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Author Topic: Empty RCP creature variation(s?) for modders  (Read 718 times)

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Empty RCP creature variation(s?) for modders
« on: March 30, 2016, 03:23:58 pm »

Closest related previous thread was this.

I respectfully request that one or more empty creature variations be added to procedurally-generated megabeasts, so that modders can tweak the properties of the beasts.

For example, perhaps I want to make the hair of forgotten beasts usable as wool. I could add the appropriate tags into the [CREATURE_VARIATION:RCP_FORGOTTEN] variation. Or maybe I think it's stupid that only webbing demons are web-immune - I could add [WEBIMMUNE] to [CREATURE_VARIATION:RCP_DEMON]. Or maybe I just want FB, demon, and titan silk to be worth more than plain old cave spider silk - add the appropriate tags to all of their creature variations.

I know you can approximate this after worldgen, but that's not very useful for a distributed mod.

Suggested variations:

RCP_FORGOTTEN
RCP_DEMON
RCP_TITAN
RCP_WEBBING
RCP_FIRE
RCP_SCALES (This would be a godsend for the common tannable scales modification, as right now the material properties on scales have to be the same for both tanned and untanned varieties to have randomly-generated critters work correctly)
RCP_SPIDER (If people don't like that spiders get webbing in addition to another attack)

And so on. Or some subset - even just a single RCP_GENERATED variation would help a lot.
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Urlance Woolsbane

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Re: Empty RCP creature variation(s?) for modders
« Reply #1 on: March 30, 2016, 06:38:01 pm »

You can currently achieve this with a hex-editor. If, for example, you wish to edit all forgotten beasts, open up the DF executable with one, search for "[NAME:forgotten beast:forgotten beasts:forgotten beast]" and replace it with "[APPLY_CREATURE_VARIATION:FORGOTTEN_BEAST]", making sure to blank out the excess characters. Then create a creature variation with that name (don't forget to use it to add the name back in,) and you're ready to role!
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Re: Empty RCP creature variation(s?) for modders
« Reply #2 on: March 30, 2016, 08:19:07 pm »

This requires a modder to distribute a modified executable, which is a major security risk for those who would like to use it. Additionally, I believe it wouldn't work for titans or demons, as they have procedurally-generated names.
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Urlance Woolsbane

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Re: Empty RCP creature variation(s?) for modders
« Reply #3 on: March 30, 2016, 08:37:37 pm »

This requires a modder to distribute a modified executable, which is a major security risk for those who would like to use it.
Hmmmm... The mods in question could always include instructions for players on editing the .exe. It's a terribly simple thing to do.

Additionally, I believe it wouldn't work for titans or demons, as they have procedurally-generated names.
They do, however, have set skill-tags, some of which are long enough to work. The name bit was just an example.
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Re: Empty RCP creature variation(s?) for modders
« Reply #4 on: March 30, 2016, 09:43:23 pm »

Yeah, but that's a workaround. It would be much better, much easier, and quite a bit more capable of complex mods if one could mod the variations directly.
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