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Author Topic: Desert civ mod  (Read 931 times)

Obsidean_00

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Desert civ mod
« on: August 05, 2009, 06:26:51 pm »

I've noticed while I've been playing that there is currently no desert race in Dwarf Fortress.  While this may be added in the future I desired to rectify the situation on my own.

http://dffd.wimbli.com/file.php?id=1303

I also created over 20 additional plants to add to DF, I favor diversity in plant life in games but if that seems strange so be it. 

With permission Kinseti and Boksi's plant mods are also in the hosted file.

Please reply with any tips, especially seeing as how this is my first DF mod.



The new version is now posted, complete with new toys, instruments and a new trap component.  This version should be much easier to install, just copy the files to their respective folders, no more pasting into the default files.

« Last Edit: August 09, 2009, 07:02:39 pm by Obsidean_00 »
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Rowanas

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Re: Desert civ mod
« Reply #1 on: August 05, 2009, 06:36:33 pm »

Thanks for making it zip. I hate those RARs. I'm trying it out for the Sirocco rather than the plants, so I'm playing with the plant mods, but the world with the Sirocco is going smothly. My current game is vanilla + Teldin's creaturepack + grimdark dwarves (combined mod) + yours + fewer stone and gem types (a personal mod).

Ok, I've genned a few worlds with deserts in and I'm not getting this civ. Nothing in legends mentions them so I assume they don't exist. I tried using the Sirocco in the .txt they came in, and then I tried putting them in the default entities and regenning, but nothing is working.
« Last Edit: August 05, 2009, 07:12:44 pm by Rowanas »
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I agree with Urist. Steampunk is like Darth Vader winning Holland's Next Top Model. It would be awesome but not something I'd like in this game.
Unfortunately dying involves the amputation of the entire body from the dwarf.

Obsidean_00

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Re: Desert civ mod
« Reply #2 on: August 06, 2009, 12:30:27 am »

Ok, that's very odd that they don't show up at all, did you add the two body entries to body_default?  The body entry 3EYES is needed for the Sirocco, and GUGBODY for well the gug creature.

They are located in the Readme file, but I'll post them again here.

Code: [Select]
[BODY:3EYES]
[BP:EYE1:first eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]
[BP:EYE2:second eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]
[BP:EYE3:third eye][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL]

[BODY:GUGBODY]
[BP:UB:upper body][UPPERBODY]
[BP:LB:lower body][CON:UB][LOWERBODY]
[BP:HD:head][CON:UB][HEAD][SMELL][HEAR]
[BP:RUA:right upper arm][CON:UB][LIMB][RIGHT]
[BP:LUA:left upper arm][CON:UB][LIMB][LEFT]
[BP:RLA1:right lower front arm][CON:RUA][LIMB][RIGHT]
[BP:LLA1:left lower front arm][CON:LUA][LIMB][LEFT]
[BP:RLA2:right lower back arm][CON:RUA][LIMB][RIGHT]
[BP:LLA2:left lower back arm][CON:LUA][LIMB][LEFT]
[BP:RH1:right front paw][CON:RLA][GRASP][RIGHT]
[BP:LH1:left front paw][CON:LLA][GRASP][LEFT]
[BP:RH2:right back paw][CON:RLA2][GRASP][RIGHT]
[BP:LH2:left back paw][CON:LLA2][GRASP][LEFT]
[BP:RUL:right upper leg][CON:LB][LIMB][RIGHT]
[BP:LUL:left upper leg][CON:LB][LIMB][LEFT]
[BP:RLL:right lower leg][CON:RUL][LIMB][RIGHT]
[BP:LLL:left lower leg][CON:LUL][LIMB][LEFT]
[BP:RF:right foot][CON:RLL][STANCE][RIGHT]
[BP:LF:left foot][CON:LLL][STANCE][LEFT]

If you have these parts try checking the error log and telling me what it says.  Once in a while gugs, ghouls, or ghasts wouldn't show up, but that was when they were competing for locations more.

I never had any problems having the Sirocco come up.

Also, just for the purposes of reposting part of the Readme and my wordy directions:

The files: creature_obsidean.txt
      language_SIROCCO.txt

should be placed in your Dwarf Fortress Directory under
\raw\objects

The File sirocco.txt should be placed in your Dwarf Fortress Directory under:
\data\speech

The contents of the file sirrococreature.txt should be
pasted into the file entity_default.txt

And the contents of the file sirrocociv.txt should be pasted
into the file entity_default.txt in the \raw\objects folder

I suppose I could make a version more easily installable through modbase, but it worries me because it's been discontinued, and it might not work with later versions.
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Rowanas

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Re: Desert civ mod
« Reply #3 on: August 06, 2009, 04:23:24 am »

I've realised where you went wrong. I was bugged by it all night and when I woke up it came to me. I've double checked the raws and you've made a tiny, silly mistake:

The Sirocco are missing the CAN_CIV token in the creature raws.

nothing else is wrong with them, but I'm going to regen to make sure that my hypothesis is correct.

EDIT: Nope. That didn't help. Everything is where it should be, but they just aren't spawning.
« Last Edit: August 06, 2009, 04:54:59 am by Rowanas »
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I agree with Urist. Steampunk is like Darth Vader winning Holland's Next Top Model. It would be awesome but not something I'd like in this game.
Unfortunately dying involves the amputation of the entire body from the dwarf.

Obsidean_00

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Re: Desert civ mod
« Reply #4 on: August 06, 2009, 07:48:38 pm »

The tag [INTELLIGENT] stands for several other tags such as CAN_CIV, CAN_LEARN, and CAN_SPEAK.  Seeing as how the civ shows up on my copy of DF 40d when added, I really need you to pm me the contents of your error log, something tells me there might be a conflict between the mods.
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h3lblad3

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Re: Desert civ mod
« Reply #5 on: August 08, 2009, 05:03:00 am »

Can they find a place to gen at?
Try making them controllable and seeing what the error message says.
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I was talking about importing alimunim.
And we were hypothesising about the sexual relations between elves and trees.

kilakan

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Re: Desert civ mod
« Reply #6 on: August 08, 2009, 09:52:33 pm »

someone check the errors log that'll probably solve it
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Nom nom nom

Obsidean_00

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Re: Desert civ mod
« Reply #7 on: August 09, 2009, 04:26:33 pm »

Well I've checked against Teldin's creaturepack + grimdark dwarves, but I don't have your mineral mod so I can't check against that.

On my machine my mod worked fine, although Grimdark's mod seems to be missing some body parts for creatures.

I should have the new version of the mod up later tonight, adding new toys, instruments, trap components possibly, and making the Readme more clear and the mod easier to install.  Try the new version then and let me know, part of it may have to do with you using a mac though, there do seem to be some odd problems for them, like the z level pathing.  You never did tell me which version of DF you were using though Rowanas.
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Stormrage

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Re: Desert civ mod
« Reply #8 on: August 09, 2009, 05:06:38 pm »

"who could not pleasure a carp"? that's pretty rough
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Obsidean_00

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Re: Desert civ mod
« Reply #9 on: August 09, 2009, 07:05:41 pm »

Well, new version up as you can tell by the first post, new additions and now it's easier to install.

Also added another line into the speech file, and yes I thought the "can't pleasure a carp" line was great at the time.
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Rowanas

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Re: Desert civ mod
« Reply #10 on: August 10, 2009, 11:27:02 am »

Sorry, using DF 40d
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I agree with Urist. Steampunk is like Darth Vader winning Holland's Next Top Model. It would be awesome but not something I'd like in this game.
Unfortunately dying involves the amputation of the entire body from the dwarf.