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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 697913 times)

aradar

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5280 on: September 01, 2023, 11:14:32 am »

So what if you block their normal exit?
Like I've stated they freeze motionless void of life and cease to exist

They can't even perform work on the tile next to the tile they are standing on because they can't do anything beyond flee away from lava

Lava it seems is hard coded that intelligent creatures are like "oh crap lava!!! that's bad!!!!!  I want to get away from that"

aradar

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5281 on: September 01, 2023, 12:55:03 pm »

alright, what about:

- make your dwarfs CAN_LEARN and CAN_SPEAK instead of INTELLIGENT
- give them a secretion of a material, thats evaporates at a high temperature (close to magma)
- they'll inhale its vapors, if they are close by magma
- because of the inhaling, they get a syndrome that removes the [CAN_LEARN]-token
- the become unintelligent, and maybe path towards their original target.

Trying this and can't get secretion to interact with magma unless I'm missing something I don't think this is possible either

joostheger

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5282 on: September 01, 2023, 01:38:30 pm »

thas sad... I did like the idea... I'd image many more have tried it also.
Gonna give it a good think.
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Putnam

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5283 on: September 01, 2023, 11:00:24 pm »

- make your dwarfs CAN_LEARN and CAN_SPEAK instead of INTELLIGENT

[INTELLIGENT] is an alias for [CAN_LEARN][CAN_SPEAK]; it doesn't do a string transformation or anything, but the initializing code run by [INTELLIGENT] is identical to what you'd get if you do [CAN_LEARN][CAN_SPEAK]

Anyway, part of the problem is that the pathability heuristic map considers all magma everywhere to be completely impassable. I think removing CAN_LEARN will actually mitigate this somewhat, because random wandering about does not use the pathability (since it's only checking "can I path to some random very nearby spot?")

aradar

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5284 on: September 02, 2023, 07:56:57 am »

Quote
Anyway, part of the problem is that the pathability heuristic map considers all magma everywhere to be completely impassable.

This is the big problem lol ,magma swimming controlled unit not possable without hack of some kind

aradar

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5285 on: September 02, 2023, 08:20:18 am »

I have an oddball question regarding secrets how exactly do they work cuz I have an interaction that's working beautifully but it works too beautifully in that it gives every single dwarf on the map the interaction instead of just the one dwarf that actually causes the interaction to happen

[I_SOURCE:SECRET]
      [IS_NAME:the secrets of life and death]
      [IS_SPHERE:DEATH]
      [IS_SECRET_GOAL:IMMORTALITY]
      [IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
      [IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
      IS_SECRET:MUNDANE_TEACHING_POSSIBLE
      [IS_SECRET:MUNDANE_RECORDING_POSSIBLE:BOOK_INSTRUCTION:SECRET_DEATH]




how do i make it to where only one dwarf gets this secret as it stands when the interaction is used every dwarf gets access to this secret

I removed IS_SECRET:MUNDANE_TEACHING_POSSIBLE this stopped Migrants from being effected

but how do i make just ONE dwarf learn the secret not ALL dwarfs present at the time the secret is learned ? (this may or may not be possable)

KittyTac

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5286 on: September 03, 2023, 06:24:51 am »

Is there any way to make summoners not be traumatized from their summons vanishing?
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joostheger

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5287 on: September 03, 2023, 07:50:43 am »

I guess thats al relating to pet-trauma. A summoned creature is seen as a pet of the summoner. And vanishing is probably like dying. Maybe theres a personallity tied to this trauma. Then you could nerve this trait down
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aradar

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5288 on: September 03, 2023, 09:51:43 am »

I guess thats al relating to pet-trauma. A summoned creature is seen as a pet of the summoner. And vanishing is probably like dying. Maybe theres a personallity tied to this trauma. Then you could nerve this trait down
Tweak their vulnerability to stress[PERSONALITY:STRESS_VULNERABILTY:0:0:0]it's in the creature raw- 0:0:0 they won't stress over stuff or use [noemotion] tag it makes them pretty soulless like

aradar

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5289 on: September 03, 2023, 11:37:51 am »

L been playing with this new creature that I built from the ground up and a copy and pasted some pieces from other creatures that I've been playing with and apparently I left mega beast on there and I just created a new world just for giggles looked into the histories the Legends this guy's destroying everything and there's lots of them

, now I've tried to get mega beast in legends and failed this was a total accident kinda scary to even play this world one of these creatures could clap a hundreds of dwarfs

Doren I

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5290 on: September 03, 2023, 02:15:45 pm »

I have been trying to learn modding for Dwarf Fortress.  I'm on .47.05 still, and whenever I add a new creature said creature in the object testing arena has no tile.  Everything else about them seems to work, but their icon is blank.

I do something like this:

[CREATURE:FELL_OW]
[CREATURE_TILE:'n'][COLOR:3:0:0]
[CREATURE_SOLDIER_TILE:164]

and instead of an n there is just a blank, black tile where they are standing.  Is this a common issue for beginners, and what am I doing wrong?
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joostheger

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5291 on: September 03, 2023, 02:37:46 pm »

What I often do, is copy an existing creature until I got it right.
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joostheger

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5292 on: September 03, 2023, 02:57:30 pm »

So cats are a special case. They have, among others, these tokens:
[AT_PEACE_WITH_WILDLIFE]
[RETURNS_VERMIN_KILLS_TO_OWNER]
[HUNTS_VERMIN]
[ADOPTS_OWNER]

Wiki says: "...They also seem to want to wander every room, hall and mineshaft at least once, perhaps due to some modeling of curiosity..."

What i've found, is that cats wander the foodstocks, trying to hunt vermin. because of "HUNTS_VERMIN". but thats about it. Is there any other kind of mechanic that makes cat behave 'curiously'? I havent seen any.
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Doren I

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5293 on: September 03, 2023, 08:16:41 pm »

I spawned some cats in arena mode and they sort of just stood around, not exploring much at all.  If there is a token that controls how cats work, I think you're right.

What I often do, is copy an existing creature until I got it right.

Have you had this problem too?
« Last Edit: September 03, 2023, 08:31:41 pm by Doren I »
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aradar

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5294 on: September 03, 2023, 09:58:30 pm »

Quote
.   
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5290 on: Today at 02:15:45 pm »
ReplyQuote
I have been trying to learn modding for Dwarf Fortress.  I'm on .47.05 still, and whenever I add a new creature said creature in the object testing arena has no tile.  Everything else about them seems to work, but their icon is blank.

I do something like this:

[CREATURE:FELL_OW]
[CREATURE_TILE:'n'][COLOR:3:0:0]
[CREATURE_SOLDIER_TILE:164]

and instead of an n there is just a blank, black tile where they are standing.  Is this a common issue for beginners, and what am I doing wrong?

I'm not super familiar with the ASCII side of modding but if it's like the graphic side you probably are missing a reference somewhere maybe ?
What's the full raw look like ?
Does the error log say anything curious ?
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