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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 698592 times)

Wannabehero

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3930 on: August 12, 2019, 04:06:43 pm »


I am planning on adding this to the bass for example. Hopefully it will create a size diversity within a type of fish.

Code: [Select]
[MAXAGE:0:15]
[BODY_SIZE:0:0:200]
[BODY_SIZE:1:0:500]
[BODY_SIZE:2:0:1000]
[BODY_SIZE:3:0:1500]
[BODY_SIZE:4:0:2000]
[BODY_SIZE:5:0:2500]
[BODY_SIZE:6:0:3000]
[BODY_SIZE:7:0:3250]
[BODY_SIZE:8:0:3500]
[BODY_SIZE:9:0:4000]
[BODY_SIZE:10:0:4500]
[BODY_SIZE:11:0:4750]
[BODY_SIZE:12:0:5000]
[BODY_SIZE:13:0:5250]
[BODY_SIZE:14:0:5500]
[BODY_SIZE:15:0:6000]

No need to specify so many body sizes for different years.  The game will extrapolate a linear growth rate based on the bounds of the different size points.  Like if a creature was size 1 at year zero, and size 100 at year two, then it will be size ~50 at year one, without it needing to be defined.

Also, do you mean to have MAXAGE:0:15 ?  The zero is your lower limit, meaning there is a chance that bass will die just weeks or days after being born (if not instantly, though that would be very rare).
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brolol.404

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3931 on: August 12, 2019, 04:26:15 pm »

Oh awesome thanks. I will go back through and delete the extra tags. I figured just letting the fish die at any time would allow for a wide variety of sizes. What are your thoughts on it?

TomiTapio

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3932 on: August 12, 2019, 11:49:27 pm »

Fish dying of old age at a low year count, means fewer and fewer large older fish. Maybe a 3-19 max age and they stop growing at age 14.
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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

Jack_Caboose

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3933 on: August 13, 2019, 01:38:19 pm »

Planning on making a Fallout creature mod, and although I have been playing DF for a fair few years now, most of my RAW editing has been fixing bugs rather than creating. Here's what I have so far for the deathclaw -

Code: [Select]
[CREATURE:DEATHCLAW]
[DESCRIPTION:A hunchbacked, bipedal reptilian with long humanoid arms. They stand roughly nine to ten feet tall, with a thick and resilient hide, powerful muscles and twelve-inch-long, razor-sharp claws that can kill almost any other creature in only a few swipes; hence their name.] //from fallout wikia https://fallout.fandom.com/wiki/Deathclaw under CC BY-SA
[NAME:deathclaw:deathclaws:deathclaw]
[BODY:HUMANOID_NECK:HUMANOID_JOINTS:NECK:2EYES:2EARS:2LUNGS:HEART:GUTS:ORGANS:THROAT:SPINE:BRAIN:SKULL:5FINGERS:3TOES:MOUTH:TEETH:RIBCAGE:2HEAD_HORN:TAIL:TONGUE]
[CREATURE_TILE:'D']
[CHILD:10] [BABY:2] [MAXAGE:80:100] // Guess? Little info about this online
[SAVAGE]
[POPULATION_NUMBER:0:20]
[COLOR:6:0:0]
[CARNIVORE]
[LARGE_ROAMING]
[FREQUENCY:3]
[SMELL_TRIGGER:100] //good sense of smell
[BIOME:NOT_FREEZING]
[PREFSTRING:deadly claws]
[PREFSTRING:strength]
[BODY_DETAIL_PLAN:EGG_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:SKIN]
[REMOVE_MATERIAL:LEATHER]
[REMOVE_MATERIAL:PARCHMENT]
[REMOVE_MATERIAL:HAIR]
[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]
[USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[REMOVE_TISSUE:SKIN]
[REMOVE_TISSUE:HAIR]
[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]
[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]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[USE_MATERIAL_TEMPLATE:NAIL:DEATHCLAW_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE:CLAW]
[TISSUE_NAME:claw:claw]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:NAIL]
[RELATIVE_THICKNESS:2]
[STRUCTURAL]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[RELSIZE:BY_CATEGORY:NAIL:300]
[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:MOUTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:75]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:2:5]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[ATTACK_VELOCITY_MODIFIER:200]
[ATTACK:HGORE:BODYPART:BY_CATEGORY:HORN]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:gore:gores]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK_VELOCITY_MODIFIER:300]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:claw:claws]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:200]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[ATTACK_VELOCITY_MODIFIER:500]

[MANNERISM_NAILS:claws]
[VIEWRANGE:14] //deathclaws have poor eyesight - rely on smell <default is 20>
[HOMEOTHERM:10070]

[DIURNAL] // Guess? Can't find much about this online, and can't remember this info being in-game.

[CASTE:REGULAR]
[CASTE_NAME:deathclaw:deathclaws:deathclaw]
[NO_GENDER] //this is to make it so only the alpha deathclaw can breed with the female - may change later
[POP_RATIO:50]
[LARGE_PREDATOR]
[CHILDNAME:young deathclaw:young deathclaws:young deathclaw]
[BABYNAME:baby deathclaw:baby deathclaws:baby deathclaw]
[BODY_SIZE:0:0:6000]
[NATURAL_SKILL:GRASP_STRIKE:10]
[NATURAL_SKILL:BITE:10]
[BODY_SIZE:2:0:26250]
[BODY_SIZE:12:0:105000] //deathclaws are said to be 9-10 foot - so i assumed the average human was 6 foot and made deathclaws 50% larger to make regular ones 9 foot
[CASTE:MALE]
[CASTE_NAME:alpha deathclaw:alpha deathclaws:alpha deathclaw]
[MALE] //this is to make it so only the alpha deathclaw can breed with the female - may change later
[POP_RATIO:7]
[NATURAL_SKILL:GRASP_STRIKE:14]
[NATURAL_SKILL:BITE:14]
[LARGE_PREDATOR]
[CHILDNAME:young deathclaw:young deathclaws:young deathclaw] //wouldn't make sense for children to be alphas - so the way it currently is, they are indistinguishable until they become an adult and then become an alpha.
[BABYNAME:baby deathclaw:baby deathclaws:baby deathclaw]
[BODY_SIZE:0:0:6000]
[BODY_SIZE:2:0:26250]
[BODY_SIZE:12:0:120000] //deathclaws are said to be 9-10 foot - so i assumed the average human was 6 foot and made deathclaws 50% larger to make alpha ones larger than 9 foot
[CASTE:FEMALE]
[CASTE_NAME:mother deathclaw:mother deathclaws:mother deathclaw]
[FEMALE] //this is to make it so only the alpha deathclaw can breed with the female - may change later
[POP_RATIO:7]
[NATURAL_SKILL:GRASP_STRIKE:13]
[NATURAL_SKILL:BITE:13]
[LARGE_PREDATOR]
[CHILDNAME:young mother deathclaw:young mother deathclaws:young mother deathclaw]
[BABYNAME:baby mother deathclaw:baby mother deathclaws:baby mother deathclaw]
[BODY_SIZE:0:0:6000]
[BODY_SIZE:2:0:26250]
[BODY_SIZE:12:0:120000] //deathclaws are said to be 9-10 foot - so i assumed the average human was 6 foot and made deathclaws 50% larger to make mother ones larger than 9 foot
[LAYS_EGGS]
[CLUTCH_SIZE:6]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
[EGG_SIZE:1000]
[CASTE:INTELLIGENT_MALE]
[CASTE_NAME:intelligent deathclaw:intelligent deathclaws:intelligent deathclaw]
[INTELLIGENT]
[MALE] //intelligent deathclaws have less restricted breeding
[POP_RATIO:3]
[NATURAL_SKILL:GRASP_STRIKE:10]
[NATURAL_SKILL:BITE:10]
[CHILDNAME:young intelligent deathclaw:young intelligent deathclaws:young intelligent deathclaw]
[BABYNAME:baby intelligent deathclaw:baby intelligent deathclaws:baby intelligent deathclaw]
[BODY_SIZE:0:0:6000]
[BODY_SIZE:2:0:26250]
[BODY_SIZE:12:0:105000] //deathclaws are said to be 9-10 foot - so i assumed the average human was 6 foot and made deathclaws 50% larger to make regular ones 9 foot
[CASTE:INTELLIGENT_FEMALE]
[CASTE_NAME:intelligent deathclaw mother:intelligent deathclaw mothers:intelligent deathclaw mother]
[INTELLIGENT]
[FEMALE] //intelligent deathclaws have less restricted breeding
[POP_RATIO:1]
[NATURAL_SKILL:GRASP_STRIKE:13]
[NATURAL_SKILL:BITE:13]
[CHILDNAME:young intelligent deathclaw mother:young intelligent deathclaw mothers:young intelligent deathclaw mother]
[BABYNAME:baby intelligent deathclaw mother:baby intelligent deathclaw mothers:baby intelligent deathclaw mother]
[BODY_SIZE:0:0:6000]
[BODY_SIZE:2:0:26250]
[BODY_SIZE:12:0:120000] //deathclaws are said to be 9-10 foot - so i assumed the average human was 6 foot and made deathclaws 50% larger to make regular ones 9 foot
[LAYS_EGGS]
[CLUTCH_SIZE:6]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
[EGG_SIZE:1000]

[SELECT_CASTE:REGULAR]
[SELECT_ADDITIONAL_CASTE:INTELLIGENT_MALE]
[SET_TL_GROUP:BY_CATEGORY:ALL:SCALE]
[TL_COLOR_MODIFIER:PALE_BROWN:55:WHITE:5:GREY:5:PALE_PINK:1:LIGHT_GREEN:1:LIGHT_RAINBOW:1] //pale brown/khaki is regular, grey/white are Goris/FO4 albino respectively, pink and green are from FOBOS, rainbow is FO4's chameleon deathclaw.
[TLCM_NOUN:scales:PLURAL]
[SELECT_CASTE:FEMALE]
[SELECT_ADDITIONAL_CASTE:INTELLIGENT_FEMALE]
[SET_TL_GROUP:BY_CATEGORY:ALL:SCALE]
[TL_COLOR_MODIFIER:PINE_GREEN:1:PALE_BROWN:1:BLACK:1] //green is FONV, brown FO1/2, black FO4
[TLCM_NOUN:scales:PLURAL]
[SELECT_CASTE:MALE]
[SET_TL_GROUP:BY_CATEGORY:ALL:SCALE]
[TL_COLOR_MODIFIER:DARK_BROWN:1:RED:1] //brown is FONV, red FO4
[TLCM_NOUN:scales:PLURAL]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:eyes:PLURAL]

Code: [Select]
[MATERIAL_TEMPLATE:DEATHCLAW_TEMPLATE]
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:nail]
[STATE_ADJ:ALL_SOLID:nail]
[STATE_COLOR:LIQUID:GRAY]
[STATE_NAME:LIQUID:n/a]
[STATE_ADJ:LIQUID:n/a]
[STATE_COLOR:GAS:GRAY]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:7:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:420]
[IGNITE_POINT:10508]
[MELTING_POINT:NONE]
[BOILING_POINT:12000]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:500]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:200000] used bone for all of these but more elastic, no data
[IMPACT_FRACTURE:200000]
[IMPACT_STRAIN_AT_YIELD:5000]
[COMPRESSIVE_YIELD:200000]
[COMPRESSIVE_FRACTURE:200000]
[COMPRESSIVE_STRAIN_AT_YIELD:5000]
[TENSILE_YIELD:115000]
[TENSILE_FRACTURE:130000]
[TENSILE_STRAIN_AT_YIELD:5000]
[TORSION_YIELD:115000]
[TORSION_FRACTURE:130000]
[TORSION_STRAIN_AT_YIELD:5000]
[SHEAR_YIELD:115000]
[SHEAR_FRACTURE:130000]
[SHEAR_STRAIN_AT_YIELD:5000]
[BENDING_YIELD:115000]
[BENDING_FRACTURE:130000]
[BENDING_STRAIN_AT_YIELD:5000]
[MAX_EDGE:5000] //increased sharpness, rest is vanilla nail
[ABSORPTION:100]
[IMPLIES_ANIMAL_KILL]
[ITEMS_HARD]
[ROTS]

There's no errors in errorlog.txt and everything seems to work fine in the arena (other than the fact they're a bit too weak for my liking). Just thought I'd post this here to see if there's anything I missed before I go on to making other creatures, so I can catch any errors early before I put them in all the creatures I make and have to go back and edit every single one.

(also, is there an easy way to make creatures more deadly?)
« Last Edit: August 13, 2019, 01:59:08 pm by Jack_Caboose »
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TomiTapio

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3934 on: August 13, 2019, 02:41:30 pm »

   [SAVAGE]
   [POPULATION_NUMBER:0:20]
   [FREQUENCY:3]
(also, is there an easy way to make creatures more deadly?)
Super rare in the world with savage-only and freq 3, I reckon. Could have smaller deathclaw in normal-normal areas and larger creature variant in SAVAGE zones.
Do some test worlds with freq 65 first? Pop number is per map tile, maybe set to 0--7 or keep at 0--20.

More deadly? Give skills and shorten attack delays. Make them of harder material(you do have double-strength skin material, right? For dragons?)
or command thicker skin:   [SELECT_TISSUE:SKIN]   [RELATIVE_THICKNESS:4]
delete blood to make them die less.
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

Jack_Caboose

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3935 on: August 13, 2019, 03:26:31 pm »

Super rare in the world with savage-only and freq 3, I reckon. Could have smaller deathclaw in normal-normal areas and larger creature variant in SAVAGE zones.
Do some test worlds with freq 65 first? Pop number is per map tile, maybe set to 0--7 or keep at 0--20.

Alright, I'll try pumping up the frequency numbers a bit. As for pop number, is "map tile" as in embark tiles (i.e a 3x3 embark would have 9 map tiles) or per map tile on the large map? I assumed it was the large map but I just wanted to be sure.

And I added the skin (or scale in this case) thickness tags along with the skills and they seem to be stronger in attacking, but an iron long sword can still sever their neck in a lucky blow, meaning a medium-skilled dwarf can kill one instantly if he decides to aim for it. I can't find any extra-strength scale or skin in material_template_default, and I'm not sure which tokens in the default scale template would make it more protective, either.
« Last Edit: August 13, 2019, 03:57:51 pm by Jack_Caboose »
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Hetsin

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3936 on: August 21, 2019, 09:51:51 pm »

I'm getting an errorlog statement: Body Token Recognized But Could Not Connect: CLAWS

The relevant body token is defined as
Spoiler (click to show/hide)

Any suggestion as to what detail I'm missing would be appreciated.  :)
I've tried changing the con cat to hand and foot and renaming the token, but no joy.
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Hugo_The_Dwarf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3937 on: August 21, 2019, 10:10:30 pm »

are you putting them in like [BODY:xxx:xxx:xxx:5FINGERS:5TOES:CLAWS]?
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Eric Blank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3938 on: August 21, 2019, 10:11:10 pm »

I cant see why they wouldnt work either. Double checked the creature has fingers and toes etc? The only other thing I can think of is this claw bodypart is being added before fingers and toes in the file, so they dont exist yet when it tries to add them.
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Hetsin

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3939 on: August 22, 2019, 12:56:08 am »

are you putting them in like [BODY:xxx:xxx:xxx:5FINGERS:5TOES:CLAWS]?

I cant see why they wouldnt work either. Double checked the creature has fingers and toes etc? The only other thing I can think of is this claw bodypart is being added before fingers and toes in the file, so they dont exist yet when it tries to add them.

Ugh. I forgot it had to be declared after the connection points. I had it [BODY:xxx:CLAWS:xxx:xxx:5FINGERS:5TOES]. Thank you for your help.  :)
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Roses

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3940 on: August 27, 2019, 11:00:45 am »

Two questions;

1. Are
Code: [Select]
[SET_TL_GROUP:BY_CATEGORY:ALL:COVERING]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:wool:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_NOUN:#NOUN:SINGULAR]
[APP_MOD_RATE:1:DAILY:0:300:0:0:NO_END]
[APP_MOD_DESC_RANGE:10:50:100:150:200:300]
[SHEARABLE_TISSUE_LAYER:LENGTH:300]
and
Code: [Select]
[SET_TL_GROUP:BY_CATEGORY:ALL:COVERING]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:wool:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:ALL:COVERING]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_NOUN:#NOUN:SINGULAR]
[APP_MOD_RATE:1:DAILY:0:300:0:0:NO_END]
[APP_MOD_DESC_RANGE:10:50:100:150:200:300]
[SHEARABLE_TISSUE_LAYER:LENGTH:300]
functionally equivalent? Or does declaring SET_TL_GROUP twice in the second example overwrite eachother?

2. If an [AQUATIC] animal is given a terrestrial biome, will it simply not appear?
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MachoNacho

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3941 on: August 27, 2019, 06:35:06 pm »

How do I make this thing
Spoiler (click to show/hide)
"bleed" steam?
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Thundercraft

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3942 on: August 27, 2019, 11:33:15 pm »

Is there a tutorial specifically on modding Entities or the entity_default.txt file? I've been thinking of adding some new civilizations to my game, but there are some things about this which I feel unsure of.

For one thing: While entity_default specifies a lot of important details about each civilization, the [ENTITY] token seems to be used such that only one civilization is defined per biome or type (with the possible exception of SUBTERRANEAN_ANIMAL_PEOPLES):

[ENTITY:MOUNTAIN] : Dwarves
[ENTITY:PLAINS] : Humans
[ENTITY:FOREST] : Elves
[ENTITY:EVIL] : Goblins
[ENTITY:SKULKING] : Kobolds

Is the fact that vanilla mostly defines only one civ per category above little more than a coincidence? Is it possible to define more than one civilization per biome or type (i.e., EVIL or SKULKing)? And if it is, would doing so cause issues?

For example, let's say that I wanted to add a new civilization of, say, "Wendigos" and define them as [ENTITY:EVIL] while still keeping the vanilla Goblin civilization. Would I just copy/paste the entire [ENTITY:EVIL] section for Goblins, change [CREATURE:GOBLIN] to [CREATURE:WENDIGO], and then alter it to reflect the changes I want?
« Last Edit: August 28, 2019, 12:53:46 am by Thundercraft »
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voliol

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3943 on: August 28, 2019, 02:24:54 am »

Is there a tutorial specifically on modding Entities or the entity_default.txt file? I've been thinking of adding some new civilizations to my game, but there are some things about this which I feel unsure of.

For one thing: While entity_default specifies a lot of important details about each civilization, the [ENTITY] token seems to be used such that only one civilization is defined per biome or type (with the possible exception of SUBTERRANEAN_ANIMAL_PEOPLES):

[ENTITY:MOUNTAIN] : Dwarves
[ENTITY:PLAINS] : Humans
[ENTITY:FOREST] : Elves
[ENTITY:EVIL] : Goblins
[ENTITY:SKULKING] : Kobolds

Is the fact that vanilla mostly defines only one civ per category above little more than a coincidence? Is it possible to define more than one civilization per biome or type (i.e., EVIL or SKULKing)? And if it is, would doing so cause issues?

For example, let's say that I wanted to add a new civilization of, say, "Wendigos" and define them as [ENTITY:EVIL] while still keeping the vanilla Goblin civilization. Would I just copy/paste the entire [ENTITY:EVIL] section for Goblins, change [CREATURE:GOBLIN] to [CREATURE:WENDIGO], and then alter it to reflect the changes I want?

The "EVIL" part of "[ENTITY:EVIL]" is the ID of the entity, that is used when the entity is referred to elsewhere. The ID's are arbitrary, but having two objects of the same type (in this case entities) with the same ID leads to all kinds of weird duplication errors. You want to change "[ENTITY:EVIL]" to something like "[ENTITY:WENDIGO]".

Multiple civs can also be created from the same entity definition in world-gen, but in really small worlds you might only get one of each, and as you add entity objects there's a chance some entities (both from vanilla and modded) won't be used for any civs at all, simply because the amount of entity objects surpasses that of civilizations placed.

TomiTapio

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3944 on: August 28, 2019, 04:07:22 am »

Entity modding knowledge is highly concentrated on the wiki: https://dwarffortresswiki.org/index.php/DF2014:Entity_token#Behavior
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