Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 371 372 [373]

Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 723706 times)

schwartzhund

  • Bay Watcher
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5580 on: March 10, 2025, 04:02:29 am »

Your creature is missing body part THROAT.

Add it to the body parts and see if it works.

By Jove, you're right... I copy+pasted from the nightwing for this, and I guess they don't have throats. I didn't notice.

I'm still getting the error message that it's not using the color mod for the creature's feathers. I'm assuming that's because the creature's wings don't have feathers. I can't figure out how to make it so the wings, and just the wings, have feathers. I looked at the raw for the harpy, but that seems to replace its hair with feathers... Anyway, how can I do this?
Logged

brewer bob

  • Bay Watcher
  • euphoric due to inebriation
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5581 on: March 10, 2025, 04:51:49 am »

Your creature is missing body part THROAT.

Add it to the body parts and see if it works.

By Jove, you're right... I copy+pasted from the nightwing for this, and I guess they don't have throats. I didn't notice.

Yeah, that's pretty easy to miss. I've made similar mistakes plenty of times.


Quote
I'm still getting the error message that it's not using the color mod for the creature's feathers. I'm assuming that's because the creature's wings don't have feathers. I can't figure out how to make it so the wings, and just the wings, have feathers. I looked at the raw for the harpy, but that seems to replace its hair with feathers... Anyway, how can I do this?

Right, so you have feather material and tissues defined:

Code: [Select]
      [BODY_DETAIL_PLAN:STANDARD_MATERIALS]
         [USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]
         [USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE] <----
      [BODY_DETAIL_PLAN:STANDARD_TISSUES]
         [USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE]
         [USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE] <----

Which is good. However, you have this a bit lower:

Code: [Select]
     [USE_MATERIAL_TEMPLATE:WING:FEATHER_TEMPLATE]
Remove that one and replace it with a feather tissue layer to wings like this:

Code: [Select]
   [SELECT_CASTE:FEMALE]
[TISSUE_LAYER:BY_CATEGORY:WING:FEATHER:NORMAL]
   [SELECT_CASTE:ALL]

This adds a new tissue layer (to females, since males don't have wings if I checked the raws correct) on top of the ones defined by [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] (as long as it comes after this body_detail_plan it should work. If you put it before it, the layers won't be correct, iirc.)

See if that works.

brewer bob

  • Bay Watcher
  • euphoric due to inebriation
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5582 on: March 10, 2025, 05:12:39 am »

Oh, there's one thing I missed in your creature.

In the end of the file where you're defining the colors for wings, you have:

Code: [Select]
      [FEMALE]
      [SET_TL_GROUP:BY_CATEGORY:ALL:FEATHER]
         [TL_COLOR_MODIFIER:BROWN:1]
            [TLCM_NOUN:feathers:PLURAL]

Replace FEMALE with SELECT_CASTE:FEMALE

schwartzhund

  • Bay Watcher
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5583 on: March 10, 2025, 07:08:18 am »

That seems to have done the trick. Thanks a lot  :)
Logged

0x517A5D

  • Bay Watcher
  • Hex Editor‬‬
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5584 on: March 10, 2025, 11:34:38 am »

Not sure if this is the most appropriate place to ask this, but I'm having a small issue with a mod that I put on the Steam Workshop that makes all clothes available to dwarven civs.

For some reason, however, only braies are still counted as foreign and can not be crafted.

I have forced access on the dwarven civ entity (last entry in the list:)

Spoiler (click to show/hide)

I have not changed the vanilla game BRAIES pants object whatsoever, so I'm not sure why braies are not being given to dwarven civs. Am I missing something?

I tried to replicate this (I don't have the Steam version so I couldn't test your mod itself), and I can produce braies.

This is with a new install of DF 51.06 non-Steam, DFHack 51.06-r1, and a minimal test mod with your definitions.  Nothing else.

I dunno.
Logged

aradar

  • Bay Watcher
  • Legendary bullshitter
    • View Profile
    • my steam workshop
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5585 on: March 10, 2025, 01:01:59 pm »

I'm trying to get a vermin fish to bite a person from workstation, I can't seem to get the vermin fish to bite any one when it's created in the workstation, any one know how to get this to happen??

I'm using a template of a vermin fish from Ericblanks magic mod.

Eric Blank

  • Bay Watcher
  • *Remain calm*
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5586 on: March 10, 2025, 03:23:31 pm »

I could never get it to work either; vermin created in the workshop seem to be stuck in its inventory unless someone actively picks them up and drops them again, or the workshop deconstructs.
Logged
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.

coleslaw35

  • Bay Watcher
  • A disgusting pile of slop.
    • View Profile
    • My YouTube channel where I shitpost
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5587 on: March 10, 2025, 05:35:22 pm »

I tried to replicate this (I don't have the Steam version so I couldn't test your mod itself), and I can produce braies.

This is with a new install of DF 51.06 non-Steam, DFHack 51.06-r1, and a minimal test mod with your definitions.  Nothing else.

I dunno.

That is quite bizarre... I suppose I should add some further info then - I didn't do so earlier because I didn't think it was relevant, though in hindsight it likely is, and I apologize for not properly explaining the scope of my mod.

The mod is not just the entity file that I posted previously. It also includes two additional files:

Because I'm adding all the skirts to the dwarven civs, they all show up in the clothier's shop as just "make skirt." This file modifies the in-game names of the various skirts so that, when you try to craft them at a clothier's shop, they are instead listed as "long skirt", "skirt", and "short skirt." It does this by CUT_ITEMing the skirts, then re-adding them with the updated name parameters (because, as far as I know, that's how you would do this. I could be flat out wrong, though, and would welcome a correction.)


This one makes it so that dwarves will wear cloth and leather masks as clothes, but not metal ones (which would presumably be saved for your military dwarves.)

Spoiler: item_helm_changes (click to show/hide)

After deleting both these files and testing with just my dwarven entity file, I get braies showing up in the clothier's shop, like you say. I then tested again, deleting only the skirt-related file. Yet again, I get the braies entry in the clothier's shop, and am able to successfully craft them.
Logged

0x517A5D

  • Bay Watcher
  • Hex Editor‬‬
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5588 on: March 10, 2025, 08:10:32 pm »

Yes, I now replicate that behavior.  Odd. 

Probing world.raws.itemdefs.pants[], I find that pants id#5 is braies.  Its values look okay.  As they should, because your mod doesn't change them.

Probing a dwarven civilization with DFHack, I find that pants id#5 (braies) are not in the resources.pants_type list.

Probing world.raws.entities[0].raws[], I find that the last string, #935, is the line that forces braies.  That looks right.

Probing world.raws.entities[0].equipment.pants_id[], I find pants id#5 are in that list, twice.  Well, there are other duplicates, so that's probably okay.

Again probing world.raws.itemdefs.pants[], I see that pants id#6 is your redefined skirt, id#7 is your short skirt, and id#8 is your long skirt.  They look okay.

This is mysterious.

If I manually add pants id#5 to resources.pants_type, I can craft braies.  So the only thing that's going wrong is that id#5, braies, is not making it into that list.
Logged

coleslaw35

  • Bay Watcher
  • A disgusting pile of slop.
    • View Profile
    • My YouTube channel where I shitpost
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5589 on: March 10, 2025, 08:25:47 pm »

Yes, I now replicate that behavior.  Odd. 

Probing world.raws.itemdefs.pants[], I find that pants id#5 is braies.  Its values look okay.  As they should, because your mod doesn't change them.

Probing a dwarven civilization with DFHack, I find that pants id#5 (braies) are not in the resources.pants_type list.

Probing world.raws.entities[0].raws[], I find that the last string, #935, is the line that forces braies.  That looks right.

Probing world.raws.entities[0].equipment.pants_id[], I find pants id#5 are in that list, twice.  Well, there are other duplicates, so that's probably okay.

Again probing world.raws.itemdefs.pants[], I see that pants id#6 is your redefined skirt, id#7 is your short skirt, and id#8 is your long skirt.  They look okay.

This is mysterious.

If I manually add pants id#5 to resources.pants_type, I can craft braies.  So the only thing that's going wrong is that id#5, braies, is not making it into that list.

Hmmm... I didn't even consider this, but what if I try CUT_ITEMing braies, and then just re-adding them exactly as they are in vanilla? *typing ensues*

Wow, that actually worked. I now see the braies entry, am able to have dwarves craft it, and also see the renamed skirts. What a silly solution, but when the problem has no other clear answer I suppose it'll do. I'll push this to the Steam workshop soontm.

I really appreciate your help on this 0x517A5D! I had been stewing on this one ever since I posted the mod back in September. Will be crediting you in my mod description.
Logged

0x517A5D

  • Bay Watcher
  • Hex Editor‬‬
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5590 on: March 10, 2025, 08:28:28 pm »

If you just use SELECT_ITEM, the mod works.

Code: (item_pants_skirt_changes.txt) [Select]
item_pants_skirt_changes

[OBJECT:ITEM]

[SELECT_ITEM:ITEM_PANTS_SKIRT_SHORT]
[NAME:short skirt:short skirts]
[ADJECTIVE:]

[SELECT_ITEM:ITEM_PANTS_SKIRT_LONG]
[NAME:long skirt:long skirts]
[ADJECTIVE:]

Sometimes you can get away with that, sometimes you can't.  This time you can.
Logged

coleslaw35

  • Bay Watcher
  • A disgusting pile of slop.
    • View Profile
    • My YouTube channel where I shitpost
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5591 on: March 10, 2025, 08:56:01 pm »

If you just use SELECT_ITEM, the mod works.

Used this implementation instead. Mod updated! Thank you again!
Logged
Pages: 1 ... 371 372 [373]