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Dwarf Fortress How to Safely Transform Creatures in Worldgen

For Dwarf Fortress gamers, it is a information to Safely Transforming Creatures in Worldgen, let’s test it out.

 

 

NOTE: This is all the results of me fumbling by means of experimentation and my very own experiences. I might say that is largely right and I’m largely sure these are the principles, and these are the principles I am going by when making my very own mods. However, I is perhaps unsuitable. Testing these items is difficult and what I feel is 100% secure may solely be 99% secure. Also, that is all the principles for the present model of dwarf fortress, 50.0x. It might all be outdated in a yr or two. But for now, this could assist.

Transforming Creatures

Terminology:
Color- a coloration as outlined in the dwarf fortress descriptor_color_standard.txt file and related recordsdata
Color set- the entire quantity of potential colours a given physique half can have. All the pores and skin colours a human has constitutes a coloration set
Color slot- a single occasion of a coloration in a coloration set. BLUE:1:BLUE:1:BLUE:1 is three coloration slots, even when they’re all full of the identical coloration.A creature will be safely remodeled into a brand new creature if one in every of these situations is met

Method One:
The remodeled finish outcome has no coloration units in the creature file, and coloration is as a substitute described in the outline itself. Like werewolves and evening trolls for instance. A human, for instance, has a coloration set for eyes, pores and skin, and hair. If these aren’t current on the remodeled creature, there will probably be no situation.

Method Two:
The remodeled finish outcome has the identical coloration units and coloration slots inside these units because the creature to be remodeled. For instance, you may safely remodel a human into an enormous throughout worldgen as a result of a human and an enormous have the identical quantity of potential eye, hair, and pores and skin colours and variety of coloration slots/units. You would have to add graying and white hair to the enormous although, or take away graying from people, since that counts in the direction of the entire quantity of units.

Method Three:
The remodeled finish outcome has completely different colours however the identical quantity of coloration slots in every set. For instance, when you took an enormous, modified their potential pores and skin colours from this

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[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]

to this

[TL_COLOR_MODIFIER:RED:1:YELLOW:1:GREEN:1:RED:1:YELLOW:1:GREEN:1:RED:1:YELLOW:1:GREEN:1:RED:1:YELLOW:1:GREEN:1:RED:1:YELLOW:1:GREEN:1:RED:1:YELLOW:1:GREEN:1]

a human might safely turn into one in worldgen, their pores and skin altering to one of many three new colours, as a result of the variety of coloration slots for the pores and skin of each creatures is identical. If you probably did this:

[TL_COLOR_MODIFIER:RED:1:YELLOW:1:GREEN:1]

and tried to remodel a human into an enormous with the above coloration set, the sport would crash.

Method Four:
The remodeled creature has a better quantity of coloration slots in a set than the creature it remodeled into. For instance, if we took the above crimson/yellow/green-skinned large and added this:

[TL_COLOR_MODIFIER:RED:1:YELLOW:1:GREEN:1:RED:1:YELLOW:1:GREEN:1:RED:1:YELLOW:1:GREEN:1:RED:1:YELLOW:1:GREEN:1:RED:1:YELLOW:1:GREEN:1:RED:1:YELLOW:1:GREEN:1:PURPLE:1000000]

All people remodeled into giants would have crimson, yellow, or inexperienced pores and skin, as a result of these coloration slots are those equal to the colour slot of the human creature, whereas purple just isn’t. However, all natural-born giants would have purple pores and skin due to how I tweaked the ratio to enhance the percentages of being born purple, and when you added one other coloration previous purple, no human would remodel into an enormous of that coloration both, however pure born giants may be born with it.

Method Five:
The remodeled creature has much less coloration units than the unique, however the remaining units nonetheless have an identical quantity of slots. For instance, lets take our colourful giants, and make them eyeless, after which delete the colour set pertaining to eye coloration. A human might safely remodel into one in every of these giants as long as the pores and skin and hair nonetheless adopted the principles described above. If the attention coloration set was stored however the quantity of coloration slots have been lowered, the sport would crash, however eliminating all references to eye coloration doesn’t trigger a crash, and the identical applies to any transformation of a creature into one with much less coloration units than the unique. You might make a hairless, eyeless large, with each coloration units pertaining to these physique components eliminated, and as long as the remaining pores and skin coloration set of the enormous had an equal or better quantity of coloration slots because the human pores and skin coloration set, it will be secure.

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Method Six:
The remodeled creature has completely different physique components, however the shares the quantity of coloration slots between each units. Let’s say we then determined to take our colourful giants and change their hair with feathers, after which changed the hair coloration set with feathers so it regarded like this:

[SET_TL_GROUP:BY_CATEGORY:ALL:FEATHER]
[TL_COLOR_MODIFIER:AMBER:1:AUBURN:1:BLACK:1:BROWN:1:BUFF:1:BURNT_SIENNA:1:BURNT_UMBER:1:CHARCOAL:1:CHESTNUT:1:CHOCOLATE:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_CHESTNUT:1:DARK_TAN:1:ECRU:1:FLAX:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:LIGHT_BROWN:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:PALE_CHESTNUT:1:PUMPKIN:1:RAW_UMBER:1:RUSSET:1:SAFFRON:1:SEPIA:1:TAN:1:TAUPE_DARK:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:feathers:PLURAL]
[TL_COLOR_MODIFIER:GRAY:1]
[TLCM_NOUN:feathers:PLURAL]
[TLCM_TIMING:ROOT:40000:0:70000:0]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:feathers:PLURAL]
[TLCM_TIMING:ROOT:70000:0:90000:0]

A human turning right into a feather-haired, colourful, eyeless large could be superb, as a result of as you’ll be able to see, the quantity of coloration slots for the feathers matches up with the quantity of hair coloration slots people have. Note the way you even have to embody graying hair if the unique creature has it, however you can also make it not seem by growing the quantity of years it takes to present up. Realistically no feathered large ought to have grey or white feathers in-game as a result of it will take too lengthy.

Other Notes:

You can not remodel a creature into one other creature that has extra coloration units. If we gave our colourful, eye-having, feather-haired giants a layer of scales over their pores and skin, and outlined the colour of the scales as we do with pores and skin, then a human reworking into one would crash the sport. However, a scaled, feather-haired, skin-having, eye-having large being remodeled right into a human wouldn’t crash the sport, as a result of a creature with extra coloration units can safely remodel right into a creature with much less coloration units, offered the colour slots of the remaining units are equal to or better than the colour slots of the unique units.

A creature can remodel ONLY ONCE. If you make interactions so a human turns into an ogre who can flip into an enormous, then it’s unimaginable for that ogre to then turn into an enormous. You can really make a creature remodel a number of occasions in worldgen, however this could trigger actually bizarre stuff to occur like descriptions being unsuitable and whereas I haven’t seen it trigger a crash it scares me and I don’t need to mess with it.

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Though I’m not solely sure of this, I consider the colour units should match up when transformation occurs. If you have been to remodel a human into one other human, then for each creatures the primary set should have the identical variety of slots as the opposite creatures first set, and the second to the second, and so forth. So when you make a brand new creature, like a three-eyed, red-skinned feather-haired demigod that people can remodel into, then when you make his pores and skin the primary coloration set, it should have as many slots because the HAIR of people, since that’s the first coloration set people have, and so forth. The first coloration set of a creature should match the primary coloration set because the transformation finish outcome creature, the second to the second, and so forth. Not matching tissue to tissue.

While the creature one other creature is meant to remodel into should match the above guidelines, they don’t want to apply to our offspring. If we used the three-eyed demigod instance and made it so people might remodel into them, then you can also make it so that there’s a third, sexless caste of demigod which has just one pores and skin coloration slot, one feather coloration slot, and one eye coloration slot, and two transformed-from-human demigods might reproduce and create this caste with no bother, which might then reproduce with others of its species, both remodeled or born naturally.

 

That’s all we’re sharing at the moment in Dwarf Fortress How to Safely Transform Creatures in Worldgen, when you’ve got something to add, please be happy to depart a remark beneath, you may as well learn the unique article right here, all of the credit goes to the unique creator Squamousness

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