak method thing
Nactarune 5 Aug @ 6:36pm 
getting these errors in the error log, it's spamming a lot so I only took a bunch of each :

FORGOTTEN_BEAST_1:Unrecognized Creature Token: MULTIPLY_VALUE
FORGOTTEN_BEAST_5:Unrecognized Creature Token: MULTIPLY_VALUE
FORGOTTEN_BEAST_13:Unrecognized Creature Token: MULTIPLY_VALUE
FORGOTTEN_BEAST_19:Unrecognized Creature Token: MULTIPLY_VALUE
FORGOTTEN_BEAST_28:Unrecognized Creature Token: MULTIPLY_VALUE
TITAN_1:Unrecognized Creature Token: MULTIPLY_VALUE
TITAN_5:Unrecognized Creature Token: MULTIPLY_VALUE
TITAN_6:Unrecognized Creature Token: MULTIPLY_VALUE
TITAN_13:Unrecognized Creature Token: MULTIPLY_VALUE
TITAN_16:Unrecognized Creature Token: MULTIPLY_VALUE
DEMON_1:Unrecognized Creature Token: MULTIPLY_VALUE
DEMON_2:Unrecognized Creature Token: MULTIPLY_VALUE
DEMON_3:Unrecognized Creature Token: MULTIPLY_VALUE
DEMON_4:Unrecognized Creature Token: MULTIPLY_VALUE
DEMON_5:Unrecognized Creature Token: MULTIPLY_VALUE
DPh Kraken 5 Aug @ 1:11pm 
If you care to refactor your mod to make it more compatible with other mods, there's a few tables like btc1_tweaks that allow you to insert code that way.
I threw a quick example on the wiki of adding the [POWER] token based on the creature's size.
Greencat Sixty-Four  [author] 3 Aug @ 6:26pm 
Butchering inorganic beasts is theoretically possible but it's not something I am currently considering
Vegetto 3 Aug @ 1:04pm 
Is it possible to add butchering of metal beasts?
Sylvanas_III 3 Aug @ 12:17pm 
On values: fair enough, though I personally love digging into the smaller gem-encrusted pillars as soon as I have a competent military.

On the skin comment, when testing the mod on its own I encountered exactly zero worldgen issues. As the person in question refused to elaborate further or provide logs, I will assume that either A: they had other mods they didn't bother to mention or B: they're just stupid/actively trolling. Perhaps they could correct me by elaborating further.
Greencat Sixty-Four  [author] 3 Aug @ 11:42am 
Also in regards to that guy talking about worldgen issues I can take a look but the string "RAW_SKIN" does not appear anywhere in the vanilla scripts or raws or my mod, and the only reference to "skin" in creatures.lua (the only vanilla script I altered) are comments in the functions for boogeymen, night trolls, humanoid experiments, and both types of humanoid angel that explain why they start with and "AMPHIBIOUS" c_class (so they have skin but no hair or feathers) in some cases
Greencat Sixty-Four  [author] 3 Aug @ 11:22am 
I guess I can go through the logic of why I chose the numbers I did:

1. I would say that, on average, forgotten beasts and titans are about as dangerous as a dragon or roc if you know what you are doing, which both have a material multiplier of x15. I made forgotten beasts less valuable because you encounter so many compared to titans
2. Demons are more valuable because the only scenario you will see them in fort mode at least is digging in a volcanic pillar (presumably in order to become a mountainhome) or as part of a goblin siege, both of which already require you to be really rich
3. Also, a good portion of demons are too intelligent for unmodded dwarves to be comfortable butchering so that lowers the average amount of product per demon in a way that isn't applicable to the other creatures involved so far
4. I may or may not tweak numbers and/or separate “lesser” and ”greater” demons in later updates
AlwaysAngron 3 Aug @ 10:49am 
This creates a duplicate of RAW_SKIN and prevents world gen. I will not be providing logs or elaborating further. Be warned
Sylvanas_III 2 Aug @ 2:43pm 
Curious as to why you picked these values specifically, especially since nonsapient (and thus butcherable) demons are often weaker than similar forgotten beasts.
Nactarune 1 Aug @ 2:21pm 
Thanks for explaining, got it
b e a n 1 Aug @ 1:42pm 
Cool mod :steamthumbsup: (I love the mod thumbnail)
Greencat Sixty-Four  [author] 1 Aug @ 1:13pm 
Obviously a foolproof way is to find the mod folder and look through the functions that scripts/init.lua defines; if any of them are those three, then this mod will overwrite the other mod or get overwritten, depending on the load order. If that's a bit too technical for you, just assume that any other mods that use lua to alter the generation of titans, forgotten beasts, and demons specifically probably won't work (although it would probably be pretty easy to make your own version of said mod with the value multipliers)
Nactarune 1 Aug @ 12:31pm 
How do i know if there are other mods that modify/change creatures.fb.default, creatures.titan.default, and creatures.demon.default ?