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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 695005 times)

pisskop

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5565 on: September 14, 2024, 09:34:00 am »

Youve removed the maxage of the dwarf.  Are you sure you even need the remove_maxage tag and cant just overwrite the old with the new maxage?


P:  a good test is to set maxage to 1 year and gen a couple years
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aradar

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5566 on: September 18, 2024, 09:33:54 am »

 With the new with the way graphics are handled in the new update I've noticed that when I put dwarven beards on a goblin they don't work right anymore has anyone messed with this yet and know what's going on there....
 Nevermind I figured it out, graphic raws are setup differently now lol

Here4There

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5567 on: November 06, 2024, 03:26:53 pm »

Hi I’m quite new to modding and was wondering if anyone knew which tokens for making a playable race were 100% needed, and which ones were optional? I’ve looked through the list on the wiki but it’s a lot of info and I figured I could try and take a shortcut and ask people? Also, how would one make multiple appearances for a race? Like how the dwarves have different beards and hair?
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DPh Kraken

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5568 on: November 06, 2024, 03:42:19 pm »

Beyond the usual of needing a NAME, a CASTE_NAME, a BODY with materials and tissues assigned, and so on, to be viable as a creature, really you only need INTELLIGENT. CANOPENDOORS and EQUIPS are fairly useful, so are hands and eyes in your body, while MALE and FEMALE castes allow your civilization to propagate.

You should look at the raws of dwarves, and work from there (data/vanilla/vanilla_creatures/creature_standard or the wiki page), this should also be a good example of how to create a fully-featured humanoid creature with different appearance descriptions.
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jecowa

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5569 on: November 06, 2024, 03:49:22 pm »

INTELLIGENT = CAN_SPEAK + CAN_LEARN. I kind of think only the CAN_LEARN part of INTELLIGENT is important.

Dikbutdagrate figured out a way to do it without either, but that’s probably with a custom DFHack script.
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Here4There

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5570 on: November 07, 2024, 07:16:50 pm »

So I’m working on a info text file for the main stuff, and I’ll also need an info text for the graphics, but is there anything else that needs to be a seperate file? I don’t plan on trying to add any special stuff yet (I’m more of an artist than a coder) so it should only be those two files…right? I might be missing something, so please tell me if I am
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DPh Kraken

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5571 on: November 07, 2024, 07:39:38 pm »

A mod should only need one info.txt, in the mod's root folder rather than in /objects/ or /graphics/.
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Here4There

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5572 on: November 07, 2024, 09:00:14 pm »

Oh shoot my apologies I meant the text files containing the info for the mod, not the info text itself, I don’t know why I said info text file I am sorry!
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DPh Kraken

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5573 on: November 07, 2024, 11:41:34 pm »

Graphics usually need two types of text files: tile pages (to load images) and graphics (to display tile pages), unless you're re-using vanilla graphics.
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