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Author Topic: Creature Assist - Basic Bugmen  (Read 4801 times)

Warlord255

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Re: Creature Assist - Basic Bugmen
« Reply #15 on: February 29, 2012, 10:21:42 am »

If they can go work after the eggs are laid, it may well work perfectly! Has nobody tried eating them yet?

I'm going back and doing various tweaks for appearance/attribute mods now, and removing most clothing since it's such a hassle to deal with due to current won't-use-clothing bugs.
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DF Vanilla-Spice Revised: Better balance, more !!fun!!
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Unholy_Pariah

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Re: Creature Assist - Basic Bugmen
« Reply #16 on: February 29, 2012, 10:22:55 am »

currently none have hatched and im not sure if they will :(
in my for they are called nothing eggs when hauled to a stockpile hence my uncertainty
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Clearly running multiple missions at the same time is a terrible idea.  The epic battle to see which team can cock it up worse has escalated again.

And Larry kinda gets blueballed in all this; just left with a raging bone spear and no where to put it.

G-Flex

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Re: Creature Assist - Basic Bugmen
« Reply #17 on: February 29, 2012, 10:28:57 am »

in my for they are called nothing eggs when hauled to a stockpile hence my uncertainty

You probably forgot to actually give the eggs proper materials. Post the creature raws again.
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== Human Renovation: My Deus Ex mod/fan patch (v1.30, updated 5/31/2012) ==

Unholy_Pariah

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Re: Creature Assist - Basic Bugmen
« Reply #18 on: February 29, 2012, 10:31:25 am »

i dont do much work with eggs so i just stuck

[LAYS_EGGS]
         [EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]
         [EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
         [EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
         [EGG_SIZE:87]
         [CLUTCH_SIZE:10:14]

under [CASTE:FEMALE]... it worked for my blastoise

well its been a year... i dont think its worked for my raxid prototypes :( sorry warlord
« Last Edit: February 29, 2012, 10:44:46 am by Unholy_Pariah »
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Clearly running multiple missions at the same time is a terrible idea.  The epic battle to see which team can cock it up worse has escalated again.

And Larry kinda gets blueballed in all this; just left with a raging bone spear and no where to put it.

Warlord255

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Re: Creature Assist - Basic Bugmen
« Reply #19 on: February 29, 2012, 10:52:37 am »

Did you add the taggs for BODY DETAIL PLAN:LEATHERY EGG MATERIALS or what have you?

Egg Size also dictates how long they take to hatch.

EDIT: It's also worth noting eggs won't be fertilized unless they're married - I managed to find out that much on the wiki. If nobody's married, nobody's eggs are going to be hatching anytime soon.
« Last Edit: February 29, 2012, 10:54:13 am by Warlord255 »
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DF Vanilla-Spice Revised: Better balance, more !!fun!!
http://www.bay12forums.com/smf/index.php?topic=173907.msg7968772#msg7968772

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Unholy_Pariah

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Re: Creature Assist - Basic Bugmen
« Reply #20 on: February 29, 2012, 10:58:29 am »

lol i had no married couples :/
they all had social skills tho

edit:found the naming problem
     added [CASTE_NAME:dwarf:dwarves:dwarven] to the raxids and now i have dwarf eggs...

you think if we put a different [CASTE_NAME:xxx:xxx:xxx] tag under each caste we can determine the gender before the eggs hatch?
« Last Edit: February 29, 2012, 11:07:32 am by Unholy_Pariah »
Logged
Clearly running multiple missions at the same time is a terrible idea.  The epic battle to see which team can cock it up worse has escalated again.

And Larry kinda gets blueballed in all this; just left with a raging bone spear and no where to put it.

Warlord255

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Re: Creature Assist - Basic Bugmen
« Reply #21 on: February 29, 2012, 11:17:24 am »

Where's the fun in that? Everyone loves baby surprises. Unless you're a single mother, anyway.
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DF Vanilla-Spice Revised: Better balance, more !!fun!!
http://www.bay12forums.com/smf/index.php?topic=173907.msg7968772#msg7968772

LeadfootSlim on Steam, LeadfootSlim#1851 on Discord. Hit me up!

Unholy_Pariah

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Re: Creature Assist - Basic Bugmen
« Reply #22 on: February 29, 2012, 11:19:06 am »

but if we know the gender/caste before birth we can control the colony ratios and name the mod sim ant :D

i used to love that game
Logged
Clearly running multiple missions at the same time is a terrible idea.  The epic battle to see which team can cock it up worse has escalated again.

And Larry kinda gets blueballed in all this; just left with a raging bone spear and no where to put it.

G-Flex

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Re: Creature Assist - Basic Bugmen
« Reply #23 on: February 29, 2012, 11:23:38 am »

i dont do much work with eggs so i just stuck

[LAYS_EGGS]
         [EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]
         [EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
         [EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
         [EGG_SIZE:87]
         [CLUTCH_SIZE:10:14]

under [CASTE:FEMALE]... it worked for my blastoise

well its been a year... i dont think its worked for my raxid prototypes :( sorry warlord

I suggest you look up the tokens you're using so that you have a better idea what you're doing. Blindly copying and pasting stuff is bound to lead to trouble.

For instance, you have LOCAL_CREATURE_MAT:EGGSHELL:SOLID even though the creature doesn't define a material called EGGSHELL. There's a body detail plan object that adds those materials, check out alligators and birds to see what I mean.

lol i had no married couples :/
they all had social skills tho

edit:found the naming problem
     added [CASTE_NAME:dwarf:dwarves:dwarven] to the raxids and now i have dwarf eggs...

you think if we put a different [CASTE_NAME:xxx:xxx:xxx] tag under each caste we can determine the gender before the eggs hatch?


Out of curiosity, why are you calling them dwarves?
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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) ==

Unholy_Pariah

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Re: Creature Assist - Basic Bugmen
« Reply #24 on: February 29, 2012, 11:24:39 am »

because im blindly copying and pasting to test random theories :P
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Clearly running multiple missions at the same time is a terrible idea.  The epic battle to see which team can cock it up worse has escalated again.

And Larry kinda gets blueballed in all this; just left with a raging bone spear and no where to put it.

Warlord255

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Re: Creature Assist - Basic Bugmen
« Reply #25 on: February 29, 2012, 05:15:18 pm »

Into Autumn of the first year with a test fort. The females will claim nest boxes, but I've seen no layings yet. Also, the poor little bastards get murdered viciously by harpies.
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DF Vanilla-Spice Revised: Better balance, more !!fun!!
http://www.bay12forums.com/smf/index.php?topic=173907.msg7968772#msg7968772

LeadfootSlim on Steam, LeadfootSlim#1851 on Discord. Hit me up!

Unholy_Pariah

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Re: Creature Assist - Basic Bugmen
« Reply #26 on: February 29, 2012, 11:59:34 pm »

you sure they dont lay eggs?

try building a food stockpile that allows eggs and build a single nest box in the room with it while hiding the rest behind a forbidden door
Logged
Clearly running multiple missions at the same time is a terrible idea.  The epic battle to see which team can cock it up worse has escalated again.

And Larry kinda gets blueballed in all this; just left with a raging bone spear and no where to put it.

G-Flex

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Re: Creature Assist - Basic Bugmen
« Reply #27 on: March 01, 2012, 12:03:25 am »

Also make sure, like I said, that the eggs' materials are properly defined. Otherwise, I'm not sure what might result.
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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) ==
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