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Author Topic: Unrelated modding questions.  (Read 1040 times)

Cavalcadeofcats

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Unrelated modding questions.
« on: May 08, 2008, 08:51:00 pm »

In no particular order.

1) I'm trying to make a sort of demon turn into a rat when slain. (Dead or alive, I'm not particular.) From what little there is in the wiki, I'm trying [ITEMCORPSE:REMAINS:RAT]. Will this work, or do I need something rather different?

2) I gave an entity [START_BIOME:SUBTERRANEAN_WATER]. It doesn't screw up world generation, but will the civilization ever appear? I tried it once on a SMALLER map and later on a MEDIUM map, which generated fine, but didn't have any of the relevant civilization on the world map. Perhaps they're just not visible, like kobolds...? (Their preferred site type is [CAVE_DETAILED], so they should actually create fortresses if they appear at all.) Also, I gave them an [ADVENTURE_TIER], so one would think they'd be playable.

There's nothing popping up in the errorlog for either, so far as I can tell.

EDIT: Oh, and the question I forgot halfway though posting this. Exactly what does BARRED do? I created 'bonemail' armour, which is both [HARD] and [BARRED]. Thus, in theory, it ought to be made only out of bone. (It is not [METAL].) I finally saw it show up in Dwarf mode recently, on the bodies of goblin invaders... made out of CAVE SPIDER SILK.

The heck.

[ May 08, 2008: Message edited by: Cavalcadeofcats ]

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Sean Mirrsen

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Re: Unrelated modding questions.
« Reply #1 on: May 09, 2008, 01:21:00 am »

[BARRED] is indeed "make from bone". However, the game currently does not know how to spawn weapons and armor made from things other than wood, stone, or metal. So the [BARRED] armors come up as cloth instead. You can still craft them from bones if you assign them to your fort mode race.

See my Martial Arts mod for examples.

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Kagus

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Re: Unrelated modding questions.
« Reply #2 on: May 09, 2008, 01:23:00 am »

Ah, that would probably explain the rope reed plated boots.  I was wondering about that.

Dr. Melon

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Re: Unrelated modding questions.
« Reply #3 on: May 09, 2008, 02:53:00 am »

I often find that if I screw up just a little bit when I'm making a civilisation, the game leaves it out. Try tweaking it a bit, and make sure the creature can live under water.

Also, [CAN_CIV] (creature token) is useful for this sort of thing, as well as [CIV_CONTROLLABLE] (entity token).

[ May 09, 2008: Message edited by: Dr. Melon ]

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Cavalcadeofcats

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Re: Unrelated modding questions.
« Reply #4 on: May 09, 2008, 11:36:00 am »

Sean: Thanks, that explains it. I had a vague suspicion that it might be something along those lines. I guess I'm okay with that.

Dr. Melon: upon further examination, I found that I had put in [CIV_CONTROLLABLE] (for testing purposes), but had forgotten [CAN_CIV]. I added that in, as well as [AQUATIC] (on your advice), but they're still not showing up. I guess I'll leave them out for the moment. (their entries will be posted below, if anyone wants to have a shot with them.)

Thanks!

Entity

code:

[ENTITY:SUBRIVER]
   [CIV_CONTROLLABLE]
   [CREATURE:SMEAGOL]
   [TRANSLATION:GOBLIN]
   [DIGGER:ITEM_WEAPON_PICK]
   [WEAPON:ITEM_WEAPON_AXE_BATTLE]
   [WEAPON:ITEM_WEAPON_SWORD_SHORT]
   [WEAPON:ITEM_WEAPON_SPEAR]
   [WEAPON:ITEM_WEAPON_WHIP]
   [ARMOR:ITEM_ARMOR_PLATEMAIL:RARE]
   [ARMOR:ITEM_ARMOR_CHAINMAIL:UNCOMMON]
   [ARMOR:ITEM_ARMOR_LEATHER:COMMON]
   [ARMOR:ITEM_ARMOR_SHIRT:UNCOMMON]
   [ARMOR:ITEM_ARMOR_CLOAK:UNCOMMON]
   [ARMOR:ITEM_ARMOR_TUNIC:COMMON]
   [ARMOR:ITEM_ARMOR_VEST:UNCOMMON]
   [ARMOR:ITEM_ARMOR_ROBE:COMMON]
   [HELM:ITEM_HELM_HELM:COMMON]
   [HELM:ITEM_HELM_CAP:UNCOMMON]
   [HELM:ITEM_HELM_HOOD:COMMON]
   [GLOVES:ITEM_GLOVES_GAUNTLETS:COMMON]
   [GLOVES:ITEM_GLOVES_GLOVES:UNCOMMON]
   [SHOES:ITEM_SHOES_BOOTS:UNCOMMON]
   [PANTS:ITEM_PANTS_PANTS:UNCOMMON]
   [PANTS:ITEM_PANTS_GREAVES:COMMON]
   [PANTS:ITEM_PANTS_LEGGINGS:COMMON]
   [PANTS:ITEM_PANTS_LOINCLOTH:COMMON]
   [SHIELD:ITEM_SHIELD_SHIELD]
   [SHIELD:ITEM_SHIELD_BUCKLER]
   [SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]
   [TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]
   [TRAPCOMP:ITEM_TRAPCOMP_ENORMOUSCORKSCREW]
   [TRAPCOMP:ITEM_TRAPCOMP_SPIKEDBALL]
   [TRAPCOMP:ITEM_TRAPCOMP_LARGESERRATEDDISC]
   [TRAPCOMP:ITEM_TRAPCOMP_MENACINGSPIKE]
   [CLOTHING]
   [SUBTERRANEAN_CLOTHING]
   [CURRENCY_BY_YEAR]
   [CURRENCY:COPPER:1]
   [CURRENCY:SILVER:5]
   [CURRENCY:GOLD:15]
   [SELECT_SYMBOL:ALL:EVIL]
   [SELECT_SYMBOL:ALL:EARTH]
   [SELECT_SYMBOL:ALL:
   [CULL_SYMBOL:ALL:DOMESTIC]
   [CULL_SYMBOL:ALL:SUBORDINATE]
   [CULL_SYMBOL:ALL:UNTOWARD]
   [CULL_SYMBOL:ALL:FLOWERY]
   [CULL_SYMBOL:ALL:NEGATIVE]
   [CULL_SYMBOL:ALL:UGLY]
   [CULL_SYMBOL:ALL:NEGATOR]
   [METAL_PREF]
   [GEM_PREF]
   [STONE_PREF]
   [INDOOR_FARMING]
   [USE_CAVE_ANIMALS]
   [USE_EVIL_ANIMALS]
   [USE_EVIL_PLANTS]
   [USE_EVIL_WOOD]
   [USE_ANIMAL_PRODUCTS]
   [COMMON_DOMESTIC_PACK]
   [COMMON_DOMESTIC_PULL]
   [USE_MISC_PROCESSED_WOOD_PRODUCTS]
   [EQUIPMENT_IMPROVEMENTS]
   [ABUSE_BODIES]
   [SPHERE_ALIGNMENT:WAR:512]
   [ART_FACET_MODIFIER:GOOD:0]
   [ART_FACET_MODIFIER:EVIL:512]
   [ADVENTURE:5]
   [FRIENDLY_COLOR:3:0:1]
   [DEFAULT_SITE_TYPE:CAVE_DETAILED]
   [LIKES_SITE:CAVE_DETAILED]
   [TOLERATES_SITE:CAVE]
   [TOLERATES_SITE:DARK_FORTRESS]
   [TOLERATES_SITE:CAVE_DETAILED]
   [LEADER_TYPE:KING]
   [SITE_LEADER_TYPE:STANDARD]
   [START_BIOME:SUBTERRANEAN_WATER]
   [BIOME_SUPPORT:ANY_WETLAND:1]
   [BIOME_SUPPORT:ANY_RIVER:1]
   [BIOME_SUPPORT:MOUNTAIN:3]
   [BIOME_SUPPORT:SUBTERRANEAN_CHASM:3]
   [BIOME_SUPPORT:SUBTERRANEAN_WATER:4]
   [MERCHANT_BODYGUARDS]
   [PROGRESS_TRIGGER_POPULATION:2]
   [PROGRESS_TRIGGER_PRODUCTION:2]
   [PROGRESS_TRIGGER_TRADE:2]
   [ACTIVE_SEASON:SPRING]
   [ACTIVE_SEASON:SUMMER]
   [ACTIVE_SEASON:AUTUMN]
   [ACTIVE_SEASON:WINTER]
   [ENTITY_GROUPING:EVIL]
   [SIEGER]
   [MAX_STARTING_CIV_NUMBER:3]
   [START_GROUP_NUMBER:10]
   [MAX_POP_NUMBER:500]
   [MAX_SITE_POP_NUMBER:200]
   [RELIGION:ANY_APPROPRIATE_POWER]
   [RELIGION_SPHERE:RIVERS]
   [RELIGION_SPHERE:MIST]
   [RELIGION_SPHERE:CAVERNS]
   [RELIGION_SPHERE:DARKNESS]
   [RELIGION_SPHERE:DEATH]
   [RELIGION_SPHERE:SILENCE]
   [RELIGION_SPHERE:DEFORMITY]
   [RELIGION_SPHERE:WATER]  

Creature

code:

[CREATURE:SMEAGOL]
   [NAME:malif:malifi:malific]
   [TILE:1][COLOR:3:0:0]
   [GENPOWER:3]
   [BUTCHERABLE_NONSTANDARD]
   [INTELLIGENT][CAN_CIV]
   [BENIGN]
   [CANOPENDOORS]
   [AMPHIBIOUS]
   [PREFSTRING:sallow flesh]
   [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]
   [MAXAGE:100:130]
   [ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]
   [ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:1:GORE][ATTACKFLAG_CANLATCH]
   [CHILD:11][BABY:1][MULTIPLE_LITTER_RARE]
   [FAT:3]
   [SIZE:6]
   [EQUIPS]
   [CAVE_ADAPT]
   [NOCTURNAL]
   [SPEECH:dwarf.txt]
   [STANDARD_FLESH]
   [HOMEOTHERM:10067]
   [LAYERING:50]
   [ALCOHOL_DEPENDENT]
   [SWIMS_INNATE][SWIM_SPEED:2500]
   [PERSONALITY:ANGER:40:80:100]
   [PERSONALITY:IMMODERATION:0:25:50]
   [PERSONALITY:EXCITEMENT_SEEKING:0:20:45]
   [PERSONALITY:CHEERFULNESS:0:25:60]
   [PERSONALITY:ALTRUISM:0:25:50]
   [PERSONALITY:SYMPATHY:0:25:50]
   [PERSONALITY:STRAIGHTFORWARDNESS:0:45:100]
 

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Deon

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Re: Unrelated modding questions.
« Reply #5 on: May 09, 2008, 01:46:00 pm »

I wanted to add Gorlum to my Middle Earth Mod too, so if you don't mind, I'd like to check your work. It seems to be decided good. Th eonly problem that the Smeagol was the name so I can' find the best solution to this... "Corrupted halfling" or "cave dweller" seems a bit rough, but I can't find any better name for now...
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Deon

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Re: Unrelated modding questions.
« Reply #6 on: May 09, 2008, 01:49:00 pm »

quote:
Originally posted by Dr. Melon:
<STRONG>I often find that if I screw up just a little bit when I'm making a civilisation, the game leaves it out. Try tweaking it a bit, and make sure the creature can live under water.

Also, [CAN_CIV] (creature token) is useful for this sort of thing, as well as [CIV_CONTROLLABLE] (entity token).

[ May 09, 2008: Message edited by: Dr. Melon ]</STRONG>


Sometimes worldgen can skip the entity for no reason (small map). Also CAN_CIV is already in INTELLIGENT, so it's not important in most cases.
INTELLIGENT = CAN_CIV, CAN_SPEAK and CAN_LEARN.

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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository