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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 699110 times)

TomiTapio

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3525 on: May 20, 2019, 08:19:43 am »

Will they wear clothes and take up jobs or are they just gonna hang around civilized areas and just mosey around
" Trade Depot destroyed by Odor Caveopoemia, Yeti Poet.
The manager hacks the yeti poet in the left upper arm with her šlimestone stone axeš, bruising the muscle through the (large pig tail cape)! "
Spoiler (click to show/hide)
Indeed localpopsproduceheroes tag is good fun.
« Last Edit: May 21, 2019, 05:51:48 pm by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

TomiTapio

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3526 on: May 20, 2019, 08:25:03 am »

How make special material body parts for creature? Example obsidian talons, rock shell and gnomeblight vomit.
Command tissue to use a material.
For example, set gargoyle to be made of stone:
   [TISSUE:ROCKGAR]
      [TISSUE_NAME:marble:NP]
      [TISSUE_MATERIAL:INORGANIC:MARBLE]
      [MUSCULAR]      [FUNCTIONAL]      [STRUCTURAL]      [RELATIVE_THICKNESS:1]      [CONNECTS]
      [TISSUE_SHAPE:LAYER]
   [TISSUE_LAYER:BY_CATEGORY:ALL:ROCKGAR] --bam!


More complex example: Gith engineered war-megabeast:
Spoiler (click to show/hide)
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

DerMeister

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3527 on: May 20, 2019, 11:01:26 am »

How make special material body parts for creature? Example obsidian talons, rock shell and gnomeblight vomit.
Command tissue to use a material.
For example, set gargoyle to be made of stone:
   [TISSUE:ROCKGAR]
      [TISSUE_NAME:marble:NP]
      [TISSUE_MATERIAL:INORGANIC:MARBLE]
      [MUSCULAR]      [FUNCTIONAL]      [STRUCTURAL]      [RELATIVE_THICKNESS:1]      [CONNECTS]
      [TISSUE_SHAPE:LAYER]
   [TISSUE_LAYER:BY_CATEGORY:ALL:ROCKGAR] --bam!


More complex example: Gith engineered war-megabeast:
Spoiler (click to show/hide)
How make exactly creature with obsidian nail, mflfchite shell and gnomeblight vomit?
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Eric Blank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3528 on: May 20, 2019, 11:38:40 am »

Replace inorganic:marble with whatever you want to use for the material, and make sure you rename it.
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

DerMeister

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3529 on: May 20, 2019, 12:39:44 pm »

Replace inorganic:marble with whatever you want to use for the material, and make sure you rename it.
How remake material of only one or two tissues but use normal flesh to other tissues? How make modded vomit?
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TomiTapio

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3530 on: May 20, 2019, 01:32:52 pm »

Replace inorganic:marble with whatever you want to use for the material, and make sure you rename it.
How remake material of only one or two tissues but use normal flesh to other tissues? How make modded vomit?

I haven't seen how to mod vomit. Vomit might be hardcoded like SALT, coral, water, mud, pee filth, poo filth, grime. File: DF hardcoded materials: http://www.dfwk.ru/Hardcoded_materials.txt
yep, vomit is hardcoded.
Creature could spit poison instead, with interaction:material emission.
Spoiler (click to show/hide)

Creature nails would be
   [USE_TISSUE_TEMPLATE:NAIL:OBSINAIL_TEMPLATE]
and inside the creature, define
[TISSUE:OBSINAIL_TEMPLATE]
   [TISSUE_NAME:obsidian nail:NP]
   [STRUCTURAL]
   [TISSUE_MATERIAL:xxx] where xxx is for example INORGANIC:OBSIDIAN, see material token http://dwarffortresswiki.org/index.php/DF2014:Material_token 
   [RELATIVE_THICKNESS:1]    [HEALING_RATE:700]    [CONNECTS]   [TISSUE_SHAPE:LAYER]

Here's more tissue-commanding examples, from Ent tree creature
Spoiler (click to show/hide)
« Last Edit: May 20, 2019, 01:39:53 pm by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

DerMeister

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3531 on: May 20, 2019, 02:46:17 pm »

Replace inorganic:marble with whatever you want to use for the material, and make sure you rename it.
How remake material of only one or two tissues but use normal flesh to other tissues? How make modded vomit?

I haven't seen how to mod vomit. Vomit might be hardcoded like SALT, coral, water, mud, pee filth, poo filth, grime. File: DF hardcoded materials: http://www.dfwk.ru/Hardcoded_materials.txt
yep, vomit is hardcoded.
Creature could spit poison instead, with interaction:material emission.
Spoiler (click to show/hide)

Creature nails would be
   [USE_TISSUE_TEMPLATE:NAIL:OBSINAIL_TEMPLATE]
and inside the creature, define
[TISSUE:OBSINAIL_TEMPLATE]
   [TISSUE_NAME:obsidian nail:NP]
   [STRUCTURAL]
   [TISSUE_MATERIAL:xxx] where xxx is for example INORGANIC:OBSIDIAN, see material token http://dwarffortresswiki.org/index.php/DF2014:Material_token 
   [RELATIVE_THICKNESS:1]    [HEALING_RATE:700]    [CONNECTS]   [TISSUE_SHAPE:LAYER]

Here's more tissue-commanding examples, from Ent tree creature
Spoiler (click to show/hide)
Thank you for tissue code.

But I not make vomit attack. I want make poisonous vomit, if creature have damaged guts, enemy will get acid in face.
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Hugo_The_Dwarf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3532 on: May 20, 2019, 07:56:40 pm »

Vomit behavior is hardcoded IE even if you make a new vomit material that is poisonous you can't tell the creature to use that for vomit when its guts are injured.

Vomit material will always be the hardcoded material. You can make it have an interaction to spew the new vomit tho.
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DerMeister

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3533 on: May 21, 2019, 03:26:16 am »

So, I not add new vomit, but add poisonous spit and poisonous blood.

How add regeneration to all tissues of one creature?
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DerMeister

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3534 on: May 21, 2019, 08:37:02 am »

How make reaction of grinding salt from FB into cookable salt powder?
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EternalCaveDragon

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3535 on: May 21, 2019, 10:21:44 am »

So, I not add new vomit, but add poisonous spit and poisonous blood.

How add regeneration to all tissues of one creature?

From the hydra raws:

Quote
[SELECT_TISSUE_LAYER:ALL]
      [TL_HEALING_RATE:1]

It's not true regeneration (you need a body transformation to restore things like chopped off limbs), but it is a higher healing rate than the average to my understanding.
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brolol.404

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3536 on: May 21, 2019, 04:56:03 pm »

What tag puts beak dogs and trolls in the goblin civ? Is the tag in the goblin entity or in the creature files?

EternalCaveDragon

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3537 on: May 21, 2019, 05:01:27 pm »

It's because they have the [EVIL] tag to my understanding. And the goblin entity has the [USE_EVIL_ANIMALS] tag which lets them use creatures with the aforementioned tag as well as creatures with the [SLOW_LEARNER] tag which trolls have.
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brolol.404

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3538 on: May 21, 2019, 06:26:33 pm »

It's because they have the [EVIL] tag to my understanding. And the goblin entity has the [USE_EVIL_ANIMALS] tag which lets them use creatures with the aforementioned tag as well as creatures with the [SLOW_LEARNER] tag which trolls have.

Is there a way to make a new custom civ use their own set of animals without editing vanilla raw file?

EternalCaveDragon

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3539 on: May 21, 2019, 06:40:15 pm »

Yes, through the CREATURE_CLASS tag, which you can define however you want in the creature file, and then the ANIMAL tag in the entity raws. Label the creature class as ALWAYS_PRESENT under the ANIMAL tag and bam the civ has the animals.
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