Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 150 151 [152] 153 154 ... 372

Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 695867 times)

overseer05-15

  • Bay Watcher
  • Personal Text
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2265 on: December 11, 2016, 07:49:52 pm »

I feel as though I did something wrong so here is the area of the raw where I put the shearing thing (I'm making a living wagon mod)
http://pastebin.com/QYvWNab0
(Stupid message body glitch)

Look at the wiki for specific tags, you need things like shearable_layer or something. Try looking at how sheep produce wool, that should help a bit.
Logged
adult food like, I presume, steak and potatoes and tax forms,

My game giveaway

Asin

  • Bay Watcher
  • A short and sturdy creature fond of modding.
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2266 on: December 11, 2016, 07:51:23 pm »

http://pastebin.com/QFLTCd3D

Could somebody check to see what I did wrong?

Weizen1988

  • Bay Watcher
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2267 on: December 12, 2016, 09:15:47 pm »

This is probably really stupidly basic, but, [SHOES:ITEM_SHOES_CHAUSSE:COMMON] Should work to give the dwarves access to Chausse, correct? Thats how all the other items are listed in the entities file, it worked for masks and everything else, but not chausse, they dont show up in the manager for whatever reason. I changed it all before creating this world, and the rest of the changes showed up.

The tag from the item_shoes file is [ITEM_SHOES:ITEM_SHOES_CHAUSSE], but the entities seem to omit the first ITEM_ on everything. Anyway, what am I doing wrong?
Logged

Nahere

  • Bay Watcher
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2268 on: December 12, 2016, 09:36:00 pm »

How many civilisations did you check? COMMON makes it likely for an entity of that type to have access to that item, but not guaranteed. If you want dwarves to always have access to chausses, then you should use FORCED instead. Note that this will not force individual dwarves to wear them, it will just make sure they are always available to make.
Logged

Asin

  • Bay Watcher
  • A short and sturdy creature fond of modding.
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2269 on: December 12, 2016, 09:39:15 pm »

http://pastebin.com/QFLTCd3D

Can anybody see this link?
I need somebody to check these raws for my modded creature.

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2270 on: December 12, 2016, 09:51:45 pm »

Yes, the link is visible.

Just open a save with that raw loaded and look at the errorlog.

Weizen1988

  • Bay Watcher
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2271 on: December 12, 2016, 10:01:20 pm »

How many civilisations did you check? COMMON makes it likely for an entity of that type to have access to that item, but not guaranteed. If you want dwarves to always have access to chausses, then you should use FORCED instead. Note that this will not force individual dwarves to wear them, it will just make sure they are always available to make.
Oh, okay, thank you. I had only started over once since adding it, thought common made it always show up, since id never seen a game when the other things listed as common hadnt shown up. First time ive ever tried to change anything so I really wasnt sure what I was doing. Thank you.
Logged

Asin

  • Bay Watcher
  • A short and sturdy creature fond of modding.
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2272 on: December 12, 2016, 10:15:18 pm »

How do I access the errorlog?

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2273 on: December 12, 2016, 10:58:41 pm »

errorlog.txt right next to the dwarf fortress executable

Asin

  • Bay Watcher
  • A short and sturdy creature fond of modding.
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2274 on: December 12, 2016, 11:02:24 pm »

Thank you.

scourge728

  • Bay Watcher
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2275 on: December 13, 2016, 07:57:57 pm »

So, how do I add a tissue layer (specifically, a hair layer) to a creature using a body plan that doesn't have it.

UristMcD

  • Escaped Lunatic
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2276 on: December 13, 2016, 08:31:44 pm »

I'm looking to create a custom playable fortress mode race(Murlocs, basically) with a caste system. I've done a fair bit of research into race modding, but I have a few specific questions and I wanted some opinions on how achievable this is.

The race is bipedal, amphibious, semi-intelligent, aggressive race residing along coastlines, lakeshores, and riverbeds.They have bulbous bodies, large mouths lined with rows of sharp fangs, and slime-coated skin. Individuals range in coloration from turquoise to darkish grey, while their heights vary from 3-1/2 feet to 6 feet. Unnoticed for centuries because as dwelled deep underwater, now suddenly appearing on land close to bodies of water.

Their religion is a bit shamanistic. They have rituals involving communication with the sea and its powers, and they worship the water and the powerful entities within it.

Traits:

WATER BREATHING. UNDERWATER SWIMMER. FAST SWIMMERS/LEARNERS. OMNIVORE/CARNIVORE DEPENDANT ON CASTE. BODY SLIME THAT CAUSES NAUSEA/DIZZINESS ETC. IMMUNE TO POISONS. WEAK TO FIRE. CAVE ADAPT. INTELLIGENT (caste dependant).QUICK BREEDERS,
EGG LAYING – NEWBORNS MUST LIVE IN WATER FOR x SEASONS AFTER HATCH. 


Here's a basic rundown of the castes, i'm hoping to make them look have different appearances from one another if possible.
1: A smaller version, quick breeders(maybe litters). Used as a weak infantry, only able to use simple weapons. Short lifespan.
2:Medium-Large in size, best at melee combat. Strong and durable, medium lifespan.
3:Small-Medium in size, agile and moves fast. ranged combat. medium lifspan.
4:Medium-Large in size,workforce-fishers/miners/woodcutters. Minor military roles. Crafts weapons and armor for previous castes.Small percentage can use weak magic. long lifespan
5:Large in size, important military,royalty, admin, healthcare. civilians, complicated crafting(SPECIAL WEAPONS, METAL ARMORS,DÉCOR), trading with other races(other castes cant speak to other races. except in rare cases). small percentage cause use powerful magic. long lifespan

I also wanted to put in something that would allow castes to upgrade if they acheived something. Example:
Caste 2 becomes legendary in a melee skill, granting them access to shields, metal armor and the ability to ride giant toads.
Caste 3 becomes legendary in a ranged skill, allowing them access to unique race weapons(katana, throwing stars).

I wanted to copy paste the masterwork orc fortress files and use them as a template, but I didn't have much luck with my outcome. I'm willing to try again if it's a good idea though. If that's not possible, i'm happy with just dwarf workshops, a caste system and some crafting/weapon/armor limitations to different castes.

Would anyone mind giving me their thoughts on how achievable this is? And maybe the best way of going about it? I'm working a lot and want to spend my time efficiently. But i'm quite serious about this project.
This is a very simple write up of my project, but it covers a lot of what i'm not sure how to do.

Thanks (so much) for your time, i know its a lot to read.

*It's still a WIP, so i'm not 100% on all the details. I would love to hear some ideas as well as the answer i'm looking for.
« Last Edit: December 13, 2016, 08:39:20 pm by UristMcD »
Logged

overseer05-15

  • Bay Watcher
  • Personal Text
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2277 on: December 13, 2016, 11:56:56 pm »

Alrighty, UristMcDonald's Quarter Pounder.
Some of what you want is simply not possible with current Dorf Fort, the most notable one being the stuff being unlocked at master level-there is simply no implementation for it. Riding stuff is right out for player forts, though dfhack might have a workaround for that. Also, the newborns staying in water might not be achievable.

Everything else is doable but will take a wicked amount of work.
Some things to note, though-civ creatures will eat their own eggs, so you'd need to keep a close eye on those. The crafting limitation's doable iirc, but the only way to limit armors/weapons may be to vary the sizes wildly, and even then they could be used by anything bigger. The noble positions can be governed to choose a certain caste in the entity raws, it's how male/female specific positions work in worldgen. Also, you mentioned throwing stars? Perfectly doable, even easy, except thrown weapons are a big no-no in current Dwarf mode. If you make'em ammo to a tiny weapon that uses, say, the throwing skill (i.e. shuriken glove) it'll work about as well. The poison you want to give them might cause a few bugs at first, but they can probably be ironed out. The poison immunity can be done by adding no poison class to them (i.e. [GENERAL_POISON], the only one in the base game, iirc). The magic is gonna be complicated, I need a more specific description to give you a real estimate. Worth noting is that castes can give birth to other castes, though you may have known that already.

So most of it's achievable, though not all of it. Give it a try, and give us the results. I want to see where this goes.
Logged
adult food like, I presume, steak and potatoes and tax forms,

My game giveaway

Asin

  • Bay Watcher
  • A short and sturdy creature fond of modding.
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2278 on: December 15, 2016, 07:33:45 pm »

What colors are dark green and gray for the GLOWCOLOR and COLOR tokens?

Z49000

  • Bay Watcher
  • [HERETIC]
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2279 on: December 15, 2016, 07:44:35 pm »

What colors are dark green and gray for the GLOWCOLOR and COLOR tokens?

Green: 2:0:0

Gray: 7:0:0
Logged
"Science isn't about why. Science is about WHY NOT?"- Cave Johnson, Portal 2
Pages: 1 ... 150 151 [152] 153 154 ... 372