Professional Documents
Culture Documents
A_CONSTRUCTION:b
ADV_CONSTRUCTION_ZONE_NEW:n
ADV_CONSTRUCTION_ZONE_EDIT:e
ADV_CONSTRUCTION_ZONE_ASSIGN:a
ADV_CONSTRUCTION_ZONE_DELETE:d
ADV_CONSTRUCTION_ZONE_RECT:r
ADV_CONSTRUCTION_ZONE_FLOW:f
ADV_CONSTRUCTION_ZONE_REMOVE_RECT:x
ADV_CONSTRUCTION_STAIR_UPDOWN:i
ADV_CONSTRUCTION_REMOVE_PLANS:x
ADV_CONSTRUCTION_REMOVE_EXISTING:X
ADV_CONSTRUCTION_MATERIAL:m
ADV_CONSTRUCTION_CONSTRUCTION:C
ADV_CONSTRUCTION_BUILDING:b
ADV_CONSTRUCTION_ZONE:z
ADV_CONSTRUCTION_WORK_MENU:s
ADV_CONSTRUCTION_NAME_SITE:N
ADV_CONSTRUCTION_YOU_WORK:y
ADV_CONSTRUCTION_START:w
LOCATION_MAIN_HALL:h
reaction
wooden helve making
stone axe assembly
new file with various adv carpenter shop options
tool
helve
stone axe
******************************************************
Auxiliary file changes for 0.42.06:
announcements
removed TRAVEL_ADVISORY
new keys
DESIGNATE_DETAILS:D
IMAGE_CREATOR_FILTER:f
IMAGE_CREATOR_NAME:n
IMAGE_CREATOR_DONE:y
SETUP_SYMBOL:y
reaction
added adv bone carving reactions, with category support
added has_edge for reagent
******************************************************
Auxiliary file changes for 0.42.05:
creatures
added skink, chameleon, anole and iguana to creature_reptiles
fixed rhino/giraffe description typos
got rid of lizard eggs again, specified it as common lizard zoot
oca vivipara in note
corrected monitor lizard toes, added tongues and teeth
added leopard gecko toes, tongues and teeth
******************************************************
Auxiliary file changes for 0.42.04:
data/speech/general.txt
fixed another whom typo
creatures
removed PARCHMENT from rhino lizard
leech, moon snail get [EXTRAVISION]
moon snail got heart,guts,brain,mouth
giant toad -> giant cave toad, made taupe gray
walrus attack changed to tusk_stab variation
lizards got toes, claws, eggs
muskox got horns
wild boar/warthog gets tusk attack
animal people and giant animals for many old raw entries
removed redundant savage_tropical file -- will add repla
cement scorpion later
creature variations
animal person support for BODY_WITH_HEAD_FLAG (for worm)
inorganic
quicklime got solid density
typo in note for dolomite
plant_crops
papyrus structural mat got [STATE_NAME_ADJ:SOLID:papyrus]
many crops got [MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_M
AT:SEED]
tools
added NO_DEFAULT_IMPROVEMENTS to quire to stop it from getting c
loth description
book_instruction typo for practitioner
******************************************************
Auxiliary file changes for 0.42.03:
critters
removed [TRAINABLE] from giraffes
changed [TRAINABLE] to [TRAINABLE_WAR] for rhinos
gave dog/cat/horse/donkey/pig/sheep/goat adjectives in NAME
fixed crocodile/alligator toe count
elephant gets more prefstrings
fixed some busted venom immunity entries
init
fixed typo in d_init (pregancies -> pregnancies)
items
removed duplicate [UNIMPROVABLE] tag from instrument piece examp
les
removed extra [SHAPED] from helm
keys
fixed input of { in interface (lethosor)
language
fixed summer and mightiness entries in language_words (Captain M
ayday)
plants
added [STOCKPILE_PLANT_GROWTH] to feather tree eggs
reactions
added [NOT_WEB] to bookbinding reaction
speech
fixed who/whom in elf.txt
******************************************************
Auxiliary file changes for 0.42.02:
Just the usual.
******************************************************
Auxiliary file changes for 0.42.01:
new keys
ASSIGN_LOCATION:l
LOCATION_NEW:a
LOCATION_RETIRE:X
LOCATION_INN_TAVERN:i
LOCATION_LIBRARY:l
LOCATION_TEMPLE:t
LOCATION_RENAME:n
UNITJOB_VIEW_UNIT:v
UNITJOB_VIEW_JOB:j
STOCKPILE_SHEET:S
D_PETITIONS:P
D_LOCATIONS:l
A_RANDOM_APPEARANCE:r
A_RANDOM_APPEARANCE_FULL:f
A_RANDOM_PERSONALITY:r
A_COMPOSE_FILTER:f
A_CUSTOM_PERSONALITY:f
A_CHANGE_DREAM:g
A_ACTION_COMPOSE:C
A_ACTION_WRITE:w
BUILDJOB_DETAILS_FILTER:f
BUILDJOB_DETAILS:d
UNITVIEW_PRF_OCCUPATION:o
LOCATION_DETAILS:d
LOCATION_RESTRICTION:r
LOCATION_SET_NUMBER_1:a
LOCATION_SET_NUMBER_2:b
HOTKEY_BUILDING_INSTRUMENT:I
HOTKEY_BUILDING_BOOKCASE:alt+c
changed keys
D_ARTLIST:L
remove keys
UNITJOB_VIEW
HOTKEY_GLASS_INSTRUMENT
HOTKEY_CRAFTS_MAT_INSTRUMENT
new announcements
[GUEST_ARRIVAL:A_D:D_D]
[CANNOT_SPEAK:A_D:D_D]
[RESEARCH_BREAKTHROUGH:A_D:D_D]
[SERVICE_ORDER_DELIVERY:A_D]
[PERFORMANCE_START_FAILURE:A_D]
[BEGIN_ACTIVITY:A_D]
[MIDDLE_OF_ACTIVITY:A_D]
[ACTIVITY_SECTION_CHANGE:A_D]
[CONCLUDE_ACTIVITY:A_D]
[LEARNED_WRITTEN_CONTENT:A_D]
[LEARNED_ART_FORM:A_D]
[PERFORMER_UPDATE:A_D]
[BUILDING_DESTROYED_OR_TOPPLED:A_D:D_D]
[DEITY_CURSE:A_D:D_D:BOX:P:R]
[COMPOSITION_COMPLETE:A_D]
[COMPOSITION_FAILED:A_D]
[NEW_APPRENTICESHIP:A_D:D_D]
[PETITION_IGNORED:A_D:D_D]
changed announcements
[EAT_ITEM:A_D]
[DRINK_ITEM:A_D]
[CONSUME_FAILURE:A_D]
[DROP_ITEM:A_D]
[PICK_UP_ITEM:A_D]
creatures
human gets [OUTSIDER_CONTROLLABLE]
animal people get [LOCAL_POPS_CONTROLLABLE][LOCAL_POPS_PRODUCE_H
EROES]
gorlaks,plump helmet men get [LOCAL_POPS_CONTROLLABLE][LOCAL_POP
S_PRODUCE_HEROES]
dwarves get [STRANGE_MOODS] <-- add this to any imported save ra
ws!
dwarves get [SYNDROME_DILUTION_FACTOR:INEBRIATION:150]
general format is [SYNDROME_DILUTION_FACTOR:<SYN_IDENTIF
IER>:<percentage, higher means more resistance, 100 is default effect>]
beak dogs get [COMMON_DOMESTIC], works with EVIL to make them ap
pear at all, though there is still an issue with them starving
both gnomes get [SYNDROME_DILUTION_FACTOR:INEBRIATION:500]
inorganic
[IS_CERAMIC], used by instruments/tools that have [CERAMIC_MAT]
added quicklime and milk of lime
item
instruments
removed instrument file and added example files for inst
ruments with many new tokens
tools
several tools were added to support the new stuff
new mat tokens
[LEATHER_MAT]
[SILK_MAT]
[THREAD_PLANT_MAT]
[GLASS_MAT]
[CERAMIC_MAT]
[STONE_MAT]
[BONE_MAT]
[SHELL_MAT]
[NO_DEFAULT_JOB] -- only custom reactions are used to ma
ke this item
[INCOMPLETE_ITEM] -- won't be used in world gen librarie
s (to differentiate scrolls from quires)
also put
it on bindings, rollers, instr. pieces for completeness/future use
[DEFAULT_IMPROVEMENT:<imp type>:<possibly specific type
or part token>:<tool mat flag like HARD_MAT or SILK_MAT>]
entity
removed specific instruments
[GENERATE_POETIC_FORMS]
[GENERATE_MUSICAL_FORMS]
[GENERATE_DANCE_FORMS]
new value: KNOWLEDGE
[VARIABLE_VALUE:<value token or ALL>:<min>:<max>]
used this for humans with ALL:-30:30
[CIV_CONTROLLABLE] -> [SITE_CONTROLLABLE]
removed [INDIV_CONTROLLABLE], now have [ALL_MAIN_POPS_CONTROLLAB
LE] for adv mode
removed ADVENTURE_TIER
the normal tokens to include new stuff in entities
materials
new syndrome tokens
[SYN_CONCENTRATION_ADDED:<amount>:<max>]
each 100 of amount will contribute SEV in genera
l to each effect (before dilution), max goes up to 1000
the concentration does not decrease, but will st
ay at the maximum attained until the syndrome wears off
[SYN_IDENTIFIER:<token>]
causes these syndromes to use the same concentra
tion pool, first one in wins (the rest just stack)
would be better to make syndromes their own raw
at this point to needing this, will happen later
[SYN_NO_HOSPITAL]
affected creature will not go to the hospital fo
r effects no matter how bad they get
base effect tokens
ABRUPT_START, ABRUPT_END -- without these, effec
ts will generally build toward the peak and then drop off
DWF_STRETCH:<factor> -- this makes effects last
longer in dwarf mode
new effects
[CE_CHANGE_PERSONALITY:FACET:<facet token>:<amou
nt>:<base effect tokens>]
can have multiple facets in one effect b
y listing them as FACET:<token>:<amount> over and over -- see inebriation
[CE_FEEL_EMOTION:EMOTION:<emotion token>:SEV:<am
ount>:<base effect tokens>]
due to the way emotions work, you'll nee
d additional effects for each emotion you want to stack
[CE_ERRATIC_BEHAVIOR:SEV:<amount>:<base effect t
okens>]
reaction
various new reactions for paper, codices, scrolls, parchment etc
.
new buildings supported: GLASS, WOOD (for wood furnace), MASON,
ASHERY, LEATHER, BOWYER, SIEGE, CLOTHES, METALSMITH, CARPENTER
reagants can get [IS_SAND_MATERIAL] (which checks for soil_sand)
and [METAL_ITEM_MATERIAL] (which checks for ITEMS_METAL)
improvement products can now target products that are given [PRO
DUCT_TOKEN:<token>]
assuming the target is above the improvement in the raw
def
improvement products can now be of type INSTRUMENT_PIECE:<piece
token>
[DESCRIPTION:<string>]
used for the helpful hint box in the building menu
also have [DESCRIPTION:USE_TOOL:<token>] and [DESCRIPTIO
N:USE_INSTRUMENT:<token>] if you want it to swipe those for hint box
can use any of these in succession to create par
agraphs, though the helpful hint box only fits so much text
can now be placed in categories for building menus
within a reaction, define category with [CATEGORY:<token
>]
after you make a category, in one of its reactio
ns, you can use these to further define it
[CATEGORY_NAME:<string>] <-- for name in
the menu
[CATEGORY_DESCRIPTION:<string>] <-- for
helpful hint box
[CATEGORY_PARENT:<token>] <-- for nestin
g in menus
if you are defining a nesting st
ructure within a reaction
just make sure the categ
ory of the reaction itself is the last defined
[CATEGORY_KEY:<key>] <-- hot key if any
you only need to define each category's subtoken
s once in any of the raw files
repeated subtokens will overwrite any lo
aded data
[MAX_MULTIPLIER:<#>] -- if you've got, say, a reaction with a bo
ne reagent and want it to just do the reaction <#> times
instead of processing th
e whole stack -- this is a REACTION token, not a REAGENT token
reagents can have [CAN_USE_HOSPITAL_RESERVED] [CAN_USE_LOCATION_
RESERVED] to allow them access to those items
(locations are taverns etc.)
graphics examples units
PERFORMER
POET
BARD
DANCER
SAGE
SCHOLAR
PHILOSOPHER
MATHEMATICIAN
HISTORIAN
ASTRONOMER
NATURALIST
CHEMIST
GEOGRAPHER
SCRIBE
PAPERMAKER
BOOKBINDER
TAVERN_KEEPER
skills
DANCE
MAKE_MUSIC
SING
PLAY_KEYBOARD_INSTRUMENT
PLAY_STRINGED_INSTRUMENT
PLAY_WIND_INSTRUMENT
PLAY_PERCUSSION_INSTRUMENT
CRITICAL_THINKING
LOGIC
MATHEMATICS
ASTRONOMY
CHEMISTRY
GEOGRAPHY
OPTICS_ENGINEER
FLUID_ENGINEER
PAPERMAKING
BOOKBINDING
d_init
[VISITOR_CAP:100]
[INVASION_SOLDIER_CAP:120]
[INVASION_MONSTER_CAP:40]
******************************************************
Auxiliary file changes for 0.40.24:
plant_standard:
muck root, bloated tubers got seeds
creature_tropical_new:
pangolin [REMOVE_TISSUE:SKIN]
creature_small_ocean:
mussel and oyster got leather/tallow/soap
creature_other:
wambler got leather/tallow/soap, changed FLUFF/PUDGE tok
ens to HAIR/FAT to avoid template conflict (still named the same)
creature_next_underground:
floater and blog got leather
pond grabber stopped using claw template -- did manual n
ame change instead
flesh ball FLESH token to MUSCLE to avoid template confl
icts, also added flesh name change
******************************************************
Auxiliary file changes for 0.40.23:
creature_small_riverlake and creature_standard
breath -> breathe a few places (Gorobay)
******************************************************
Auxiliary file changes for 0.40.22:
CONNECTOR
PREVENTS_PARENT_COLLAPSE
MOUTH
APERTURE
SOCKET
TOTEMABLE
UNDER_PRESSURE
VERMIN_BUTCHER_ITEM
new announcements
[MOVED_OUT_OF_RANGE:A_D:D_D]
[CANNOT_JUMP:A_D:D_D]
[NO_TRACKS:A_D:D_D]
[ALREADY_SEARCHED_AREA:A_D:D_D]
[SEARCH_FOUND_SOMETHING:A_D:D_D]
[SEARCH_FOUND_NOTHING:A_D:D_D]
[NOTHING_TO_INTERACT:A_D:D_D]
[NOTHING_TO_EXAMINE:A_D:D_D]
[YOU_YIELDED:A_D:D_D]
[YOU_UNYIELDED:A_D:D_D]
[YOU_STRAP_ITEM:A_D:D_D]
[YOU_DRAW_ITEM:A_D:D_D]
[NO_GRASP_TO_DRAW_ITEM:A_D:D_D]
[NO_ITEM_TO_STRAP:A_D:D_D]
[NO_INV_TO_REMOVE:A_D:D_D]
[NO_INV_TO_WEAR:A_D:D_D]
[NO_INV_TO_EAT:A_D:D_D]
[NO_INV_TO_CONTAIN:A_D:D_D]
[NO_INV_TO_DROP:A_D:D_D]
[NOTHING_TO_PICK_UP:A_D:D_D]
[NO_INV_TO_THROW:A_D:D_D]
[NO_INV_TO_FIRE:A_D:D_D]
[CURRENT_SMELL:A_D:D_D]
[CURRENT_WEATHER:A_D:D_D]
[CURRENT_TEMPERATURE:A_D:D_D]
[CURRENT_DATE:A_D:D_D]
[NO_GRASP_FOR_PICKUP:A_D:D_D]
[TRAVEL_ADVISORY:A_D:D_D]
[CANNOT_CLIMB:A_D:D_D]
[CANNOT_STAND:A_D:D_D]
[MUST_UNRETRACT_FIRST:A_D:D_D]
[CANNOT_REST:A_D:D_D]
[CANNOT_MAKE_CAMPFIRE:A_D:D_D]
[MADE_CAMPFIRE:A_D:D_D]
[CANNOT_SET_FIRE:A_D:D_D]
[SET_FIRE:A_D:D_D]
[DAWN_BREAKS:A_D:D_D]
[NOON:A_D:D_D]
[NIGHTFALL:A_D:D_D]
[NO_INV_INTERACTION:A_D:D_D]
[EMPTY_CONTAINER:A_D:D_D]
[TAKE_OUT_OF_CONTAINER:A_D:D_D]
[NO_CONTAINER_FOR_ITEM:A_D:D_D]
[PUT_INTO_CONTAINER:A_D:D_D]
[EAT_ITEM:A_D:D_D]
[DRINK_ITEM:A_D:D_D]
[CONSUME_FAILURE:A_D:D_D]
[DROP_ITEM:A_D:D_D]
[PICK_UP_ITEM:A_D:D_D]
[YOU_BUILDING_INTERACTION:A_D:D_D]
[YOU_ITEM_INTERACTION:A_D:D_D]
[YOU_TEMPERATURE_EFFECTS:A_D:D_D]
[RESOLVE_SHARED_ITEMS:A_D:D_D]
[COUGH_BLOOD:A_D:D_D]
[VOMIT_BLOOD:A_D:D_D]
[POWER_LEARNED:A_D:D_D]
[YOU_FEED_ON_SUCKEE:A_D:D_D]
[PROFESSION_CHANGES:A_D:D_D]
[RECRUIT_PROMOTED:A_D:D_D]
[SOLDIER_BECOMES_MASTER:A_D:D_D]
[MERCHANTS_UNLOADING:A_D:D_D]
[MERCHANTS_NEED_DEPOT:A_D:D_D]
[MERCHANT_WAGONS_BYPASSED:A_D:D_D]
[MERCHANTS_LEAVING_SOON:A_D:D_D]
[MERCHANTS_EMBARKED:A_D:D_D]
[PET_LOSES_DEAD_OWNER:A_D:D_D]
[PET_ADOPTS_OWNER:A_D:D_D]
[VERMIN_BITE:A_D:D_D]
[UNABLE_TO_COMPLETE_BUILDING:A_D:D_D]
[JOBS_REMOVED_FROM_UNPOWERED_BUILDING:A_D:D_D]
[CITIZEN_SNATCHED:A_D:D_D]
[VERMIN_DISTURBED:A_D:D_D]
[LAND_GAINS_STATUS:A_D:D_D]
[LAND_ELEVATED_STATUS:A_D:D_D]
[MASTERPIECE_CRAFTED:A_D:D_D]
[ARTWORK_DEFACED:A_D:D_D]
[ANIMAL_TRAINED:A_D:D_D]
[DYED_MASTERPIECE:A_D:D_D]
[COOKED_MASTERPIECE:A_D:D_D]
[MANDATE_ENDS:A_D:D_D]
[SLOWDOWN_ENDS:A_D:D_D]
[FAREWELL_HELPER:A_D:D_D]
[ELECTION_RESULTS:A_D:D_D]
[SITE_PRESENT:A_D:D_D]
[CONSTRUCTION_SUSPENDED:A_D:D_D]
[LINKAGE_SUSPENDED:A_D:D_D]
[QUOTA_FILLED:A_D:D_D]
[JOB_OVERWRITTEN:A_D:D_D]
[NOTHING_TO_CATCH_IN_WATER:A_D:D_D]
[DEMAND_FORGOTTEN:A_D:D_D]
[NEW_DEMAND:A_D:D_D]
[NEW_MANDATE:A_D:D_D]
[PRICES_ALTERED:A_D:D_D]
[NAMED_RESIDENT_CREATURE:A_D:D_D]
[SOMEBODY_GROWS_UP:A_D:D_D]
[GUILD_REQUEST_TAKEN:A_D:D_D]
[GUILD_WAGES_CHANGED:A_D:D_D]
[NEW_WORK_MANDATE:A_D:D_D]
[CITIZEN_BECOMES_SOLDIER:A_D:D_D]
[CITIZEN_BECOMES_NONSOLDIER:A_D:D_D]
[PARTY_ORGANIZED:A_D:D_D]
[POSSESSED_TANTRUM:A_D:D_D]
[BUILDING_TOPPLED_BY_GHOST:A_D:D_D]
[MASTERFUL_IMPROVEMENT:A_D:D_D]
[MASTERPIECE_ENGRAVING:A_D:D_D]
[MARRIAGE:A_D:D_D]
[NO_MARRIAGE_CELEBRATION:A_D:D_D]
[CURIOUS_GUZZLER:A_D:D_D]
[WEATHER_BECOMES_CLEAR:A_D:D_D]
[WEATHER_BECOMES_SNOW:A_D:D_D]
[WEATHER_BECOMES_RAIN:A_D:D_D]
[SEASON_WET:A_D:D_D]
[SEASON_DRY:A_D:D_D]
[SEASON_SPRING:A_D:D_D]
[SEASON_SUMMER:A_D:D_D]
[SEASON_AUTUMN:A_D:D_D]
[SEASON_WINTER:A_D:D_D]
******************************************************
Auxiliary file changes for 0.40.18:
Just the usual.
******************************************************
Auxiliary file changes for 0.40.17:
Just the usual.
******************************************************
Auxiliary file changes for 0.40.16:
Just the usual.
******************************************************
Auxiliary file changes for 0.40.15:
new announcements
STRESSED_CITIZEN:A_D:D_D
for any of the temporary stress states aside from tantru
m
CITIZEN_LOST_TO_STRESS:A_D:D_D
for any of the permanent states aside from berserk
CITIZEN_TANTRUM:A_D:D_D
******************************************************
Auxiliary file changes for 0.40.14:
new/changed keys
CIVZONE_DUMP g -> d
CIVZONE_GATHER g
CIVZONE_GATHER_OPTIONS G
CIVZONE_GATHER_OPTIONS_PICK_TREES t
CIVZONE_GATHER_OPTIONS_PICK_SHRUBS s
CIVZONE_GATHER_OPTIONS_GATHER_FALLEN f
creatures
retired LIKES_FIGHTING, though it shouldn't give an error for th
e time being
item_tool
added stepladder
entity_default
added stepladder tool to MOUNTAIN
******************************************************
Auxiliary file changes for 0.40.13:
creature_standard
(semi)megabeasts that were missing LARGE_PREDATOR received it
grazing creatures
STANDARD_GRAZER added to replace all grazing numbers, can set co
efficient in d_init
d_init
GRAZE_COEFFICIENT to scale grazing amounts
******************************************************
Auxiliary file changes for 0.40.12:
changed keys
UNITJOB_REMOVE_CRE from r -> x
UNITJOB_ZOOM_CRE from c -> z
******************************************************
Auxiliary file changes for 0.40.11:
material templates
added very basic fruit/flower/bud/mushroom template based on lea
f
plants
used new templates instead of structural_plant_template for leav
es etc.
******************************************************
Auxiliary file changes for 0.40.10:
Just the usual.
******************************************************
Auxiliary file changes for 0.40.09:
plants
finished conversion of pineapple plant out of tree format
added seed mat reaction product to quarry bush
reaction
added seeds to bag job, made bag not determine reaction amount
manual
typos and a few updates (Gorobay)
******************************************************
Auxiliary file changes for 0.40.08:
Just the usual.
******************************************************
Auxiliary file changes for 0.40.07:
plants
acacia flowers/seed pods got GROWTH_HOST_TILE
keys
[BUILDING_TRIGGER_MIN_SIZE_UP_PLUS:SHIFT+R]
[BUILDING_TRIGGER_MIN_SIZE_DOWN_PLUS:SHIFT+E]
[BUILDING_TRIGGER_MAX_SIZE_UP_PLUS:SHIFT+F]
[BUILDING_TRIGGER_MAX_SIZE_DOWN_PLUS:SHIFT+D]
STRING_A124 -> | for SDL versions
removed STRING_A127 as it was causing a conflict on OSX
******************************************************
Auxiliary file changes for 0.40.06:
creatures
removed leathery egg materials from copperhead in creature_tempe
rate_new
went ahead and updated the "evil" animal people pops as with oth
er animal people for completeness
keys
fixed utf-8 encoding for sdl interface.txt
plants
made soybeans edible when cooked
******************************************************
Auxiliary file changes for 0.40.05:
creatures
added removal of UBIQUITOUS/FREQUENCY in animal person/giant var
iations (ab9rf)
allowed frequencies to be modified by percentage in creature var
iations
changed frequencies/population numbers for animal people
moved tiger man to large_tropical after tiger and made it use th
e standard animal person variation
fixed various broken eyelash color/descriptions
used correct legless variation for king cobra people
added LARGE_ROAMING to desert tortoise and giant tortoise
removed lots of HOMEOTHERM tags from bugs
added a missing CONNECTOR to generated lower spines, and PREVENT
S_PARENT_COLLAPSE to generated upper spines
fixed duck/goose root around part category
fixed antlers for reindeer/moose/elk/deer, added them to elk bir
d
fixed typo in tapir description
fixed typo in dragon description
fixed reversed stoat caste names
fixed reversed giant armadillo caste names
fixed problem with squid skin coloration
gave crabs, horseshoe crabs, oysters and mussels blue blood
fixed proboscis plural
items have some new attack information. There are new reactions to respect the
new plant growths.
There are many new keys of course. This is a partial list:
QUICK_ATTACK
HEAVY_ATTACK
WILD_ATTACK
PRECISE_ATTACK
CHARGE_ATTACK
MULTI_ATTACK
A_DISPLAY_TRACKS
A_FRESHEST_TRACK
A_ODOR
A_DISPLAY_ODOR
A_YIELD
A_INV_DRAW_WEAPON
A_LOG_PEOPLE
A_LOG_AGREEMENTS
A_LOG_EVENTS
A_LOG_BESTIARY
A_LOG_FILTER
A_SPEED_SNEAK
A_JUMP
A_HOLD
ARENA_CONFLICT_STATE_1
ARENA_CONFLICT_STATE_2
ARENA_MORALE
ARENA_WEATHER
ARENA_WEATHER_SNOW
ARENA_WEATHER_MUD
ARENA_WEATHER_CLEAR_SPATTER
D_LOOK_ARENA_TREE
ARENA_TREE_FILTER
ARENA_TREE_AGE
RECENTER_ON_LEVER
D_LOOK_ARENA_MOUNT
******************************************************
Auxiliary file changes for 0.34.11:
armor items
mail shirt layering moved from ARMOR to OVER
******************************************************
Auxiliary file changes for 0.34.09:
inorganic soil
fixed white sand density (got rid of the second entry)
smelter reactions
coke output up to 9 and 5 from 3 and 2
******************************************************
Auxiliary file changes for 0.34.08:
arena
added bottomless chasm tiles (C)
changed keys
D_HOT_KEYS = capital H
new keys
DESIGNATE_TRACK
D_HAULING
D_HAULING_NEW_ROUTE
D_HAULING_NEW_STOP
D_HAULING_REMOVE
D_HAULING_PROMOTE
D_HAULING_VEHICLE
D_HAULING_NICKNAME
BUILDING_TRIGGER_ENABLE_TRACK_CART
BUILDING_TRIGGER_MIN_TRACK_CART_DOWN
BUILDING_TRIGGER_MIN_TRACK_CART_UP
BUILDING_TRIGGER_MAX_TRACK_CART_DOWN
BUILDING_TRIGGER_MAX_TRACK_CART_UP
HOTKEY_BUILDING_CONSTRUCTION_TRACK
HOTKEY_BUILDING_CONSTRUCTION_TRACK_STOP
HOTKEY_BUILDING_MACHINE_ROLLERS
HOTKEY_TRAP_TRACK_STOP
D_LOOK_FOLLOW
UNITVIEW_FOLLOW
D_HAULING_STOP_NEW_DEPART
D_HAULING_STOP_NEW_LINK
D_HAULING_STOP_REMOVE
D_HAULING_STOP_SL_SELECT_PILE
D_HAULING_STOP_SL_TAKE_GIVE
D_HAULING_STOP_LC_DIR
D_HAULING_STOP_LC_MODE
D_HAULING_STOP_LC_TIMER_UP
D_HAULING_STOP_LC_TIMER_DOWN
D_HAULING_STOP_LC_FULLNESS_UP
D_HAULING_STOP_LC_FULLNESS_DOWN
D_HAULING_STOP_LC_MORE_LESS
D_HAULING_STOP_LC_DESIRED_TOTAL
D_HAULING_STOP_LC_CHANGE
D_HAULING_STOP_LC_ADVANCED
BUILDING_TRACK_STOP_FRICTION_UP
BUILDING_TRACK_STOP_FRICTION_DOWN
BUILDING_TRACK_STOP_DUMP
BUILDJOB_STOCKPILE_LINK_ANYWHERE
BUILDJOB_STOCKPILE_GIVE_TO
ARENA_CREATURE_STRING
BUILDJOB_STOCKPILE_WHEELBARROW
BUILDING_ROLLERS_SPEED_UP
BUILDING_ROLLERS_SPEED_DOWN
UNITVIEW_PRF_NEW_SQUAD
UNITVIEW_PRF_REMOVE_FROM_SQUAD
UNITVIEW_PRF_NAME_CURRENT_SQUAD
UNITVIEW_PRF_NAME_SELECTED_SQUAD
D_MILITARY_NAME_SQUAD
entity
dwarves can build minecart/wheelbarrow tools
tools
minecart/wheelbarrow
new use TRACK_CART
new tag WOOD_MAT
new tag INVERTED_TILE
new tag FURNITURE
new announcements
[SKIP_ON_LIQUID:A_D:UCR_A]
[DODGE_FLYING_OBJECT:A_D:UCR_A]
material raws
adopted a bunch of densities/colors from topic 80022
toys/instruments
HARD_MAT on puzzlebox/drum for now
creature variation
fixed ATTACL typo
******************************************************
Auxiliary file changes for 0.34.07:
creatures
rat gets [CREATURE_CLASS:GENERAL_POISON]
sponge man -> [CV_REMOVE_TAG:BODY:BASIC_1PARTBODY_THOUGHT]
giant bushtit -> [PREFSTRING:small size] -> [PREFSTRING:somewhat
great size]
weasel ANY_LAND -> NOT_FREEZING + TUNDRA
teeth and teeth attacks for
great barracuda
longnose gar
tigerfish
pike
reef sharks S->s
coelacanth plural gets s and c->C
great barracuda B->b
deer d->D
cougar C->c
warthog w->W
leopard L->l
new seal men got
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:FRONT_BODY_FLIPPERS:REAR_BODY_FLIPP
ERS]
[CVCT_REPLACEMENT:REAR_BODY_FLIPPERS]
[APPLY_CURRENT_CREATURE_VARIATION]
and lost their KICK_ATTACK
cave swallow man gets new body
underground people get attacks
creature variations
animal people ones get
[CV_REMOVE_TAG:SPECIALATTACK_INJECT_EXTRACT]
[CV_REMOVE_TAG:SPECIALATTACK_SUCK_BLOOD]
[CV_REMOVE_TAG:ATTACL_VELOCITY_MODIFIER]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:QUADRUPED_NECK]
[CVCT_REPLACEMENT:HUMANOID_NECK:3FINGERS]
or
[CVCT_REPLACEMENT:HUMANOID_LEGLESS_NECK:3FINGERS
]
d_init
[SET_LABOR_LISTS:SKILLS]
******************************************************
Auxiliary file changes for 0.34.06:
entity_default.txt
removed dungeon master and tax collector from MOUNTAIN
creatures
jabberer/cave dragon get TRAINABLE
new keys
ANIMAL_SELECT_TRAINER
ANIMAL_WAR_TRAINING
ANIMAL_HUNTING_TRAINING
CIVZONE_ANIMAL_TRAINING
removed keys
UNITVIEW_PRF_PET_HUNT
UNITVIEW_PRF_PET_WAR
HOTKEY_KENNEL_TRAIN_HUNT
HOTKEY_KENNEL_TRAIN_WAR
HOTKEY_KENNEL_TAME_UNIT
announcement
[TRAINING_DOWN_TO_SEMI_WILD:A_D:D_D]
[TRAINING_FULL_REVERSION:A_D:D_D:P:R]
[ANIMAL_TRAINING_KNOWLEDGE:A_D:D_D]
items
added [SHAPED] to various headwear
******************************************************
Auxiliary file changes for 0.34.05:
body parts
new eyelids in rcp body
body plans
fixed r_eye/l_eye
creatures
red panda: will -> with
giant desert scorp: description typo
mules -> gray M, muskox -> brown M and brown color and brown des
cription
crab -> [AMPHIBIOUS]
horseshoe crab -> [AMPHIBIOUS][UNDERSWIM]
added benign to
BIRD_FALCON_PEREGRINE,BIRD_CROW,BIRD_RAVEN,BIRD_OWL_SNOW
Y,
SPARROW,BIRD_OWL_BARN,BIRD_PARAKEET,BIRD_PARROT_GREY,
BIRD_LORIKEET,BIRD_WREN,BIRD_OSPREY,GIANT_COCKATIEL,
BIRD_MAGPIE,GIANT_KESTREL,BIRD_EAGLE,GIANT_HORNBILL,
BIRD_BUSHTIT,MOTH,GRASSHOPPER,THRIPS,SLUG,SNAIL,
DESERT TORTOISE,GIANT TORTOISE,SPONGE,HORSESHOE_CRAB,
POND_TURTLE,HAMSTER,HEDGEHOG,SQUIRREL_FLYING,
GREEN_TREE_FROG,CAPUCHIN,SLOTH,SPIDER_MONKEY,AYE-AYE,
LION_TAMARIN
******************************************************
Auxiliary file changes for 0.34.03:
creatures
horseshoe crab gets heart/brain, removed NOT_BUTCHERABLE (not su
re what the deal is in reality)
horseshoe crab man gets working body
kea gets LOOSE_CLUSTERS
entities
[CDI:BP_REQUIRED:BY_TYPE:UPPERBODY]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:INK:SPATTER_LIQ
UID] <-- SPATTER_LIQUID is a new "breath" attack, SPATTER_POWDER too
[CDI:VERB:squirt ink:squirts ink:NA]
[CDI:TARGET:C:SELF_ONLY] <-- this is basically b
ook-keeping for the two effects in the interaction
[CDI:TARGET:D:SELF_ONLY]
[CDI:WAIT_PERIOD:200]
[CDI:FREE_ACTION] <-- they can spray ink and als
o move away
[CAN_DO_INTERACTION:CLEANING] taken from cat
[CDI:ADV_NAME:Clean]
[CDI:USAGE_HINT:CLEAN_SELF]
[CDI:USAGE_HINT:CLEAN_FRIEND]
[CDI:BP_REQUIRED:BY_CATEGORY:TONGUE]
[CDI:VERB:lick:licks:lick each other]
[CDI:CAN_BE_MUTUAL] <-- not yet implemented
[CDI:TARGET:A:SELF_ALLOWED:TOUCHABLE] <-- so the
animal can lick themselves or anybody nearby
[CDI:TARGET_RANGE:A:1]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:WAIT_PERIOD:10]
[CAN_DO_INTERACTION:BP_BUMP] taken from cat
[CDI:ADV_NAME:Head bump]
[CDI:USAGE_HINT:GREETING]
[CDI:BP_REQUIRED:BY_CATEGORY:HEAD]
[CDI:VERB:head-bump:head-bumps:bump heads]
[CDI:CAN_BE_MUTUAL] <-- not yet implemented
[CDI:TARGET:A:SELF_ONLY]
[CDI:TARGET:B:TOUCHABLE]
[CDI:TARGET_RANGE:B:1]
[CDI:MAX_TARGET_NUMBER:B:1]
[CDI:WAIT_PERIOD:20]
they can retract into bodyparts/roll into balls using RETRACT_IN
TO_BP
[RETRACT_INTO_BP:BY_CATEGORY:BODY_UPPER:roll into a ball
:rolls into a ball:unroll:unrolls]
they will retract when they are frightened and near to a
n enemy
attacks while retracted will be much more likely to hit
the retract part
they can root around and stir up vermin using ROOT_AROUND
[ROOT_AROUND:BY_CATEGORY:BILL:root around in:roots aroun
d in]
they can be made to eat vermin using GOBBLE_VERMIN_CREATURE and
GOBBLE_VERMIN_CLASS
[GOBBLE_VERMIN_CREATURE:<creature>:<caste>] where <caste
> can be ALL
[GOBBLE_VERMIN_CLASS:<class>] where class is a CREATURE_
CLASS like the new EDIBLE_GROUND_BUG
they can drop extra objects during butchery with EXTRA_BUTCHER_O
BJECT
[EXTRA_BUTCHER_OBJECT:BY_CATEGORY:GIZZARD]
[EBO_ITEM:SMALLGEM:NONE:ANY_HARD_STONE] <-- ANY_
HARD_STONE is special, but you can use the standard material token list too
[EBO_SHAPE:GIZZARD_STONE] <-- this is a shape fo
r a gem from descriptor_shape_standard.txt
DIVE_HUNTS_VERMIN is a new vermin hunting behavior, although it
is limited for fortress pets because of the known flier troubles there
removed werewolf and whale and some redundant animal people from
added
added
honey
broke
******************************************************
Auxiliary file changes for 0.31.18:
data/index
creature_standard.txt
added elite ranged unit names for dwarves
entity_default.txt
gave humans METAL/GEM/STONE_PREF
gave gobs METAL_PREF and got rid of gem professions
gave kobs METAL_PREF/STONE_PREF/FURNACE_OPERATOR for the time be
ing at least, though this will probably change
item_weapon.txt
changed a few two-handed sizes
******************************************************
Auxiliary file changes for 0.31.17:
data/index
announcements.txt
[NIGHT_ATTACK_STARTS:A_D:D_D:BOX]
[NIGHT_ATTACK_ENDS:A_D:D_D:BOX]
[NIGHT_ATTACK_TRAVEL:A_D:D_D]
[GHOST_ATTACK:A_D:D_D]
[LAIR_HUNTER:A_D:D_D]
[TRAVEL_SITE_DISCOVERY:A_D:D_D:BOX]
[TRAVEL_SITE_BUMP:A_D:D_D]
[ADVENTURE_INTRO:BOX]
removed
COMBAT_WRESTLE_PINCH
COMBAT_WRESTLE_GOUGE
COMBAT_WRESTLE_STRANGLE
COMBAT_SHAKE
world_gen.txt
[NIGHT_CREATURE_NUMBER:<number of definitions>]
body_default/rcp.txt
neck changed over to upper spine (left NECK token), category SPI
NE
neck and lower spine get CONNECTOR
upper spine in lower body changed to middle spine
creature_large_mountain.txt
voice mannerisms neck -> throat
creature_standard.txt
humans, elves and dwarves get [SPOUSE_CONVERSION_TARGET]
added ogress caste name to ogre
minotaur gets lair, habit and [NATURAL_SKILL] tags
other semis/megas get basic lair stuff
dragon/hydra get NOEXERT
dragon got willpower boost, skill tags
hydra gets skill tags
gremlin gets skill tag
removed cluster numbers from all semimegabeasts, (unused) pop nu
mber from bronze colossus
voice mannerisms neck -> throat
creature_subterranean.txt
voice mannerisms neck -> throat
creature_next_underground.txt
tweaked DIFFICULTY numbers, which are used for fame rewards now
gave blind cave ogre extra vision
entity_default.txt
BUILDS_OUTDOOR_FORTIFICATIONS added to PLAINS entity
banditry tags on humans, goblins and kobolds
BANDITRY:<perc>
LOCAL_BANDITRY
inorganic_stone_soil.txt
went over to new SOIL_TEMPLATE
xml
new historical events: change creature type, hist figure revived
added "put to rest", "vanish" and "scared to death" kill causes
new site names "hamlet" "town" "fortress" "labyrinth" "lair" "sh
rine"
item_tool.txt
new file, used only by adv mode peasants and lair creatures at t
his point
new keys
[HOTKEY_BUILDING_SLAB:ALT+S]
[HOTKEY_MASON_SLAB:ALT+S]
[HOTKEY_CRAFTS_SLAB:ALT+S]
[A_TRAVEL_SLEEP:SHIFT+Z]
[A_TRAVEL_MAP:M]
[A_TRAVEL_HIDE_INSTRUCTIONS:H]
[A_SLEEP_SLEEP:S]
[A_SLEEP_WAIT:W]
[A_SLEEP_DAWN:D]
[ORDERS_REFUSE_OUTSIDE_VERMIN:V]
[A_COMPANIONS:C]
[A_ATTACK_CONFIRM:ALT+Y]
renamed
A_MOVE_WAIT -> A_MOVE_SAME_SQUARE
changed
[A_CENTER:V]
[A_COMBAT:SHIFT+C]
graphics example
added GHOST to the list of texture options
new bp tag
CONNECTOR -- child part with CONNECTOR keeps parent unsevered un
til receiving severing damage itself
new creature tags
NIGHT_CREATURE_HUNTER
NIGHT_CREATURE_BOGEYMAN
SPOUSE_CONVERTER
CONVERTED_SPOUSE
SPOUSE_CONVERSION_TARGET
LAIR_HUNTER
LAIR_HUNTER_SPEECH:<speech file>
HABIT:<habit token>:<percentage>
HABIT_NUM:<TEST_ALL or a number>
NATURAL_SKILL:<skill token>:<amount>
skill starts here and cannot rust below here
CREATURE_SOLDIER_TILE:<tile>
SOLDIER_ALTTILE:<tile>
CASTE_SOLDIER_TILE:<tile>
CASTE_SOLDIER_ALTTILE:<tile>
SKILL_LEARN_RATES:<percentage>
SKILL_RUST_RATES:<3 rust tags from SKILL_RATES>
SKILL_RATE:<skill token>:<4 tags from SKILL_RATES>
SKILL_LEARN_RATE:<skill token>:<percentage>
data/index
data/help -- a few typos in files here
raws
creature_large_ocean.txt -- removed duplicate cluster number on
tuna
creature_large_temperate.txt -- buzzard given MUNDANE flag, corr
ected typo in deer description
creature_large_tropical.txt -- vulture given MUNDANE flag
creature_large_tundra.txt -- corrected hair name for musk ox (wa
s skin)
creature_next_underground.txt -- gave giant earthworm larger siz
e
creature_other.txt -- removed duplicate natural tag from a few e
ntries
creature_small_mammals.txt -- removed duplicate natural tag from
all entries
creature_subterranean.txt -- removed duplicate natural tag from
a few entries
******************************************************
Auxiliary file changes for 0.31.10:
data/index
data/help/a_keys -- added the 'x' instructions
******************************************************
Auxiliary file changes for 0.31.09:
data/index
data/speech
several files shortened
interface.txt
new keys
[A_ACTION:X]
[A_ACTION_CREATE:C]
[A_ACTION_BUTCHER:B]
raws
various numbers changed for weapons, ammo, materials (esp. metal
s)
rock sharpening reaction in reaction_other
new announcement
ANNOUNCEMENT_ADV_REACTION_PRODUCTS
******************************************************
Auxiliary file changes for 0.31.07:
data/index
data/init/init.txt, SDL version
mode examples added
data/init/d_init.txt
[PILLAR_TILE:'O']
interface.txt, SDL version
new keys
[BIND:FPS_UP:REPEAT_SLOW]
[SYM:4:Equals]
[BIND:FPS_DOWN:REPEAT_SLOW]
[SYM:4:Minus]
******************************************************
******************************************************
Auxiliary file changes for 0.31.02:
data/index
readme.txt (added to and alphabetized 2010 tester credits)
Creature raws
corrected gorlak display color
made blind cave bears eyeless and gave them extravision
corrected first line of body_rcp.txt
fixed broken eyelid relationships
fixed broken child names for goat/unicorn/cave swallow
swapped giant caste names
fixed giant cave spider bite (was blunt)
fixed alligator eye text
made soap bars instead of globs
fixed horn silver environment
added cookability/vermin eating to meat material templates
added cookability/vermin eating to plant leaf/seed materials
******************************************************
Auxiliary file changes for 0.31.01:
Most everything -- I can't compile a list of all of the changes here, bu
t I've included more help notes in the raws themselves.
******************************************************
Auxiliary file changes for 0.28.181.40d:
data/index
data/init/init.txt (just the wiki date)
******************************************************
Auxiliary file changes for 0.28.181.40c:
data/index
data/init/init.txt
Changed init options
[PARTIAL_PRINT:NO:2]
******************************************************
Auxiliary file changes for 0.28.181.40b:
data/index
data/init/init.txt
New init options
[FULLGRID:80:25]
[PARTIAL_PRINT:NO]
******************************************************
Auxiliary file changes for 0.28.181.40a:
data/index
data/init/init.txt
data/init/interface.txt
New keys
[SETUPGAME_SAVE_PROFILE:S]
[SETUPGAME_SAVE_PROFILE_ABORT:SHIFT+SPACE]
[SETUPGAME_SAVE_PROFILE_GO:ENTER]
[SETUPGAME_VIEW_PROFILE_PROBLEMS:P]
[ORDERS_AUTOFORBID:SHIFT+F]
[ORDERS_FORBID_PROJECTILE:P]
[ORDERS_FORBID_YOUR_CORPSE:C]
[ORDERS_FORBID_YOUR_ITEMS:I]
[ORDERS_FORBID_OTHER_CORPSE:O]
[ORDERS_FORBID_OTHER_ITEMS:T]
[SETUP_NOTES:N]
[SETUP_NOTES_TAKE_NOTES:N]
[SETUP_NOTES_DELETE_NOTE:D]
[SETUP_NOTES_CHANGE_SYMBOL_SELECTION:C]
[SETUP_NOTES_ADOPT_SYMBOL:S]
New init options
[STORE_DIST_ITEM_DECREASE:1000]
[STORE_DIST_SEED_COMBINE:1000]
[STORE_DIST_BUCKET_COMBINE:1000]
[STORE_DIST_BARREL_COMBINE:1000]
[STORE_DIST_BIN_COMBINE:1000]
******************************************************
Auxiliary file changes for 0.28.181.39d:
New keys
[D_NOTE:SHIFT+N]
[D_NOTE_PLACE:P]
[D_NOTE_DELETE:D]
[D_NOTE_ENTER:N]
[D_NOTE_ADOPT_SYMBOL:S]
[D_NOTE_CHANGE_SELECTION:C]
[WORLD_PARAM_REJECT_CONTINUE:C]
[WORLD_PARAM_REJECT_ABORT:A]
[WORLD_PARAM_REJECT_ALLOW_THIS:T]
[WORLD_PARAM_REJECT_ALLOW_ALL:P]
[WORLD_GEN_CONTINUE:C]
[WORLD_GEN_USE:U]
[WORLD_GEN_ABORT:A]
[SETUP_FIND:F]
New init options
[SHOW_EMBARK_RIVER:FINDER]
[SHOW_EMBARK_POOL:FINDER]
[SHOW_EMBARK_M_PIPE:FINDER]
[SHOW_EMBARK_M_POOL:FINDER]
[SHOW_EMBARK_CHASM:FINDER]
[SHOW_EMBARK_PIT:FINDER]
[SHOW_EMBARK_OTHER:FINDER]
[SHOW_EMBARK_TUNNEL:FINDER]
New world gen param
[CAVE_MIN_SIZE:<number>]
[SHOW_EMBARK_RIVER:<0=NO,1=FINDER,2=ALWAYS>]
[SHOW_EMBARK_POOL:<0=NO,1=FINDER,2=ALWAYS>]
[SHOW_EMBARK_M_POOL:<0=NO,1=FINDER,2=ALWAYS>]
[SHOW_EMBARK_M_PIPE:<0=NO,1=FINDER,2=ALWAYS>]
[SHOW_EMBARK_CHASM:<0=NO,1=FINDER,2=ALWAYS>]
[SHOW_EMBARK_PIT:<0=NO,1=FINDER,2=ALWAYS>]
[SHOW_EMBARK_OTHER:<0=NO,1=FINDER,2=ALWAYS>]
[SHOW_EMBARK_TUNNEL:<0=NO,1=FINDER,2=ALWAYS>]
******************************************************
Auxiliary file changes for 0.28.181.39a:
New keys
[LEGENDS_TOGGLE_CIVSITE:C]
[LEGENDS_STRING_FILTER:F]
[WORLD_PARAM_COPY:C]
[WORLD_PARAM_SET:E]
[WORLD_PARAM_INCREASE:6]
[WORLD_PARAM_DECREASE:4]
[WORLD_PARAM_ENTER_VALUE:ENTER]
[WORLD_PARAM_NULLIFY:N]
[WORLD_PARAM_PRESET:P]
[SELECT_ALL:SHIFT+ENTER]
[DESELECT_ALL:SHIFT+Z]
[STORES_HIDE:H]
[ITEM_HIDE:H]
[D_BITEM_DUMP:H]
[D_LOOK_HIDE:H]
[DESIGNATE_BITEM:B]
[DESIGNATE_MELT:M]
[DESIGNATE_NO_MELT:SHIFT+M]
[DESIGNATE_DUMP:D]
[DESIGNATE_NO_DUMP:SHIFT+D]
[DESIGNATE_HIDE:H]
[DESIGNATE_NO_HIDE:SHIFT+H]
[UNITVIEW_KILLS:K]
[A_STATUS_KILLS:K]
Changed keys
[DESELECT:Z]
Creature raws
[CANNOT_UNDEAD]
[CURIOUSBEAST] -> [CURIOUSBEAST_EATER]
[SLOW_LEARNER]
got rid of [RECKLESS] because it wasn't used
[BUTCHERABLE_NONSTANDARD] is gone, replaced by civ ethics
[MUNDANE]
Marks if the creature is an actual real-life creature. Only use
d for age-names at present.
added/removed [NATURAL] from a few creatures
Entity raws
messed with caps and lowered all biome numbers
[WANDERER]
[BEAST_HUNTER]
[SCOUT]
[PERMITTED_JOB:<x>]
[WORLD_CONSTRUCTION:<type>]
got rid of entity grouping
[ETHIC:<action>:<response>]
[WILL_ACCEPT_TRIBUTE]
got rid of respect animals/trees
[BABY_CHILD_CAP:100:1000]
******************************************************
Auxiliary file changes for 0.27.173.38a:
New entity tags
[USE_EVIL_WOOD]
[USE_GOOD_WOOD]
[USE_EVIL_PLANTS]
[USE_GOOD_PLANTS]
[USE_GOOD_ANIMALS]
[USE_ANY_PET_RACE]
[USE_MISC_PROCESSED_WOOD_PRODUCTS]
[IMPROVED_BOWS]
[RESPECT_ANIMALS]
[RESPECT_TREES]
[LOW_SKILL]
[INVADERS_IGNORE_NEUTRALS]
[AT_PEACE_WITH_WILDLIFE]
[EQUIPMENT_IMPROVEMENTS]
[ABUSE_BODIES]
[SPHERE_ALIGNMENT:<sphere>:<amount>]
<amount> is a multiplicative modifier that runs from 0 to 25600
with 256 being the neutral value
[ART_FACET_MODIFIER:<facet>:<amount>]
<facet> is one of: OWN_RACE, FANCIFUL, EVIL, GOOD
<amount> as above
[ART_IMAGE_ELEMENT_MODIFIER:<art image element>:<amount>]
<art image element> is one of: CREATURE, PLANT, TREE, SHAPE, ITE
M
<amount> as above
[ITEM_IMPROVEMENT_MODIFIER:<item improvement>:<amount>]
<item improvement> is one of:
ART_IMAGE
COVERED
RINGS_HANGING
BANDS
SPIKES
ITEMSPECIFIC
THREAD
CLOTH
SEWN_IMAGE
<amount> as above
[ADVENTURE_TIER:<placement>]
<placement> can run from 0 to 1000. 0 (the default) means the e
ntity's sites won't be listed for adventure mode character creation.
Those entities with positive numbers are listed starting at tier
1. Within a tier, they are ordered by race index.
[FRIENDLY_COLOR:<front>:<back>:<brightness>]
[DEFAULT_SITE_TYPE:<site>]
Used during world gen.
<site> is one of:
DARK_FORTRESS
CAVE
CAVE_DETAILED
TREE_CITY
CITY
RUIN
[LIKES_SITE:<site>]
LIES
LIGHT
LIGHTNING
LONGEVITY
LOVE
LOYALTY
LUCK
LUST
MARRIAGE
MERCY
METALS
MINERALS
MISERY
MIST
MOON
MOUNTAINS
MUCK
MURDER
MUSIC
NATURE
NIGHT
NIGHTMARES
OATHS
OCEANS
ORDER
PAINTING
PEACE
PERSUASION
PLANTS
POETRY
PREGNANCY
RAIN
RAINBOWS
REBIRTH
REVELRY
REVENGE
RIVERS
RULERSHIP
RUMORS
SACRIFICE
SALT
SCHOLARSHIP
SEASONS
SILENCE
SKY
SONG
SPEECH
STARS
STORMS
STRENGTH
SUICIDE
SUN
THEFT
THRALLDOM
THUNDER
TORTURE
TRADE
TRAVELERS
TREACHERY
TREES
TRICKERY
TRUTH
TWILIGHT
VALOR
VICTORY
VOLCANOS
WAR
WATER
WEALTH
WEATHER
WIND
WISDOM
WRITING
YOUTH
New graphics tokens
HIGH_PRIEST
PRIEST
SHOPKEEPER
******************************************************
Auxiliary file changes for 0.27.169.33g:
New keys
[ASSIGNTRADE_STRING:S]
[ASSIGNTRADE_EXCLUDE_PROHIBITED:M]
[ASSIGNTRADE_PENDING:P]
[ASSIGNTRADE_SORT:D]
New init options
[PAUSE_ON_LOAD:NO]
[EMBARK_RECTANGLE:6:6]
******************************************************
Auxiliary file changes for 0.27.169.33f:
New graphics tokens
"MAYOR"
"LEADER"
"CAPTAIN_OF_THE_GUARD"
"SHERIFF"
"MANAGER"
"BOOKKEEPER"
"BROKER"
In the absence of one of these, it will use their standard creature/profession t
ile, but you should include all seven of these for a given creature if you want
multiple appointments to display properly. The picture multiple appointments is
selected in the order given above, but if a tile doesn't exist for the first ap
pointment, it will jump down to the regular profession tile.
******************************************************
Auxiliary file changes for 0.27.169.33e:
Body raws
Allowed use of [SKELETON] to distinguish things like the spine that shou
[DESIGNATE_TRAFFIC_NORMAL:N]
[DESIGNATE_TRAFFIC_LOW:L]
[DESIGNATE_TRAFFIC_RESTRICTED:R]
[DESIGNATE_TRAFFIC_INCREASE_WEIGHT:W]
[DESIGNATE_TRAFFIC_DECREASE_WEIGHT:Q]
[DESIGNATE_RAMP:R]
[DESIGNATE_CHANNEL:H]
[D_DEPOT:SHIFT+D]
[D_HOT_KEYS:H]
[D_HOTKEY1:F1]
[D_HOTKEY2:F2]
[D_HOTKEY3:F3]
[D_HOTKEY4:F4]
[D_HOTKEY5:F5]
[D_HOTKEY6:F6]
[D_HOTKEY7:F7]
[D_HOTKEY8:F8]
[D_HOTKEY9:SHIFT+F1]
[D_HOTKEY10:SHIFT+F2]
[D_HOTKEY11:SHIFT+F3]
[D_HOTKEY12:SHIFT+F4]
[D_HOTKEY13:SHIFT+F5]
[D_HOTKEY14:SHIFT+F6]
[D_HOTKEY15:SHIFT+F7]
[D_HOTKEY16:SHIFT+F8]
[BUILDING_ADVANCE_STAGE:D]
[BUILDING_EXPAND_CONTRACT:X]
[BUILDING_TRIGGER_ENABLE_WATER:W]
[BUILDING_TRIGGER_MIN_WATER_UP:S]
[BUILDING_TRIGGER_MIN_WATER_DOWN:A]
[BUILDING_TRIGGER_MAX_WATER_UP:X]
[BUILDING_TRIGGER_MAX_WATER_DOWN:Z]
[BUILDING_TRIGGER_ENABLE_MAGMA:M]
[BUILDING_TRIGGER_MIN_MAGMA_UP:I]
[BUILDING_TRIGGER_MIN_MAGMA_DOWN:U]
[BUILDING_TRIGGER_MAX_MAGMA_UP:K]
[BUILDING_TRIGGER_MAX_MAGMA_DOWN:J]
[BUILDING_TRIGGER_ENABLE_CREATURE:C]
[BUILDING_TRIGGER_ENABLE_LOCALS:L]
[BUILDING_TRIGGER_MIN_SIZE_UP:R]
[BUILDING_TRIGGER_MIN_SIZE_DOWN:E]
[BUILDING_TRIGGER_MAX_SIZE_UP:F]
[BUILDING_TRIGGER_MAX_SIZE_DOWN:D]
[BUILDING_TRIGGER_RESETS:O]
[HOTKEY_BUILDING_TRADEDEPOT:SHIFT+D]
[HOTKEY_BUILDING_TRAP:SHIFT+T]
[HOTKEY_BUILDING_SUPPORT:SHIFT+S]
[HOTKEY_BUILDING_ARCHERYTARGET:SHIFT+A]
[HOTKEY_BUILDING_MACHINE:SHIFT+M]
[HOTKEY_BUILDING_MACHINE_SCREW_PUMP:S]
[HOTKEY_BUILDING_MACHINE_WATER_WHEEL:W]
[HOTKEY_BUILDING_MACHINE_WINDMILL:M]
[HOTKEY_BUILDING_MACHINE_GEAR_ASSEMBLY:G]
[HOTKEY_BUILDING_MACHINE_AXLE_HORIZONTAL:H]
[HOTKEY_BUILDING_MACHINE_AXLE_VERTICAL:V]
[HOTKEY_BUILDING_ROAD_PAVED:O]
[HOTKEY_BUILDING_ROAD_DIRT:SHIFT+O]
[HOTKEY_BUILDING_HATCH:SHIFT+H]
[HOTKEY_BUILDING_GRATE_WALL:SHIFT+W]
[HOTKEY_BUILDING_GRATE_FLOOR:SHIFT+G]
[HOTKEY_BUILDING_BARS_VERTICAL:SHIFT+B]
[HOTKEY_BUILDING_BARS_FLOOR:ALT+B]
[HOTKEY_BUILDING_CONSTRUCTION:SHIFT+C]
[HOTKEY_BUILDING_CONSTRUCTION_WALL:W]
[HOTKEY_BUILDING_CONSTRUCTION_FLOOR:F]
[HOTKEY_BUILDING_CONSTRUCTION_RAMP:R]
[HOTKEY_BUILDING_CONSTRUCTION_STAIR_UP:U]
[HOTKEY_BUILDING_CONSTRUCTION_STAIR_DOWN:D]
[HOTKEY_BUILDING_CONSTRUCTION_STAIR_UPDOWN:X]
[HOTKEY_BUILDING_CONSTRUCTION_FORTIFICATION:SHIFT+F]
[HOTKEY_BUILDING_TRAP_SPIKE:SHIFT+S]
[HOTKEY_GLASS_HATCH_COVER:SHIFT+H]
[HOTKEY_GLASS_GRATE:SHIFT+G]
[HOTKEY_CARPENTER_HATCH_COVER:SHIFT+H]
[HOTKEY_CARPENTER_GRATE:SHIFT+G]
[HOTKEY_MASON_HATCH_COVER:SHIFT+H]
[HOTKEY_MASON_GRATE:SHIFT+G]
[HOTKEY_TRAP_HATCH:H]
[HOTKEY_TRAP_GRATE_WALL:W]
[HOTKEY_TRAP_GRATE_FLOOR:G]
[HOTKEY_TRAP_BARS_VERTICAL:SHIFT+B]
[HOTKEY_TRAP_BARS_FLOOR:ALT+B]
[HOTKEY_TRAP_SPIKE:SHIFT+S]
[HOTKEY_TRAP_GEAR_ASSEMBLY:A]
[SETUP_NAME_FORT:SHIFT+F]
[SETUP_NAME_GROUP:SHIFT+G]
[SETUP_RECLAIM:SHIFT+R]
[SETUP_LOCAL_Y_UP:SHIFT+U]
[SETUP_LOCAL_Y_DOWN:SHIFT+M]
[SETUP_LOCAL_X_UP:SHIFT+K]
[SETUP_LOCAL_X_DOWN:SHIFT+H]
[SETUP_LOCAL_Y_MUP:U]
[SETUP_LOCAL_Y_MDOWN:M]
[SETUP_LOCAL_X_MUP:K]
[SETUP_LOCAL_X_MDOWN:H]
[SETUP_BIOME_1:F1]
[SETUP_BIOME_2:F2]
[SETUP_BIOME_3:F3]
[SETUP_BIOME_4:F4]
[SETUP_BIOME_5:F5]
[SETUP_BIOME_6:F6]
[SETUP_BIOME_7:F7]
[SETUP_BIOME_8:F8]
[SETUP_BIOME_9:F9]
[CHOOSE_NAME_RANDOM:R]
[CHOOSE_NAME_CLEAR:C]
[CHOOSE_NAME_TYPE:T]
[D_CIVZONE:I]
[CIVZONE_REMOVE:X]
[CIVZONE_WATER_SOURCE:W]
[CIVZONE_FISH:F]
[CIVZONE_DUMP:G]
[CIVZONE_DUMP:P]
[CIVZONE_SAND_COLLECT:S]
[CIVZONE_MEETING:M]
[CIVZONE_ACTIVE:A]
[CIVZONE_POND_OPTIONS:SHIFT+P]
[CIVZONE_POND_WATER:F]
[D_BITEM_FORBID:F]
[D_BITEM_DUMP:D]
[D_BITEM_MELT:M]
[D_LOOK_FORBID:F]
[D_LOOK_DUMP:D]
[D_LOOK_MELT:M]
[DESIGNATE_SMOOTH:S]
[DESIGNATE_ENGRAVE:E]
Various STRING keys
[A_MOVE_N:8]
[A_MOVE_S:2]
[A_MOVE_E:6]
[A_MOVE_W:4]
[A_MOVE_NW:7]
[A_MOVE_NE:9]
[A_MOVE_SW:1]
[A_MOVE_SE:3]
[A_MOVE_WAIT:5]
[A_CARE_MOVE_N:ALT+8]
[A_CARE_MOVE_S:ALT+2]
[A_CARE_MOVE_E:ALT+6]
[A_CARE_MOVE_W:ALT+4]
[A_CARE_MOVE_NW:ALT+7]
[A_CARE_MOVE_NE:ALT+9]
[A_CARE_MOVE_SW:ALT+1]
[A_CARE_MOVE_SE:ALT+3]
[A_CARE_MOVE_UPDOWN:ALT+5]
[A_MOVE_N_UP:SHIFT+8]
[A_MOVE_S_UP:SHIFT+2]
[A_MOVE_E_UP:SHIFT+6]
[A_MOVE_W_UP:SHIFT+4]
[A_MOVE_NW_UP:SHIFT+7]
[A_MOVE_NE_UP:SHIFT+9]
[A_MOVE_SW_UP:SHIFT+1]
[A_MOVE_SE_UP:SHIFT+3]
[A_MOVE_UP:SHIFT+5]
[A_MOVE_N_DOWN:CTRL+8]
[A_MOVE_S_DOWN:CTRL+2]
[A_MOVE_E_DOWN:CTRL+6]
[A_MOVE_W_DOWN:CTRL+4]
[A_MOVE_NW_DOWN:CTRL+7]
[A_MOVE_NE_DOWN:CTRL+9]
[A_MOVE_SW_DOWN:CTRL+1]
[A_MOVE_SE_DOWN:CTRL+3]
[A_MOVE_DOWN:CTRL+5]
[A_MOVE_UP_AUX:SHIFT+COMMA]
[A_MOVE_DOWN_AUX:SHIFT+PERIOD]
[A_MOVEMENT:M]
[A_MOVEMENT_SWIM:S]
[CURSOR_UP_Z_AUX:SHIFT+5]
[CURSOR_DOWN_Z_AUX:CTRL+5]
[NOBLELIST_REPLACE:R]
[NOBLELIST_SETTINGS:S]
[NOBLELIST_VIEW_CANDIDATE:V]
[BUILDJOB_DEPOT_REQUEST_TRADER:R]
[BUILDJOB_DEPOT_BROKER_ONLY:B]
[BUILDJOB_FARM_WINTER:D]
[A_CUST_NAME:C]
[A_RANDOM_NAME:R]
[A_CHANGE_GENDER:G]
Changed keys
[DESIGNATE_TOGGLE_ENGRAVING:V]
all CHASM keys changed to DUMP
Removed keys
All STRING keys except BACKSPACE
old adamantine keys
[BUILDING_PLACE:P]
[HOTKEY_BUILDING_ROAD:O]
[HOTKEY_BUILDING_AQUEDUCT:Q]
[HOTKEY_BUILDING_CHANNEL:U]
[HOTKEY_MASON_MAT_GRAY:G]
[HOTKEY_MASON_MAT_LIGHT:O]
[HOTKEY_MASON_MAT_DARK:M]
[HOTKEY_CRAFTS_MAT_STONE_L:M]
[HOTKEY_CRAFTS_MAT_STONE_D:O]
[HOTKEY_SMELT_COPPER:C]
[HOTKEY_SMELT_TIN:T]
[HOTKEY_SMELT_BRONZE:Z]
[HOTKEY_SMELT_BRASS:R]
[HOTKEY_SMELT_IRON:I]
[HOTKEY_SMELT_PIGIRON:P]
[HOTKEY_SMELT_STEEL:E]
[HOTKEY_SMELT_SILVER:S]
[HOTKEY_SMELT_ELECTRUM:M]
[HOTKEY_SMELT_GOLD:G]
[HOTKEY_SMELT_PLATINUM:A]
[HOTKEY_SMELT_COAL:Q]
[HOTKEY_TRAP_TRIGGERTEMP:T]
[DESIGNATE_DETAIL:S]
[D_GATE:G]
[D_SET_GATE:SHIFT+G]
[A_SAMESQUARE:5]
[BUILDJOB_CHANNEL_ASSIGN_OCC:A]
[BUILDJOB_CHANNEL_WATER:W]
Material tokens
[BLOOD_SPECIFIC:<creature token>]
[BLOOD_NONSPECIFIC:<any combination of RGCBMWY0, must have at least one>
]
[PLANT_ALCOHOL]
Creature raws
Allowed any matgloss for itemgloss drops, any standard racegloss permitt
ed, body mat can use matgloss WOOD,STONE,PLANT,GEM, for stone can use USE_LAVA_S
TONE
Things like [LARGE_CHASM] are gone, all replaced by [LARGE_ROAMING] + bi
ome, some vermin types condensed/added
Got rid of [ADD_VERSION]
[SESSILE_LAND] -> [IMMOBILE_LAND]
Wood raws
Now uses frequency
[TILE:<symbol>]
[COLOR:<front>:<back>:<brightness>]
[DEAD_TILE:<symbol>]
[DEAD_COLOR:<front>:<back>:<brightness>]
[SAPLING_TILE:<symbol>]
[SAPLING_COLOR:<front>:<back>:<brightness>]
[DEAD_SAPLING_TILE:<symbol>]
[DEAD_SAPLING_COLOR:<front>:<back>:<brightness>]
Plant raws
[DEAD_TILE:<symbol>]
[DEAD_COLOR:<front>:<back>:<brightness>]
[SHRUB_TILE:<symbol>]
[SHRUB_COLOR:<front>:<back>:<brightness>]
[DEAD_SHRUB_TILE:<symbol>]
[DEAD_SHRUB_COLOR:<front>:<back>:<brightness>]
Stone raws
got rid of [RIVER], [LIGHT], [DARK]
[VALUE]
Various layering information
Got rid of gem subtypes, folded gems into stone
Added metal and reaction raws
Trap component raws
[IS_SCREW]
[WOOD]
[METAL]
Misc. Raws
[BIOME_ANY_WETLAND]
New biomes for lakes/river/pools/ocean
Added density values
******************************************************
Auxiliary file changes for 0.23.125.23a:
New init options
[POPULATION_CAP:200]
[FPS_CAP:100]
New keys
[BUILDJOB_COFFIN_CIV:C]
[BUILDJOB_COFFIN_PET:P]
[UNITVIEW_SLAUGHTER:S]
******************************************************
Auxiliary file changes for 0.22.123.23a:
New keys
[ORDERS_WORKSHOP:SHIFT+W]
[ORDERS_COLLECT_WEB:W]
[ORDERS_SLAUGHTER:S]
[ORDERS_BUTCHER:B]
[ORDERS_TAN:T]
Weapon raws
[STICK_CHANCE:0] this modifies the stick-in chance from the default for
the damage type
Creature raws
[SPECNAME:<type>:<sing>:<plural>:<adj>] the only terms it takes for the
type entry are MALE and FEMALE
example: [SPECNAME:MALE:bull:bulls:bull]
******************************************************
Auxiliary file changes for 0.22.121.23b:
New init options
[TEMPERATURE:YES]
[WEATHER:YES]
Creature raws
[ALCOHOL_DEPENDENT] for dwarves
******************************************************
Auxiliary file changes for 0.22.120.23b:
New keys
[CURSOR_UP_FAST:SHIFT+8]
[CURSOR_DOWN_FAST:SHIFT+2]
[CURSOR_LEFT_FAST:SHIFT+4]
[CURSOR_RIGHT_FAST:SHIFT+6]
[CURSOR_UPLEFT_FAST:SHIFT+7]
[CURSOR_UPRIGHT_FAST:SHIFT+9]
[CURSOR_DOWNLEFT_FAST:SHIFT+1]
[CURSOR_DOWNRIGHT_FAST:SHIFT+3]
Removed keys
[INTERFACEKEY_SQUAD_CURSOR]
Temperature in the raws:
The temperature scale has freezing of water at 10000, and moves roughly at a fah
renheit scale. Water boils at 10180, for example.
This means that temperatures can go well below absolute zero, but fantasy runs t
hat way.
Water has spec heat 4.181 J/gC, and this is stored as 4181 in the raws.
Spec heat changes with change of state are not currently supported.
Creature raws
[SPEC_HEAT:amount 0-60000 or NONE]/default NONE
[HEATDAM_POINT:temp 0-60000 or NONE]/default NONE
[COLDDAM_POINT:temp 0-60000 or NONE]/default NONE
[IGNITE_POINT:temp 0-60000 or NONE]/default NONE
[MELTING_POINT:temp 0-60000 or NONE]/default NONE
[BOILING_POINT:temp 0-60000 or NONE]/default NONE
[FIXED_TEMP:temp 0-60000 or NONE]/default NONE
You can also add the words "LEATHER" "BONE" "EXTRACT" "CHEESE" "DRINK" "
SILK" in front of these, e.g. [SILK_IGNITE_POINT:10300].
[STANDARD_FLESH]/sets values above to reasonable numbers for a standard
fleshy creature
[MATERIAL:mat:matg]/sets values above to the numbers matching the given
material
[HOMEOTHERM:temp 0-60000 or NONE]/default NONE
Plant raws
[SPEC_HEAT:amount 0-60000 or NONE]/default 420
[HEATDAM_POINT:temp 0-60000 or NONE]/default 10250
[COLDDAM_POINT:temp 0-60000 or NONE]/default 9900
[IGNITE_POINT:temp 0-60000 or NONE]/default 10508
New keys
[HOTKEY_BUILDING_WORKSHOP_DYER:D]
[HOTKEY_DYER_THREAD:T]
[HOTKEY_DYER_CLOTH:C]
[HOTKEY_CLOTHES_IMAGE:I]
[HOTKEY_LEATHER_IMAGE:I]
[ORDERS_LOOM:L]
[ORDERS_DYED_CLOTH:D]
DESCRIPTOR Raws
These are a new class of raws that handle colors and shapes.
[COLOR:<identifier>]/[COLOR:RED]
[NAME:<text you want to see>]/[NAME:red]
[WORD:<word token>]/[WORD:RED] -- not currently used but will be
handy later
[RGB:<r>:<g>:<b>]/[RGB:255:0:0] -- uses the init.txt values and
picks nearest as the representation
[SHAPE:identifier]/[SHAPE:CRESCENT]
[NAME:<text>:<text plural>]/[NAME:crescent:crescents]
[WORD:<word token>]/[WORD:CRESCENT] -- not currently used but wi
ll be handy later
[ADJ:<text>]/[ADJ:narrow][ADJ:thick] -- it will choose one of th
ese at random
[TILE:<tile>]/[TILE:'('] or [TILE:40]
MATGLOSS Raws
[MILL_DYE:<color identifier>]/[COLOR:BLUE]
******************************************************
Auxiliary file changes for 0.22.110.22c:
New keys
[STOCKPILE_WEAPON:P]
[STOCKPILE_ARMOR:D]
[STOCKPILE_CUSTOM:C]
[STOCKPILE_CUSTOM_SETTINGS:T]
[BUILDJOB_STOCKPILE_DELETE_CHILD:D]
[BUILDJOB_STOCKPILE_SETTINGS:S]
[BUILDJOB_STOCKPILE_BARREL_UP:R]
[BUILDJOB_STOCKPILE_BARREL_DOWN:E]
[BUILDJOB_STOCKPILE_BIN_UP:V]
[BUILDJOB_STOCKPILE_BIN_DOWN:C]
[STOCKPILE_SETTINGS_ENABLE:E]
[STOCKPILE_SETTINGS_DISABLE:D]
[STOCKPILE_SETTINGS_PERMIT_ALL:P]
[STOCKPILE_SETTINGS_FORBID_ALL:F]
[STOCKPILE_SETTINGS_PERMIT_SUB:T]
[STOCKPILE_SETTINGS_FORBID_SUB:G]
[STOCKPILE_SETTINGS_SPECIFIC1:U]
[STOCKPILE_SETTINGS_SPECIFIC2:J]
******************************************************
Auxiliary file changes for 0.22.110.22a: