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Author Topic: Rhinoceros modding  (Read 3669 times)

Tierre

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Re: Rhinoceros modding
« Reply #15 on: June 21, 2012, 05:42:27 am »

You can make a new material with bigger material value and assign it to creatures you like.
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Rakonas

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Re: Rhinoceros modding
« Reply #16 on: June 21, 2012, 06:01:11 am »

You could, but it looks like you'd also change the value of all teeth.
In material_template_default.txt
Spoiler (click to show/hide)
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Tierre

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Re: Rhinoceros modding
« Reply #17 on: June 21, 2012, 06:30:55 am »

As i said make a new material (a copy of TOOTH with other name) and assign it to this creature. So it will affect only those creatures you want.
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Quietust

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Re: Rhinoceros modding
« Reply #18 on: June 21, 2012, 10:55:28 am »

Population Number actually is the number per region square, not necessarily the number per biome.
I'm pretty sure it's for the entire region, not just per "region square", since that's how it's tracked within the data structures.
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P.S. If you don't get this note, let me know and I'll write you another.
It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.

Friendstrange

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Re: Rhinoceros modding
« Reply #19 on: June 24, 2012, 06:27:57 pm »

As i said make a new material (a copy of TOOTH with other name) and assign it to this creature. So it will affect only those creatures you want.
That seems to be the solution, Ill play with it a bit then. Thanks.

EDIT: Genned new world. Found a herd of rhinos in adventurer mode. I was pleased to see one of them was ash gray, so the color change worked. They have hoofs and give hoofs when butchered so thats working as intended.

However the ivory thing isnt working. They give only tooth it seems, no ivory. Hrm. Is ivory random or must a creature have tusks? I saw that Dralthas have ivory as a butcherable product so I was wondering.
« Last Edit: June 24, 2012, 07:58:32 pm by Friendstrange »
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