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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 686303 times)

Putnam

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1095 on: February 09, 2015, 05:16:39 pm »

Can I add [CURIOUSBEAST_etc] to any entity and have it work. Specificly Elves

Probably.

The way it works with kobolds and the theft tag is that they don't actually steal anything but when they leave your map with the items, then it gives you a theft notice.

No, you cannot do that, as CURIOUSBEAST_x is a creature token, not an entity token.

Max™

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1096 on: February 09, 2015, 06:00:35 pm »

Oh my bloodgod, nobody says anything about one of the difficulties encountered in getting kobold camp breeding to work is KEEPING THE KOBOLDS FROM EATING THEIR OWN UNHATCHED YOUNG!
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Nero1024

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1097 on: February 09, 2015, 07:01:14 pm »

Oh my bloodgod, nobody says anything about one of the difficulties encountered in getting kobold camp breeding to work is KEEPING THE KOBOLDS FROM EATING THEIR OWN UNHATCHED YOUNG!

Forbid their eggs, disable kobold egg cooking, and disable the eggs from the relevant stockpiles. Read up on eggs in the wiki for more info.
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Max™

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1098 on: February 09, 2015, 10:04:19 pm »

Not that part, I've done plenty of hatcheries myself before, just that he was able to get kobold camps working well enough, but had to deal with them eating their young... if only we could get dorfs to do this... hmmm.
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Boltgun

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1099 on: February 10, 2015, 03:54:52 am »

Oh my bloodgod, nobody says anything about one of the difficulties encountered in getting kobold camp breeding to work is KEEPING THE KOBOLDS FROM EATING THEIR OWN UNHATCHED YOUNG!

Forbid their eggs, disable kobold egg cooking, and disable the eggs from the relevant stockpiles. Read up on eggs in the wiki for more info.

Change their eggs to be made of inedible materials, that should do it. On the other hand, hamsters are known to eat each other, even themselves sometimes so it's not unexpected from a fast breeding race.

Spoiler (click to show/hide)
« Last Edit: February 10, 2015, 03:57:10 am by Boltgun »
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Rex Invictus

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1100 on: February 10, 2015, 04:10:04 am »

Oh my bloodgod, nobody says anything about one of the difficulties encountered in getting kobold camp breeding to work is KEEPING THE KOBOLDS FROM EATING THEIR OWN UNHATCHED YOUNG!

Forbid their eggs, disable kobold egg cooking, and disable the eggs from the relevant stockpiles. Read up on eggs in the wiki for more info.

Change their eggs to be made of inedible materials, that should do it. On the other hand, hamsters are known to eat each other, even themselves sometimes so it's not unexpected from a fast breeding race.

Spoiler (click to show/hide)

I tried changing the shells to be made of obsidian and that didn't solve it. Maybe changing the entire egg? I don't know.
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Rex Invictus

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1101 on: February 10, 2015, 06:52:24 am »

Is there any way to force an entity to use a certain set of pets other than [DOMESTIC], or was that removed? :|
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BlackFlyme

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1102 on: February 10, 2015, 08:55:07 am »

Changing the egg to a non-egg item will probably result in it not hatching.

You can't designate specific animals, but you can select groups using the USE_CAVE_ANIMALS, USE_GOOD_ANIMALS, USE_EVIL_ANIMALS, COMMON_DOMESTIC_X, and USE_ANY_PET_RACE tags.
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Darkweave

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1103 on: February 10, 2015, 02:11:40 pm »

So after some searching around it seems that it is quite tricky to get regular goblin soldiers to turn up with extra metal armor beyond the breastplate and helm they typically wear. I'm experimenting with an orc race at the moment and trying to get them to wear a new armor item I made called 'orcplate' that has [UBSTEP:MAX] [LBSTEP:MAX] for plenty of protection, but none of the sieges seem to turn up wearing it. Do I have to create some sort of reaction that allows them to make it? Have I made a mistake somewhere?


Spoiler: orcplate (click to show/hide)

Spoiler: entity (click to show/hide)

Spoiler: orc creature (click to show/hide)
« Last Edit: February 10, 2015, 02:19:47 pm by Darkweave »
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FallenAngel

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1104 on: February 10, 2015, 02:18:20 pm »

The entry for it in the entity folder is missing a COMMON/UNCOMMON/RARE/FORCED tag at the end.
That is necessary; it should also be somewhere in the error log.

Darkweave

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1105 on: February 10, 2015, 02:25:10 pm »

The entry for it in the entity folder is missing a COMMON/UNCOMMON/RARE/FORCED tag at the end.
That is necessary; it should also be somewhere in the error log.

I'll give that a try, thank you!

The wiki says it is optional which is why I didn't include it.
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FallenAngel

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1106 on: February 10, 2015, 02:26:50 pm »

Whenever I leave it out, it fails, so I think the wiki is wrong.
Are the orcs mentioned in the error log?

Darkweave

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1107 on: February 10, 2015, 02:30:38 pm »

Whenever I leave it out, it fails, so I think the wiki is wrong.
Are the orcs mentioned in the error log?

No, they're not. I'll give it a try anyway and see what happens.

What do the rare, uncommon, common and forced values actually mean?
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FallenAngel

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1108 on: February 10, 2015, 02:35:21 pm »

COMMON means it's easy to find a unit of that entity with the item.
UNCOMMON makes it somewhat less common.
RARE makes it scarce.
FORCED means they'll have it (almost) all the time; multiple FORCED items of the same kind will be spread equally.
This is from my own observations.

Darkweave

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1109 on: February 10, 2015, 04:47:54 pm »

COMMON means it's easy to find a unit of that entity with the item.
UNCOMMON makes it somewhat less common.
RARE makes it scarce.
FORCED means they'll have it (almost) all the time; multiple FORCED items of the same kind will be spread equally.
This is from my own observations.

Yay! It worked!  :D

Thanks again man.
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