Dwarf Fortress

Dwarf Fortress

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More Valuable Procedural Creatures
   
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fix, tweak, megabeast
标签: mod
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51.383 KB
8 月 1 日 上午 11:58
8 月 6 日 下午 1:52
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More Valuable Procedural Creatures

描述
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.)
26 条留言
oneplayer480 10 月 29 日 下午 9:11 
Anyone can confirm if this does still work after the update?
Moonwarden64 8 月 28 日 下午 1:18 
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 8 月 15 日 上午 10:33 
Try checking for options.rcp.c_class == "UNIFORM"
Greencat Sixty-Four  [作者] 8 月 15 日 上午 8:12 
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 8 月 13 日 下午 10:31 
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  [作者] 8 月 10 日 下午 1:40 
I have never tried putting this mod into an extant world but I would imagine that it probably would not work alas
LemonAid 8 月 10 日 下午 12:49 
does this require making a new world?
nexus_falling 8 月 7 日 下午 7:26 
love the mod and the thumbnail
Greencat Sixty-Four  [作者] 8 月 7 日 下午 7:21 
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 8 月 7 日 下午 5:56 
Before I try and stick this in the new version, is it likely to make anything explode with the new updates?