for the purposes of this explanation, each hole holds One Kind Of Savagery (0-20 savagery, 20-40 savagery, 40-60 savagery, and 60-80 savagery being the kinds, if you've disabled 80-100).ģ. the total area (of the map) is the same size no matter what the MESH size affects the size of the holes. think of it like a literal wire mesh or something. ?frequently that parameter will change, across the map of your world. Eg: if you enable the savagery mesh and set the 80-100 range to 0, but leave the rest alone, your world will have NO regions with maximum savagery, and all other ranges will have a 25% chance of appearing (as opposed to all ranges, including the 80-100 range, having a 20% chance).Ģ. mesh allows you to adjust the weight of different "ranges" of savagery, elevation, etc. I'm going to try and figure out how to upload the actual settings I came up with somewhere so you don't have to translate my freakishly verbose paragraphs into action with no point of reference but I don't know how anything works so hopefully this (vvv) helps in the meantime.ġ. Took me a good couple hours to trial-and-error it pls take my knowledge. you will have to get to know the advanced worldgen settings a bit but it's very very doable. The lowest age you can set for an animal to mature is a year old - to do this find the tag and change the number to 1.I did almost this exact thing a bit ago (except that I also spammed volcanoes, lol). Making them mature fast is a bit limited. Tack on a few zeros at the end if you're not bothered about them being bigger than horses and such. Raws and change them to whatever you see fit. To make an animal war and hunting trainable, simple copy-paste into the raws, preferably after. You'll see a bunch of tags in brackets, these are the building blocks of creatures and there's a fair bit of complexity in stacking them together to make drastic changes and completely new creatures, but you just want trainable giant peacocks so I won't go indepth as to what they all do - the wiki explains all the different tags and what they do a lot better than I could. My first hit on that was the raws for Blue Peafowl, I can't remember if that's a masterwork only animal or not but the proccess will work for any animal so if that's wrong just look for the standard peafowl. To find the creature's specific data faster, ctrl+f search for peafowl. txt file containing their raws - I had a look for you and it's in creature_domestic, along with most embarkable creatures. Now, you want to change Peafowl, so you've got to find the relavant. These contain the data for creatures, entities, buildings, minerals and other objects. In your objects folder you will find a bunch of text files. I:\Dwarf Fortress\Dwarf Fortress\data\save\region1\raw\objects So if you have like five worlds going, you're going to want to find the world you're currently using with your peafowl breeding operation and go into the relevant save files.įor example, if I wanted to mod my region 1 world I go to this path. I can walk you through it.įirst up, the changes you make can only be made for individual worlds and every new one genned will use default RAWs. txt files in your save folders, and add or remove tags and interactions. You just need to find the animal's RAWs in one of the many. One of my favorite things about DF is that it's beautifully simple and clean to mod. Kitfox Discord #modding-discussion channelīronzemurder and Oilfurnace (illustrated) A three step guide:ĭownload DF Classic or install the premium version from Steam or Itch.ioįollow the quickstart guide on the wiki, or see other learning resources (below)Īsk any questions in the ☼Dwarf Fortress Questions Thread☼ - it's always active See the reasons for our rules here, and please report any problems!ĭF can be intimidating, but we're dedicated to helping new players. Use the ☼Dwarf Fortress Questions Thread☼ Want to start playing? Read this sidebar!
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