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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 693975 times)

brolol.404

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4065 on: October 19, 2019, 09:13:02 am »

Yes, that should do it.

Awesome! It worked! Thanks :)

Also, strange, but my werepumpkins are not considered prone without a stance body part. Maybe you have to have a stance body part and then have it broken before going prone? Doesnt matter for this mod but i found it interesting

Sver

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4066 on: October 19, 2019, 09:45:02 am »

That's possible. Now that I recall it, it's the same for most of the giant crawlies in the game, such as giant earthworms.
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ZM5

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4067 on: October 19, 2019, 09:53:20 am »

Yeah, in order for a creature to be prone they need to either go prone of their own volition or have their nervous tissue or stance parts damaged.
If a creature lacks stance parts then they'll always be walking until, lets say, you break their neck (so if they don't have one then only knockback or falling down will cause them to go prone).

Quaksna

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4068 on: October 20, 2019, 06:55:25 am »

How do I forbid a creature to be butchered, even though it's edible and unintelligent?

brolol.404

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4069 on: October 20, 2019, 07:03:15 am »

How do I forbid a creature to be butchered, even though it's edible and unintelligent?

[NOT_BUTCHERABLE]

Quaksna

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4070 on: October 20, 2019, 08:37:22 am »

How do I forbid a creature to be butchered, even though it's edible and unintelligent?

[NOT_BUTCHERABLE]

*honest facepalm*

Thanks bro. Lol.

MachoNacho

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4071 on: October 20, 2019, 01:16:37 pm »

moved
« Last Edit: October 22, 2019, 12:06:04 pm by MachoNacho »
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Ulfarr

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4072 on: October 22, 2019, 04:22:07 am »

If I add a new tissue material is it possible that some Forgotten Beasts will be made out of it?
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So the conclusion I'm getting here is that we use QSPs because dwarves can't pilot submarines.

ZM5

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4073 on: October 22, 2019, 05:16:02 am »

Tissues no, but inorganic materials yes.

If you're using inorganics for magical projectile attacks like I do, then make sure to put [SPECIAL] on them, cause otherwise you'll get results like this, this or this. These would also pop up on worldgen artifacts.

brolol.404

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4074 on: October 22, 2019, 05:47:55 am »

Tissues no, but inorganic materials yes.

If you're using inorganics for magical projectile attacks like I do, then make sure to put [SPECIAL] on them, cause otherwise you'll get results like this, this or this. These would also pop up on worldgen artifacts.

Those are actually really cool lol

Ulfarr

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4075 on: October 22, 2019, 05:51:50 am »

Thanks

The flaming maul and the "ghostly" FB are awesome!
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Bring Kobold Kamp to LNP! graphics compatibility fix.

So the conclusion I'm getting here is that we use QSPs because dwarves can't pilot submarines.

brolol.404

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4076 on: October 22, 2019, 06:09:56 am »

I'm trying to make a megabeast that spawns swarms of smaller creatures, but I can't get it to work. Please help.

Creature:
Spoiler (click to show/hide)
Detail plans:
Spoiler (click to show/hide)
Detachment material (it's supposed to melt instantly, causing the eggs to fall off):
Spoiler (click to show/hide)
Bodyparts:
Spoiler (click to show/hide)
Interactions:
Spoiler (click to show/hide)
The game doesn't seem to recognize DETACH_MAT and just keeps making the holes out of normal materials.

I'm not familiar with that tissue syntax, but you dont define the material in the creature anywhere.

Try adding [BODY_DETAIL_PLAN:PRIDE_MATERIALS] above the tissues.

If that doesnt work also try adding this and see if his head melts off.lol

Code: [Select]
    [USE_MATERIAL_TEMPLATE:detach:DETACH_MAT_TEMPLATE]
[STATE_NAME:ALL_SOLID:detach]
[STATE_ADJ:ALL_SOLID:detach]
[STATE_NAME:LIQUID:melted detach]
[STATE_ADJ:LIQUID:melted detach]
[STATE_NAME:GAS:boiling detach]
[STATE_ADJ:GAS:boiling detach]
    [TISSUE:detach]
[TISSUE_NAME:detach:NP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:detach]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
   [TISSUE_LAYER:BY_CATEGORY:HEAD:DETACH_MAT_TEMPLATE]

Is there an error log?

assimilateur

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4077 on: October 22, 2019, 06:11:27 am »

1. What can I mod about kobolds to make them expand and send sieges?

From what I've been able to glean elsewhere, changing their default site from caverns is going to make them expand. Not sure about the rest though. I would prefer to avoid going the lazy route of just copying everything over from goblins into their entity.

2. I made an ogre civ by modifying ogres so they aren't megabeasts any more (I think they also had a low maxage so I increased that, plus I removed their ability to destroy buildings) and copying the goblin entity and assigning it to ogres (I only slightly modified it: gave them a different selction of weapons and more acceptable sites). When I get ogre invaders, most of them are unnamed - just ogre swordsman and the like - whereas goblin invaders still all have names, or at least most of them. What could be the cause of that, and how I can fix it?
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scourge728

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4078 on: October 22, 2019, 07:34:03 am »

1. What can I mod about kobolds to make them expand and send sieges?
You are correct that changing the site will fix the expand yes, and for sieging I belive there's a set of tags for that, although I cannot remember what those are

brolol.404

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4079 on: October 22, 2019, 08:23:42 am »

1. What can I mod about kobolds to make them expand and send sieges?
You are correct that changing the site will fix the expand yes, and for sieging I belive there's a set of tags for that, although I cannot remember what those are

[SIEGER]
[PROGRESS_TRIGGER_POPULATION:3]
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