The Masterwork mod includes a set of embark profiles as well.See Embark profile repository for a collection of embark profiles."Age" can be either STANDARD (for adults) or CHILD (for children).Most creatures have MALE and FEMALE castes. "Caste" is the caste ID, which can also be found in the raws."Creature" is the creature ID found in the raws (e.g.For lumber, tunnel tube wood is also always available and (as of DF v0.44) is the lightest wood that is so. This specific issue can be worked around by specifying a more expensive steel anvil (which is always available). If an embark profile specifies an iron anvil, but the host nation has not discovered iron, then the anvil will not get included. Items are identified by their material and item tokens, the same format as reactions:įor examples, see reaction, item token, material token, or DFHack createitem.īe aware that profiles cannot add any items that the player's civilization does not have access to. I want to play your profiles Failing that, if we can hash out a good beginner's profile here, I'll put it on pastebin and offer it up as smileware. I thought Id share it and explain why I selected these specific items and attributes and not others. There are other ways to do this (see Cheating or User:Vjek for more information). Now, for me the best solution is for someone else to write up a great beginner's embark profile. Bay Watcher Beware of the Carp Embark Profiles and Why « on: March 12, 2018, 12:04:57 am » I feel somewhat pleased with myself and all the trial and error leading me to these embark profiles. Note that skills are capped at Proficient (5), and this is checked by the game on embark, so it's not possible to start with legendary dwarves. ![]() Where # is the dwarf (1-7), "skill name" is the skill, and "level" is the number representing how skilled the dwarf is. Skills are identified by their skill token. ![]() ![]() Each profile begins with a tag, followed by a tag.
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