Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 70 71 [72] 73 74 ... 544

Author Topic: [MODDING] 0.34. QUESTIONS THREAD  (Read 1065283 times)

Courtesy Arloban

  • Bay Watcher
  • This isn't a fortress... ...It's also not a map.
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1065 on: March 22, 2012, 12:55:33 pm »

I'm getting a complete crash on my third attempt to get my night creature working x.x

Only the original terror can abduct and convert others( and only into slaves of the terror ), there is an interaction but that turns them into a converted terror(takes over the victims body etc etc etc ). I'm getting a crash bug during world gen, i'm going to try removeing caste names i think it's trying to apply "wife" of the yellow eye terror instead of "the terrors slave"


Spoiler (click to show/hide)

You have a [CONVERTED_SPOUSE] twice in one case with no [NIGHT_CREATURE_HUNTER] in the main or [SPOUSE_CONVERTER] in another caste.  Since you use a bite attack, you don't actually need a converted spouse or spouse converter, but if you want to have them you should put the night creature hunter in the main part oof the raws and spouse converter in your Yellow Feral Caste.  I'm not sure that would help with getting them to convert by bite, as I have WereCougar Creatures in my game with a bite Attack, and Spouse Conversion, and they only show up as a wild population, no bites in worldgen, and no abductions either.(The bite attack only targets females, and turns them into the hunter, they are then supposed to abduct males.)
Logged
Maybe that the dwarves never died and everyone is just shunning them.
"Wait, what are you doing?  I don't want to go in there!  No, I'm still alive, you can't do this to me!  Is Anybody listening?  Hello... Can someone let me out?  Help me!  Is anyone there?  I'm running out of air!"

Hydrall

  • Bay Watcher
  • Target Verified: Commencing Hostilities
    • View Profile
    • TVTropes
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1066 on: March 24, 2012, 10:05:26 am »

So I'm an absolute newbie to modding reactions, and I'm trying to make stone bolts as both a test and because I'm tired of the keas that are sitting on my fort's front yard.

Code: [Select]
[REACTION:MAKE_STONE_BOLTS]
[NAME:make stone bolts]
[BUILDING:CRAFTSMAN:CUSTOM_SHIFT_O]
[REAGENT:stone:1:STONE:NONE:NONE:NONE]
[REACTION_CLASS:STONE]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:AMMO:BOLTS:GET_MATERIAL_FROM_REAGENT:bolts:NONE]
[SKILL:STONE_CRAFTING]

This is what I've got so far, but it stubbornly refuses to show up in-game. Am I messing something up? Do reactions require a whole world regen? If that's the case, is there any way to make something like this work in a current file?
Logged
After seven days and seven nights, God said "Screw this!" and abandoned the fortress.

Uristmcfisherdwarf cancels fish: Interrupted by harmless minnow

IT 000

  • Bay Watcher
  • Strange Mood
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1067 on: March 24, 2012, 10:40:39 am »

So I'm an absolute newbie to modding reactions, and I'm trying to make stone bolts as both a test and because I'm tired of the keas that are sitting on my fort's front yard.

Code: [Select]
[REACTION:MAKE_STONE_BOLTS]
[NAME:make stone bolts]
[BUILDING:CRAFTSMAN:CUSTOM_SHIFT_O]
[REAGENT:stone:1:STONE:NONE:NONE:NONE]
[REACTION_CLASS:STONE]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[PRODUCT:100:5:AMMO:BOLTS:GET_MATERIAL_FROM_REAGENT:bolts:NONE]
[SKILL:STONE_CRAFTING]

This is what I've got so far, but it stubbornly refuses to show up in-game. Am I messing something up? Do reactions require a whole world regen? If that's the case, is there any way to make something like this work in a current file?

You need to regen the world, also you need to add PERMITTED_REACTION:MAKE_STONE_BOLTS in the entity_default file.

Finally, the reaction is wrong. Here's a corrected reaction

[REACTION:MAKE_STONE_BOLTS]
   [NAME:make stone bolts]
   [BUILDING:CRAFTSMAN:CUSTOM_SHIFT_O]
   [REAGENT:stone:1:BOULDER:NO_SUBTYPE:INORGANIC:NONE][WORTHLESS_STONE_ONLY] (This should prevent you from taking platinum and such)
   [PRODUCT:100:5:AMMO:ITEM_AMMO_BOLTS:GET_MATERIAL_FROM_REAGENT:stone:NONE]
        [SKILL:STONECRAFT]
Logged

***CORROSION v2.14***
<<<More Than Just Zombies>>>
Back from the Dead!

Hydrall

  • Bay Watcher
  • Target Verified: Commencing Hostilities
    • View Profile
    • TVTropes
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1068 on: March 24, 2012, 11:06:43 am »

Ah, I see. Alright, then.

No other way to get stone bolts, I assume? Oh well.
Logged
After seven days and seven nights, God said "Screw this!" and abandoned the fortress.

Uristmcfisherdwarf cancels fish: Interrupted by harmless minnow

Darekun

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1069 on: March 24, 2012, 11:07:24 am »

So I'm an absolute newbie to modding reactions, and I'm trying to make stone bolts as both a test and because I'm tired of the keas that are sitting on my fort's front yard.
While bone bolts suck against armor, I do recommend them against wildlife.

This is what I've got so far, but it stubbornly refuses to show up in-game. Am I messing something up? Do reactions require a whole world regen? If that's the case, is there any way to make something like this work in a current file?
While BUILDING:CRAFTSMAN is supported according to the wiki, I've seen it not work.

Adding a reaction to an entity requires a regen; IIRC creating a new reaction requires a regen. Overwriting an existing reaction works without a regen, though :J

So try overwriting one of the reactions at, say, the screw press, and leaving it at the screw press?

Also, remember to edit the raws of the save, not the "general" raws(which are for genning new worlds).
« Last Edit: March 24, 2012, 11:09:31 am by Darekun »
Logged
Darekun likes iron, cobalt, alicorn, cut gems, elves for their comparative advantage, and goblins for being an iron-bearing ore. When possible, she prefers to consume tea, cow meat, and Bacon Salt. She absolutely detests pasture creatures.

Sorcerer

  • Bay Watcher
  • [magical]
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1070 on: March 24, 2012, 11:28:42 am »

I have several reactions that take place in the craftsdwarf workshop in my mod. So it SHOULD be working...
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1071 on: March 24, 2012, 12:48:48 pm »

It was already resolved by IT 000.

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1072 on: March 25, 2012, 02:07:29 am »

Ah, just going to bump this thread up a bit to ask why this creature isn't showing up in the arena:

Code: [Select]
creature_scp_682

[OBJECT:CREATURE]

[CREATURE:HARD_TO_DESTROY_REPTILE]
[DESCRIPTION:A hard-to-destroy reptile.]
[NAME:SCP-682:SCP-682s:SCP-682]
[CASTE_NAME:SCP-682:SCP-682s:SCP-682]
[CREATURE_TILE:L][COLOR:2:0:1]
[PETVALUE:100000]
[PET_EXOTIC]
[TRAPAVOID]
[DIFFICULTY:5000]
[CARNIVORE]
[OPPOSED_TO_LIFE]
[MEGABEAST]
[BIOME:NOT_FREEZING]
[PREFSTRING:hard-to-destroy nature]
[BODY:SCP682:2LUNGS:HEART:TEETH_SPECIAL]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:SKIN]
[REMOVE_MATERIAL:LEATHER]
[REMOVE_MATERIAL:HAIR]
[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[REMOVE_TISSUE:SKIN]
[REMOVE_TISSUE:HAIR]
[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[NOBREATHE]
[NOEMOTION]
[NOEXERT]
[NOFEAR]
[NOSTUN] This makes it impossible to trap, so the pet exotic doesn't quite matter.
[NOTHOUGHT]
[INTELLIGENT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:100000]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[ATTACK:BITE:BODYPART:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_EDGE]
[ATTACK_FLAG_CANLATCH]
[DIURNAL]
[SWIMS_INNATE][SWIM_SPEED:2500]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SCALE]
[TL_COLOR_MODIFIER:GREEN:1]
[TLCM_NOUN:scales:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:eyes:PLURAL]
[CAN_DO_INTERACTION:682_REGENERATE]
   [CDI:ADV_NAME:regenerate]
   [CDI:TARGET:A:SELF_ONLY]
   [CDI:USAGE_HINT:FLEEING]
   [CDI:TARGET_RANGE:A:1]
   [CDI:MAX_TARGET_NUMBER:A:1]
   [CDI:TARGET_VERB:regenerate:has fully regenerated]
   [CDI:WAIT_PERIOD:10000]

Mr Frog

  • Bay Watcher
  • A respectable sort of psychopath
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1073 on: March 25, 2012, 02:11:41 am »

Is the filename correct? (Sort of the "Is it turned on?" of modding)

Does the errorlog spit anything out?

EDIT: Maybe it's because the filename contains a number? Also, prolly should set the HEALING_RATE or whatever of its tissues to 1 to give it fast-healing.
« Last Edit: March 25, 2012, 02:14:22 am by Mr Frog »
Logged
A great human twisted into humanoid form. It has an emaciated appearance and it squirms and fidgets. Beware its bronyism!

Spawn of Holistic, and other mods

My tileset. Because someone asked. (Now with installation instructions!)
I so want your spawn babies

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1074 on: March 25, 2012, 02:14:55 am »

The errorlog has nothing, I renamed it from SCP-682 to AAAAA and it worked, strangely enough.

However, I still have the problem that it can't walk. Here's the body:

Code: [Select]
[BODY:SCP682]
[BP:UB:upper body:upper bodies][UPPERBODY][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:1000]
[BP:LB:lower body:lower bodies][CON:UB][CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:1000]
[BP:HD:head:STP][CON:UB][CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]
[BP:RA:right front leg:STP][CON:UB][LIMB][RIGHT][CATEGORY:LEG_FRONT]
[DEFAULT_RELSIZE:900]
[BP:LA:left front leg:STP][CON:UB][LIMB][LEFT][CATEGORY:LEG_FRONT]
[DEFAULT_RELSIZE:900]
[BP:RH:right front foot:right front feet][CON:RA][STANCE][RIGHT][CATEGORY:FOOT_FRONT]
[DEFAULT_RELSIZE:120]
[BP:LH:left front foot:left front feet][CON:LA][STANCE][LEFT][CATEGORY:FOOT_FRONT]
[DEFAULT_RELSIZE:120]
[BP:RL:right rear leg:STP][CON:LB][LIMB][RIGHT][CATEGORY:LEG_REAR]
[DEFAULT_RELSIZE:900]
[BP:LL:left rear leg:STP][CON:LB][LIMB][LEFT][CATEGORY:LEG_REAR]
[DEFAULT_RELSIZE:900]
[BP:RF:right rear foot:right rear feet][CON:RL][STANCE][RIGHT][CATEGORY:FOOT_REAR]
[DEFAULT_RELSIZE:120]
[BP:LF:left rear foot:left rear feet][CON:LL][STANCE][LEFT][CATEGORY:FOOT_REAR]
[DEFAULT_RELSIZE:120]
[BP:TAIL:tail:STP][CON:LB][CATEGORY:TAIL]
[DEFAULT_RELSIZE:100]
[BP:REYE:right eye:STP][CON:HD][SIGHT][EMBEDDED][SMALL][RIGHT][CATEGORY:EYE]
[DEFAULT_RELSIZE:5]
[BP:LEYE:left eye:STP][CON:HD][SIGHT][EMBEDDED][SMALL][LEFT][CATEGORY:EYE]
[DEFAULT_RELSIZE:5]
[BP:NOSE:nose:STP][CON:HD][SMELL][SMALL][CATEGORY:NOSE]
[DEFAULT_RELSIZE:10]
[BP:GUTS:guts:guts][CON:LB][GUTS][INTERNAL][SMALL][CATEGORY:GUTS]
[DEFAULT_RELSIZE:600]
[UNDER_PRESSURE]
[BP:LIVER:liver:STP][CONTYPE:UPPERBODY][INTERNAL][SMALL][CATEGORY:LIVER]
[DEFAULT_RELSIZE:200]
[BP:STOMACH:stomach:STP][CON:LB][INTERNAL][SMALL][CATEGORY:STOMACH]
[DEFAULT_RELSIZE:200]
[BP:PANCREAS:pancreas:pancreases][CON:LB][INTERNAL][SMALL][CATEGORY:PANCREAS]
[DEFAULT_RELSIZE:100]
[BP:SPLEEN:spleen:STP][CON:LB][INTERNAL][SMALL][CATEGORY:SPLEEN]
[DEFAULT_RELSIZE:100]
[BP:RKIDNEY:right kidney:STP][CON:LB][INTERNAL][SMALL][RIGHT][CATEGORY:KIDNEY]
[DEFAULT_RELSIZE:100]
[BP:LKIDNEY:left kidney:STP][CON:LB][INTERNAL][SMALL][LEFT][CATEGORY:KIDNEY]
[DEFAULT_RELSIZE:100]
[BP:THROAT:throat:STP][CON:HD][THROAT][EMBEDDED][SMALL][CATEGORY:THROAT]
[DEFAULT_RELSIZE:40]
[BP:NECK:upper spine:STP][CON:HD][NERVOUS][INTERNAL][SMALL][SKELETON][CONNECTOR][CATEGORY:SPINE]
[DEFAULT_RELSIZE:100]
[BP:UPPERSPINE:middle spine:STP][CONTYPE:UPPERBODY][NERVOUS][INTERNAL][SMALL][SKELETON][CATEGORY:SPINE]
[DEFAULT_RELSIZE:150]
[BP:LOWERSPINE:lower spine:STP][CON:LB][NERVOUS][INTERNAL][SMALL][SKELETON][CONNECTOR][CATEGORY:SPINE]
[DEFAULT_RELSIZE:150]
[BP:SKULL:skull:STP]
[CON:HD]
[INTERNAL][SMALL]
[CATEGORY:SKULL]
[DEFAULT_RELSIZE:20] -- small until there's a notion of hollowness/etc.
This lets you make a totem out of the part.  The relationship between the skull and the brain is established within body detail plans or the creature itself.
[TOTEMABLE]
[BP:MOUTH:mouth:STP][CONTYPE:HEAD][MOUTH][SMALL][EMBEDDED][APERTURE][CATEGORY:MOUTH]
[DEFAULT_RELSIZE:20]
[BP:L_TRUE_RIB:left true rib:STP][CONTYPE:UPPERBODY][CATEGORY:RIB_TRUE][NUMBER:7][SMALL][INTERNAL]
[DEFAULT_RELSIZE:30]
[BP:R_TRUE_RIB:right true rib:STP][CONTYPE:UPPERBODY][CATEGORY:RIB_TRUE][NUMBER:7][SMALL][INTERNAL]
[DEFAULT_RELSIZE:30]
[BP:L_FALSE_RIB:left false rib:STP][CONTYPE:UPPERBODY][CATEGORY:RIB_FALSE][NUMBER:3][SMALL][INTERNAL]
[DEFAULT_RELSIZE:30]
[BP:R_FALSE_RIB:right false rib:STP][CONTYPE:UPPERBODY][CATEGORY:RIB_FALSE][NUMBER:3][SMALL][INTERNAL]
[DEFAULT_RELSIZE:30]
[BP:L_FLOATING_RIB:left floating rib:STP][CONTYPE:UPPERBODY][CATEGORY:RIB_FLOATING][NUMBER:2][SMALL][INTERNAL]
[DEFAULT_RELSIZE:20]
[BP:R_FLOATING_RIB:right floating rib:STP][CONTYPE:UPPERBODY][CATEGORY:RIB_FLOATING][NUMBER:2][SMALL][INTERNAL]
[DEFAULT_RELSIZE:20]

When it spawns, it gets immediate "cannot breathe" and "ability to stand lost" health statuses.
« Last Edit: March 25, 2012, 02:18:06 am by Putnam »
Logged

G-Flex

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1075 on: March 25, 2012, 02:26:52 am »

Call me strange, but maybe that's because it has no lungs.

Also, why are you putting all that stuff into a single body token? Most of it already exists and can be added to the creature the same way as other humanoids. You don't need to redefine a bunch of body parts that are already defined elsewhere.

EDIT: Wait, didn't see your post above with the creature definition. I'm honestly not sure what's going on.
« Last Edit: March 25, 2012, 02:30:42 am by G-Flex »
Logged
There are 2 types of people in the world: Those who understand hexadecimal, and those who don't.
Visit the #Bay12Games IRC channel on NewNet
== Human Renovation: My Deus Ex mod/fan patch (v1.30, updated 5/31/2012) ==

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1076 on: March 25, 2012, 02:28:18 am »

Because it can't die. Or, it shouldn't be able to.

I put in lungs, but now the bastard can't see. Here's the new body file:

Code: [Select]
body_scp

[OBJECT:BODY]

[BODY:SCP682]
[BP:UB:upper body:upper bodies][UPPERBODY][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:1000]
[BP:LB:lower body:lower bodies][CON:UB][CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:1000]
[BP:HD:head:STP][CON:UB][CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]
[BP:RA:right front leg:STP][CON:UB][LIMB][RIGHT][CATEGORY:LEG_FRONT]
[DEFAULT_RELSIZE:900]
[BP:LA:left front leg:STP][CON:UB][LIMB][LEFT][CATEGORY:LEG_FRONT]
[DEFAULT_RELSIZE:900]
[BP:RH:right front foot:right front feet][CON:RA][STANCE][RIGHT][CATEGORY:FOOT_FRONT]
[DEFAULT_RELSIZE:120]
[BP:LH:left front foot:left front feet][CON:LA][STANCE][LEFT][CATEGORY:FOOT_FRONT]
[DEFAULT_RELSIZE:120]
[BP:RL:right rear leg:STP][CON:LB][LIMB][RIGHT][CATEGORY:LEG_REAR]
[DEFAULT_RELSIZE:900]
[BP:LL:left rear leg:STP][CON:LB][LIMB][LEFT][CATEGORY:LEG_REAR]
[DEFAULT_RELSIZE:900]
[BP:RF:right rear foot:right rear feet][CON:RL][STANCE][RIGHT][CATEGORY:FOOT_REAR]
[DEFAULT_RELSIZE:120]
[BP:LF:left rear foot:left rear feet][CON:LL][STANCE][LEFT][CATEGORY:FOOT_REAR]
[DEFAULT_RELSIZE:120]
[BP:TAIL:tail:STP][CON:LB][CATEGORY:TAIL][BODY:2LUNGS]
[DEFAULT_RELSIZE:100]
[BP:RLUNG:right lung:STP][CON:UB][BREATHE][INTERNAL][SMALL][RIGHT][CATEGORY:LUNG]
[DEFAULT_RELSIZE:200]
[BP:LLUNG:left lung:STP][CON:UB][BREATHE][INTERNAL][SMALL][LEFT][CATEGORY:LUNG]
[DEFAULT_RELSIZE:200]
[BP:REYE:right eye:STP][CON:HD][SIGHT][EMBEDDED][SMALL][RIGHT][CATEGORY:EYE]
[DEFAULT_RELSIZE:5]
[BP:LEYE:left eye:STP][CON:HD][SIGHT][EMBEDDED][SMALL][LEFT][CATEGORY:EYE]
[DEFAULT_RELSIZE:5]
[BP:NOSE:nose:STP][CON:HD][SMELL][SMALL][CATEGORY:NOSE]
[DEFAULT_RELSIZE:10]
[BP:GUTS:guts:guts][CON:LB][GUTS][INTERNAL][SMALL][CATEGORY:GUTS]
[DEFAULT_RELSIZE:600]
[UNDER_PRESSURE]
[BP:LIVER:liver:STP][CON:UB][INTERNAL][SMALL][CATEGORY:LIVER]
[DEFAULT_RELSIZE:200]
[BP:STOMACH:stomach:STP][CON:LB][INTERNAL][SMALL][CATEGORY:STOMACH]
[DEFAULT_RELSIZE:200]
[BP:PANCREAS:pancreas:pancreases][CON:LB][INTERNAL][SMALL][CATEGORY:PANCREAS]
[DEFAULT_RELSIZE:100]
[BP:SPLEEN:spleen:STP][CON:LB][INTERNAL][SMALL][CATEGORY:SPLEEN]
[DEFAULT_RELSIZE:100]
[BP:RKIDNEY:right kidney:STP][CON:LB][INTERNAL][SMALL][RIGHT][CATEGORY:KIDNEY]
[DEFAULT_RELSIZE:100]
[BP:LKIDNEY:left kidney:STP][CON:LB][INTERNAL][SMALL][LEFT][CATEGORY:KIDNEY]
[DEFAULT_RELSIZE:100]
[BP:THROAT:throat:STP][CON:HD][THROAT][EMBEDDED][SMALL][CATEGORY:THROAT]
[DEFAULT_RELSIZE:40]
[BP:NECK:upper spine:STP][CON:HD][NERVOUS][INTERNAL][SMALL][SKELETON][CONNECTOR][CATEGORY:SPINE]
[DEFAULT_RELSIZE:100]
[BP:UPPERSPINE:middle spine:STP][CON:UB][NERVOUS][INTERNAL][SMALL][SKELETON][CATEGORY:SPINE]
[DEFAULT_RELSIZE:150]
[BP:LOWERSPINE:lower spine:STP][CON:LB][NERVOUS][INTERNAL][SMALL][SKELETON][CONNECTOR][CATEGORY:SPINE]
[DEFAULT_RELSIZE:150]
[BP:SKULL:skull:STP]
[CON:HD]
[INTERNAL][SMALL]
[CATEGORY:SKULL]
[DEFAULT_RELSIZE:20] -- small until there's a notion of hollowness/etc.
This lets you make a totem out of the part.  The relationship between the skull and the brain is established within body detail plans or the creature itself.
[TOTEMABLE]
[BP:MOUTH:mouth:STP][CONTYPE:HEAD][MOUTH][SMALL][EMBEDDED][APERTURE][CATEGORY:MOUTH]
[DEFAULT_RELSIZE:20]
[BP:L_TRUE_RIB:left true rib:STP][CON:UB][CATEGORY:RIB_TRUE][NUMBER:7][SMALL][INTERNAL]
[DEFAULT_RELSIZE:30]
[BP:R_TRUE_RIB:right true rib:STP][CON:UB][CATEGORY:RIB_TRUE][NUMBER:7][SMALL][INTERNAL]
[DEFAULT_RELSIZE:30]
[BP:L_FALSE_RIB:left false rib:STP][CON:UB][CATEGORY:RIB_FALSE][NUMBER:3][SMALL][INTERNAL]
[DEFAULT_RELSIZE:30]
[BP:R_FALSE_RIB:right false rib:STP][CON:UB][CATEGORY:RIB_FALSE][NUMBER:3][SMALL][INTERNAL]
[DEFAULT_RELSIZE:30]
[BP:L_FLOATING_RIB:left floating rib:STP][CON:UB][CATEGORY:RIB_FLOATING][NUMBER:2][SMALL][INTERNAL]
[DEFAULT_RELSIZE:20]
[BP:R_FLOATING_RIB:right floating rib:STP][CON:UB][CATEGORY:RIB_FLOATING][NUMBER:2][SMALL][INTERNAL]
[DEFAULT_RELSIZE:20]

[BODY:TEETH_SPECIAL]
[BP:U_F_TOOTH:upper front tooth:upper front teeth][CON:HD][CATEGORY:TOOTH][NUMBER:6][SOCKET][SMALL]
[DEFAULT_RELSIZE:1]
Adding individual names tells the game what to call each individual part in a NUMBERed bodypart.  This command replaces "first upper front tooth" for example.
[INDIVIDUAL_NAME:first upper right incisor:STP]
[INDIVIDUAL_NAME:first upper left incisor:STP]
[INDIVIDUAL_NAME:second upper right incisor:STP]
[INDIVIDUAL_NAME:second upper left incisor:STP]
[INDIVIDUAL_NAME:right eye tooth:right eye teeth]
[INDIVIDUAL_NAME:left eye tooth:left eye teeth]
[BP:L_F_TOOTH:lower front tooth:lower front teeth][CON:HD][CATEGORY:TOOTH][NUMBER:6][SOCKET][SMALL]
[DEFAULT_RELSIZE:1]
[INDIVIDUAL_NAME:first lower right incisor:STP]
[INDIVIDUAL_NAME:first lower left incisor:STP]
[INDIVIDUAL_NAME:second lower right incisor:STP]
[INDIVIDUAL_NAME:second lower left incisor:STP]
[INDIVIDUAL_NAME:lower right canine:STP]
[INDIVIDUAL_NAME:lower left canine:STP]
[BP:U_R_B_TOOTH:upper right back tooth:upper right back teeth][CON:HD][CATEGORY:TOOTH][NUMBER:4][SOCKET][SMALL]
[DEFAULT_RELSIZE:1]
[INDIVIDUAL_NAME:first upper right premolar:STP]
[INDIVIDUAL_NAME:second upper right premolar:STP]
[INDIVIDUAL_NAME:first upper right molar:STP]
[INDIVIDUAL_NAME:second upper right molar:STP]
[BP:L_R_B_TOOTH:lower right back tooth:lower right back teeth][CON:HD][CATEGORY:TOOTH][NUMBER:4][SOCKET][SMALL]
[DEFAULT_RELSIZE:1]
[INDIVIDUAL_NAME:first lower right premolar:STP]
[INDIVIDUAL_NAME:second lower right premolar:STP]
[INDIVIDUAL_NAME:first lower right molar:STP]
[INDIVIDUAL_NAME:second lower right molar:STP]
[BP:U_L_B_TOOTH:upper left back tooth:upper left back teeth][CON:HD][CATEGORY:TOOTH][NUMBER:4][SOCKET][SMALL]
[DEFAULT_RELSIZE:1]
[INDIVIDUAL_NAME:first upper left premolar:STP]
[INDIVIDUAL_NAME:second upper left premolar:STP]
[INDIVIDUAL_NAME:first upper left molar:STP]
[INDIVIDUAL_NAME:second upper left molar:STP]
[BP:L_L_B_TOOTH:lower left back tooth:lower left back teeth][CON:HD][CATEGORY:TOOTH][NUMBER:4][SOCKET][SMALL]
[DEFAULT_RELSIZE:1]
[INDIVIDUAL_NAME:first lower left premolar:STP]
[INDIVIDUAL_NAME:second lower left premolar:STP]
[INDIVIDUAL_NAME:first lower left molar:STP]
[INDIVIDUAL_NAME:second lower left molar:STP]

This is all of its body.

G-Flex

  • Bay Watcher
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1077 on: March 25, 2012, 02:32:41 am »

You have a "[BODY:2LUNGS]" in there that shouldn't be there. The creature definition already specifies lungs. You don't need to put it in the body definition token, and that doesn't properly do so anyway.


   [BP:UPPERSPINE:middle spine:STP][CONTYPE:UPPERBODY][NERVOUS][INTERNAL][SMALL][SKELETON][CATEGORY:SPINE]

This might need [CONNECTOR].
Logged
There are 2 types of people in the world: Those who understand hexadecimal, and those who don't.
Visit the #Bay12Games IRC channel on NewNet
== Human Renovation: My Deus Ex mod/fan patch (v1.30, updated 5/31/2012) ==

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1078 on: March 25, 2012, 08:42:40 am »

The [CONNECTOR] might not be the issue, does the creature have a BRAIN or THOUGHT bp? I see NOTHOUGHT on it, but no NO_THOUGHT_CENTER_FOR_MOVEMENT
Logged

jaxy15

  • Bay Watcher
  • Adept Modder
    • View Profile
Re: [MODDING] 0.34. QUESTIONS THREAD
« Reply #1079 on: March 25, 2012, 09:20:05 am »

Whoa, whoa, whoa. Shouldn't you give it CAN_SPEAK?
Logged
Dwarf Fortress: Threats of metabolism.
Pages: 1 ... 70 71 [72] 73 74 ... 544