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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 698403 times)

Managrimm

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2070 on: August 13, 2016, 07:52:58 pm »

Will the Mount tag check whether or not a creature is big enough to be mounted? Like, if you make mounts for small races (such as how in DnD mastiffs can be mounts for halflings) will humans still show up riding them?
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Z49000

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2071 on: August 13, 2016, 08:21:17 pm »

Will the Mount tag check whether or not a creature is big enough to be mounted? Like, if you make mounts for small races (such as how in DnD mastiffs can be mounts for halflings) will humans still show up riding them?

Nope. At least, from what I've seen.
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"Science isn't about why. Science is about WHY NOT?"- Cave Johnson, Portal 2

Managrimm

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2072 on: August 13, 2016, 10:15:36 pm »

Will the Mount tag check whether or not a creature is big enough to be mounted? Like, if you make mounts for small races (such as how in DnD mastiffs can be mounts for halflings) will humans still show up riding them?

Nope. At least, from what I've seen.

"Nope" to it checking if it's big enough or "nope" to humans showing up riding mountable rabbits?
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Z49000

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2073 on: August 13, 2016, 10:43:42 pm »

Will the Mount tag check whether or not a creature is big enough to be mounted? Like, if you make mounts for small races (such as how in DnD mastiffs can be mounts for halflings) will humans still show up riding them?

Nope. At least, from what I've seen.

"Nope" to it checking if it's big enough or "nope" to humans showing up riding mountable rabbits?

The first one. Though it'd be hilarious to see some heavily armored human general riding a normal-sized rabbit.
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"Science isn't about why. Science is about WHY NOT?"- Cave Johnson, Portal 2

Managrimm

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2074 on: August 14, 2016, 12:29:11 am »

EDIT: Figured it out.
« Last Edit: August 14, 2016, 12:38:42 am by Managrimm »
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Meurlorg

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2075 on: August 16, 2016, 02:26:34 am »

I spend the last two days modding/tweak dwarf fortress
since I discovered it, a few days yonder. I had a
few success as in creating a OP creature and playing
it in adventure mode, that did not last long, I had to edit more...
I went so far as to create a civ but I could
never get it to run on legends mode, every time
I booted it up, it would run but the civ I created
wouldn't appear despite being playable in adventure.
On the offhand I got it to work when I edited
a ore-existing civ already within the entity folder,
finally appearing in legends mode, unfortunately it felt like
a empty victory, and so I tried again from scratch minus the training wheels....
With that said I worked on the new civ for most of a day nearing night as of now,
consequently the game crashed a few times while I did this as I checked for
errors that might have caused it. I  went so far as bothering to checking the forum for tips to the point of
posting a question  until I found out about the use of the error_log, made my life
way easier, to the point I managed to run the game without crashing when I booted up
historical figures in legends(ps the two other mode worked fine event parts of legends worked except
to things specifically pertaining to historical figures, which was what I WANTED TO READ, LOLZ), unfortunately the civ I created wouldn't showup.....THAT WAS WHEN I realized that you the forums knew
much more about the game than me and could with a few look around easily figure out the problem

The only thing I could think of as being the problem
is around this area of code:

[DEFAULT_SITE_TYPE:CITY]
   [LIKES_SITE:CITY]   seek this site to settle
   [TOLERATES_SITE:CAVE]
   [TOLERATES_SITE:CAVE_DETAILED]
   [TOLERATES_SITE:TREE_CITY]
   [SETTLEMENT_BIOME:ANY_FOREST]
   [SETTLEMENT_BIOME:ANY_GRASSLAND]
   [SETTLEMENT_BIOME:ANY_SAVANNA]
   [SETTLEMENT_BIOME:ANY_SHRUBLAND]
   [START_BIOME:ANY_GRASSLAND]
   [START_BIOME:ANY_SAVANNA]
   [START_BIOME:ANY_SHRUBLAND]
   [START_BIOME:ANY_FOREST]
   [BIOME_SUPPORT:ANY_WETLAND:3] Frequency goes from 0 to 10. Higher numbers make the entity more likely to settle there.
   [BIOME_SUPPORT:ANY_DESERT:4]
   [BIOME_SUPPORT:ANY_FOREST:7]
   [BIOME_SUPPORT:ANY_LAKE:2]
   [BIOME_SUPPORT:MOUNTAIN:3]
   [BIOME_SUPPORT:ANY_RIVER:2]
   [BIOME_SUPPORT:ANY_OCEAN:0]
   [BIOME_SUPPORT:ANY_GRASSLAND:3]
   [BIOME_SUPPORT:ANY_SAVANNA:2]
   [BIOME_SUPPORT:ANY_SHRUBLAND:2]
   [DIPLOMAT_BODYGUARDS]
   [MERCHANT_BODYGUARDS]   
   [PROGRESS_TRIGGER_POPULATION:1]
   [PROGRESS_TRIGGER_PRODUCTION:1]
   [PROGRESS_TRIGGER_TRADE:1]
   [PROGRESS_TRIGGER_POP_SIEGE:6]
   [PROGRESS_TRIGGER_PROD_SIEGE:0]
   [PROGRESS_TRIGGER_TRADE_SIEGE:0]
   [ACTIVE_SEASON:SPRING]
   [ACTIVE_SEASON:SUMMER]
   [ACTIVE_SEASON:AUTUMN]
   [ACTIVE_SEASON:WINTER]
   [AMBUSHER]
   [ITEM_THIEF]
   [SKULKING]
   [MAX_STARTING_CIV_NUMBER:300]
   [MAX_POP_NUMBER:2000]
   [MAX_SITE_POP_NUMBER:200]
   [WANDERER]
   [BEAST_HUNTER]
   [SCOUT]
   [MERCENARY]
   [SCHOLAR:PHILOSOPHER]
   [SCHOLAR:MATHEMATICIAN]
   [SCHOLAR:HISTORIAN]
   [SCHOLAR:ASTRONOMER]
   [SCHOLAR:NATURALIST]
   [SCHOLAR:CHEMIST]
   [SCHOLAR:GEOGRAPHER]
   [SCHOLAR:DOCTOR]
   [SCHOLAR:ENGINEER]
   [PERMITTED_JOB:MINER]
   [PERMITTED_JOB:CARPENTER]
   [PERMITTED_JOB:BOWYER]
   [PERMITTED_JOB:WOODCUTTER]
   [PERMITTED_JOB:ENGRAVER]
   [PERMITTED_JOB:MASON]
   [PERMITTED_JOB:ANIMAL_CARETAKER]
   [PERMITTED_JOB:ANIMAL_TRAINER]
   [PERMITTED_JOB:HUNTER]
   [PERMITTED_JOB:TRAPPER]
   [PERMITTED_JOB:ANIMAL_DISSECTOR]
   [PERMITTED_JOB:FURNACE_OPERATOR]
   [PERMITTED_JOB:WEAPONSMITH]
   [PERMITTED_JOB:ARMORER]
   [PERMITTED_JOB:BLACKSMITH]
   [PERMITTED_JOB:METALCRAFTER]
   [PERMITTED_JOB:GEM_CUTTER]
   [PERMITTED_JOB:GEM_SETTER]
   [PERMITTED_JOB:WOODCRAFTER]
   [PERMITTED_JOB:STONECRAFTER]
   [PERMITTED_JOB:LEATHERWORKER]
   [PERMITTED_JOB:BONE_CARVER]
   [PERMITTED_JOB:WEAVER]
   [PERMITTED_JOB:CLOTHIER]
   [PERMITTED_JOB:GLASSMAKER]
   [PERMITTED_JOB:FISHERMAN]
   [PERMITTED_JOB:FISH_DISSECTOR]
   [PERMITTED_JOB:FISH_CLEANER]
   [PERMITTED_JOB:CHEESE_MAKER]
   [PERMITTED_JOB:MILKER]
   [PERMITTED_JOB:SHEARER]
   [PERMITTED_JOB:SPINNER]
   [PERMITTED_JOB:GELDER]
   [PERMITTED_JOB:COOK]
   [PERMITTED_JOB:THRESHER]
   [PERMITTED_JOB:MILLER]
   [PERMITTED_JOB:BUTCHER]
   [PERMITTED_JOB:TANNER]
   [PERMITTED_JOB:DYER]
   [PERMITTED_JOB:PLANTER]
   [PERMITTED_JOB:HERBALIST]
   [PERMITTED_JOB:BREWER]
   [PERMITTED_JOB:SOAP_MAKER]
   [PERMITTED_JOB:POTASH_MAKER]
   [PERMITTED_JOB:LYE_MAKER]
   [PERMITTED_JOB:WOOD_BURNER]
   [PERMITTED_JOB:MECHANIC]
   [PERMITTED_JOB:SIEGE_ENGINEER]
   [PERMITTED_JOB:SIEGE_OPERATOR]
   [PERMITTED_JOB:PUMP_OPERATOR]
   [PERMITTED_JOB:CLERK]
   [PERMITTED_JOB:ADMINISTRATOR]
   [PERMITTED_JOB:TRADER]
   [PERMITTED_JOB:ARCHITECT]
   [PERMITTED_JOB:DIAGNOSER]
   [PERMITTED_JOB:BONE_SETTER]
   [PERMITTED_JOB:SUTURER]
   [PERMITTED_JOB:SURGEON]
   [PERMITTED_JOB:GLAZER]
   [PERMITTED_JOB:POTTER]
   [PERMITTED_JOB:PRESSER]
   [PERMITTED_JOB:BEEKEEPER]
   [PERMITTED_JOB:WAX_WORKER]
   [PERMITTED_JOB:PAPERMAKER]
   [PERMITTED_JOB:BOOKBINDER]
   [PERMITTED_BUILDING:SOAP_MAKER]
   [PERMITTED_BUILDING:SCREW_PRESS]
   [PERMITTED_REACTION:BITUMINOUS_COAL_TO_COKE]
   [PERMITTED_REACTION:LIGNITE_TO_COKE]
   [PERMITTED_REACTION:BRASS_MAKING]
   [PERMITTED_REACTION:BRASS_MAKING2]
   [PERMITTED_REACTION:BRONZE_MAKING]
   [PERMITTED_REACTION:BRONZE_MAKING2]
   [PERMITTED_REACTION:ELECTRUM_MAKING]
   [PERMITTED_REACTION:ELECTRUM_MAKING2]
   [PERMITTED_REACTION:BILLON_MAKING]
   [PERMITTED_REACTION:BILLON_MAKING2]
   [PERMITTED_REACTION:PEWTER_FINE_MAKING]
   [PERMITTED_REACTION:PEWTER_FINE_MAKING2]
   [PERMITTED_REACTION:PEWTER_TRIFLE_MAKING]
   [PERMITTED_REACTION:PEWTER_TRIFLE_MAKING2]
   [PERMITTED_REACTION:PEWTER_LAY_MAKING]
   [PERMITTED_REACTION:PIG_IRON_MAKING]
   [PERMITTED_REACTION:STEEL_MAKING]
   [PERMITTED_REACTION:NICKEL_SILVER_MAKING]
   [PERMITTED_REACTION:BLACK_BRONZE_MAKING]
   [PERMITTED_REACTION:STERLING_SILVER_MAKING]
   [PERMITTED_REACTION:ROSE_GOLD_MAKING]
   [PERMITTED_REACTION:BISMUTH_BRONZE_MAKING]
   [PERMITTED_REACTION:ADAMANTINE_WAFERS]
   [PERMITTED_REACTION:TAN_A_HIDE]
   [PERMITTED_REACTION:RENDER_FAT]
   [PERMITTED_REACTION:MAKE_SOAP_FROM_TALLOW]
   [PERMITTED_REACTION:MAKE_SOAP_FROM_OIL]
   [PERMITTED_REACTION:MAKE_PEARLASH]
   [PERMITTED_REACTION:MAKE_PLASTER_POWDER]
   [PERMITTED_REACTION:MAKE_SHARP_ROCK]
   [PERMITTED_REACTION:MILL_SEEDS_NUTS_TO_PASTE]
   [PERMITTED_REACTION:MAKE_CLAY_JUG]
   [PERMITTED_REACTION:MAKE_CLAY_BRICKS]
   [PERMITTED_REACTION:MAKE_CLAY_STATUE]   
   [PERMITTED_REACTION:MAKE_LARGE_CLAY_POT]
   [PERMITTED_REACTION:MAKE_CLAY_CRAFTS]
   [PERMITTED_REACTION:GLAZE_JUG]
   [PERMITTED_REACTION:GLAZE_STATUE]
   [PERMITTED_REACTION:GLAZE_LARGE_POT]
   [PERMITTED_REACTION:GLAZE_CRAFT]
   [PERMITTED_REACTION:PRESS_OIL]
   [PERMITTED_REACTION:PRESS_OIL_FRUIT]
   [PERMITTED_REACTION:MAKE_CLAY_HIVE]
   [PERMITTED_REACTION:PRESS_HONEYCOMB]
   [PERMITTED_REACTION:MAKE_WAX_CRAFTS]
   [PERMITTED_REACTION:BREW_DRINK_FROM_PLANT]
   [PERMITTED_REACTION:BREW_DRINK_FROM_PLANT_GROWTH]   
   [PERMITTED_REACTION:MAKE_MEAD]
   [PERMITTED_REACTION:PROCESS_PLANT_TO_BAG]
   [PERMITTED_REACTION:MAKE_QUICKLIME]
   [PERMITTED_REACTION:MAKE_MILK_OF_LIME]
   [PERMITTED_REACTION:MAKE_PARCHMENT]
   [PERMITTED_REACTION:MAKE_SCROLL]
   [PERMITTED_REACTION:MAKE_QUIRE]
   [PERMITTED_REACTION:MAKE_SHEET_FROM_PLANT]
   [PERMITTED_REACTION:MAKE_SLURRY_FROM_PLANT]
   [PERMITTED_REACTION:PRESS_PLANT_PAPER]
   [PERMITTED_REACTION:BIND_BOOK]
   [PERMITTED_REACTION:CARVE_BONE_FIGURINE]
   [PERMITTED_REACTION:CARVE_BONE_RING]
   [PERMITTED_REACTION:CARVE_BONE_EARRING]
   [PERMITTED_REACTION:CARVE_BONE_SCEPTER]
   [PERMITTED_REACTION:CARVE_BONE_AMULET]
   [PERMITTED_REACTION:CARVE_BONE_BRACELET]
   [PERMITTED_REACTION:CARVE_BONE_CROWN]
   [PERMITTED_REACTION:CARVE_BONE_GEM]
   [PERMITTED_REACTION:CARVE_WOODEN_HELVE]
   [PERMITTED_REACTION:ASSEMBLE STONE AXE]
   [PERMITTED_REACTION:MAKE WOODEN CHAIR]
   [PERMITTED_REACTION:MAKE WOODEN TABLE]
   [PERMITTED_REACTION:MAKE WOODEN BED]
   [PERMITTED_REACTION:MAKE WOODEN CHEST]
   [PERMITTED_REACTION:MAKE WOODEN CABINET]
   [PERMITTED_REACTION:MAKE WOODEN DOOR]
   [PERMITTED_REACTION:MAKE WOODEN BARREL]
   [PERMITTED_REACTION:MAKE WOODEN BUCKET]
   [PERMITTED_REACTION:MAKE WOODEN CASKET]
   [PERMITTED_REACTION:MAKE WOODEN HATCH COVER]
   [PERMITTED_REACTION:MAKE WOODEN GRATE]
   [PERMITTED_REACTION:MAKE WOODEN BIN]
   [PERMITTED_REACTION:MAKE WOODEN STEPLADDER]
   [PERMITTED_REACTION:MAKE WOODEN BOOKCASE]
   [PERMITTED_REACTION:MAKE WOODEN SPLINT]
   [PERMITTED_REACTION:MAKE WOODEN CRUTCH]
   [PERMITTED_REACTION:MAKE WOODEN SHIELD]
   [PERMITTED_REACTION:MAKE WOODEN BUCKLER]
   [PERMITTED_REACTION:MAKE WOODEN TRAINING AXE]
   [PERMITTED_REACTION:MAKE WOODEN TRAINING SHORT SWORD]
   [PERMITTED_REACTION:MAKE WOODEN TRAINING SPEAR]
   [WORLD_CONSTRUCTION:TUNNEL]
   [WORLD_CONSTRUCTION:BRIDGE]
   [WORLD_CONSTRUCTION:WALL]
   [WORLD_CONSTRUCTION:ROAD]
   [ETHIC:KILL_ENTITY_MEMBER:UNTHINKABLE]
   [ETHIC:KILL_NEUTRAL:UNTHINKABLE]
   [ETHIC:KILL_ENEMY:PERSONAL_MATTER]
   [ETHIC:KILL_ANIMAL:PERSONAL_MATTER]
   [ETHIC:KILL_PLANT:PERSONAL_MATTER]
   [ETHIC:TORTURE_AS_EXAMPLE:JUSTIFIED_IF_EXTREME_REASON]
   [ETHIC:TORTURE_FOR_INFORMATION:JUSTIFIED_IF_GOOD_REASON]
   [ETHIC:TORTURE_FOR_FUN:UNTHINKABLE]
   [ETHIC:TORTURE_ANIMALS:UNTHINKABLE]
   [ETHIC:TREASON:PUNISH_EXILE]
   [ETHIC:OATH_BREAKING:JUSTIFIED_IF_GOOD_REASON]
   [ETHIC:LYING:PERSONAL_MATTER]
   [ETHIC:VANDALISM:PUNISH_REPRIMAND]
   [ETHIC:TRESPASSING:PUNISH_REPRIMAND]
   [ETHIC:THEFT:JUSTIFIED_IF_GOOD_REASON]
   [ETHIC:ASSAULT:PUNISH_SERIOUS]
   [ETHIC:SLAVERY:UNTHINKABLE]
   [ETHIC:EAT_SAPIENT_OTHER:JUSTIFIED_IF_GOOD_REASON]
   [ETHIC:EAT_SAPIENT_KILL:UNTHINKABLE]
   [ETHIC:MAKE_TROPHY_SAME_RACE:PERSONAL_MATTER]
   [ETHIC:MAKE_TROPHY_SAPIENT:PERSONAL_MATTER]
   [ETHIC:MAKE_TROPHY_ANIMAL:PERSONAL_MATTER]
   [VARIABLE_VALUE:ALL:-50:50]
   [VARIABLE_POSITIONS:ALL]
   [SITE_VARIABLE_POSITIONS:ALL]
   [BUILDS_OUTDOOR_FORTIFICATIONS]
   [BUILDS_OUTDOOR_TOMBS]
   [BANDITRY:1]
   [LOCAL_BANDITRY]

also the game is awesome but I love editing and seeing what happens in legends more fun...
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Meurlorg

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2076 on: August 16, 2016, 02:32:58 am »

Sorry about the drawn out text, had no idea how to do that thumb-thing whats it called, anyway, I searched the wikis and other info site as well but this part was troubling since I had no idea how to
go about selecting or making a placement/location/tile_set etc..  since it felt like all of the other spots seemed to be already taken..

[DEFAULT_SITE_TYPE:CITY]
   [LIKES_SITE:CITY]   seek this site to settle
   [TOLERATES_SITE:CAVE]
   [TOLERATES_SITE:CAVE_DETAILED]
   [TOLERATES_SITE:TREE_CITY]
   [SETTLEMENT_BIOME:ANY_FOREST]
   [SETTLEMENT_BIOME:ANY_GRASSLAND]
   [SETTLEMENT_BIOME:ANY_SAVANNA]
   [SETTLEMENT_BIOME:ANY_SHRUBLAND]
   [START_BIOME:ANY_GRASSLAND]
   [START_BIOME:ANY_SAVANNA]
   [START_BIOME:ANY_SHRUBLAND]
   [START_BIOME:ANY_FOREST]
   [BIOME_SUPPORT:ANY_WETLAND:3] Frequency goes from 0 to 10. Higher numbers make the entity more likely to settle there.
   [BIOME_SUPPORT:ANY_DESERT:4]
   [BIOME_SUPPORT:ANY_FOREST:7]
   [BIOME_SUPPORT:ANY_LAKE:2]
   [BIOME_SUPPORT:MOUNTAIN:3]
   [BIOME_SUPPORT:ANY_RIVER:2]
   [BIOME_SUPPORT:ANY_OCEAN:0]
   [BIOME_SUPPORT:ANY_GRASSLAND:3]
   [BIOME_SUPPORT:ANY_SAVANNA:2]
   [BIOME_SUPPORT:ANY_SHRUBLAND:2]

Question above still applicable, just forgot to add this part.
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Putnam

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2077 on: August 16, 2016, 02:58:09 am »

You do the thumb-thing with [​code] tags.

Kiloku

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2078 on: August 16, 2016, 11:23:36 am »

After playing a tabletop RPG where the party is composed of intelligent Undead, I've been thinking of modding in a Skeleton Fortress.

But I really don't know which RAWs I need to change, and how I'd define a Sentient Skeleton.

As a sidenote, I guess I'd have to use DFHack stuff to get them to reproduce by building new skeletons at workshops (from the bones of other dead things), as well. Unless maybe I can make a skeleton egg that spawns from an interaction with the workshop, but is it possible to have sentient creatures that hatch?
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scourge728

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2079 on: August 16, 2016, 12:31:52 pm »

so awhile back I made this
Code: [Select]
creature_khajiit

[OBJECT:CREATURE]

[CREATURE:KHAJIIT]
[DESCRIPTION:A medium-sized humanoid feline fond of alcohol and caravans.]
[NAME:khajiit:khajiits:khajiit]
[CASTE_NAME:khajiit:khajiits:khajiit]
[OUTSIDER_CONTROLLABLE]
[CREATURE_TILE:'K'][COLOR:3:0:0]
[CREATURE_SOLDIER_TILE:154]
[INTELLIGENT]
[STRANGE_MOODS]
[CANOPENDOORS]
[BENIGN]
[LOW_LIGHT_VISION:10000]
[PREFSTRING:fondness of alcohol]
[BODY:HUMANOID_NECK:Tail: 2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]
[USE_TISSUE_TEMPLATE:EYEBROW:EYEBROW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:HEAD:EYEBROW:ABOVE:BY_CATEGORY:EYE]
[USE_TISSUE_TEMPLATE:EYELASH:EYELASH_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:EYELID:EYELASH:FRONT]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[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]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[USE_MATERIAL_TEMPLATE:SWEAT:SWEAT_TEMPLATE]
[USE_MATERIAL_TEMPLATE:TEARS:TEARS_TEMPLATE]
[USE_MATERIAL_TEMPLATE:SPIT:SPIT_TEMPLATE]
[SECRETION:LOCAL_CREATURE_MAT:SWEAT:LIQUID:BY_CATEGORY:ALL:SKIN:EXERTION]
[SECRETION:LOCAL_CREATURE_MAT:TEARS:LIQUID:BY_CATEGORY:EYE:ALL:EXTREME_EMOTION]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Spit]
[CDI:USAGE_HINT:NEGATIVE_SOCIAL_RESPONSE]
[CDI:USAGE_HINT:TORMENT]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:SPIT:LIQUID_GLOB]
[CDI:VERB:spit:spits:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]
[BODY_SIZE:0:0:4000]
[BODY_SIZE:1:168:17500]
[BODY_SIZE:12:0:70000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:LARGE_IRIS:25:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:LIP]
[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]
[APP_MOD_NOUN:lips:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:NOSE]
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]
[APP_MOD_NOUN:nose bridge:SINGULAR]
[SET_BP_GROUP:BY_CATEGORY:EAR]
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]
[BP_APPEARANCE_MODIFIER:LENGTH:100:100:100:100:100:100:100] for vampires
[APP_MOD_IMPORTANCE:1000]
[APP_MOD_NOUN:teeth:PLURAL]
[APP_MOD_DESC_RANGE:30:60:90:110:150:190]
[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:THROAT]
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:HEAD]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_DESC_RANGE:91:94:98:102:106:109]
[MAXAGE:60:120]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:SECOND]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[BABY:1]
[GENERAL_BABY_NAME:khajiit new-kit:khajiit new-kits]
[BABYNAME:khajiit new-kit:khajiit new-kits]
[CHILD:12]
[GENERAL_CHILD_NAME:khajiit kit:khajiit kits]
[CHILDNAME:khajiit kit:khajiit kits]
[EQUIPS]
[DIURNAL]
[NOCTURNAL]
[SMELL_TRIGGER:5]
[HOMEOTHERM:10067]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:675:450:225:1900:2900] 39 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph, NO DATA
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:5341:4723:4112:1254:6433:7900] 7 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph, NO DATA
[PROFESSION_NAME:CRAFTSMAN:craftkhajiit:craftkhajiits]
[PROFESSION_NAME:FISHERMAN:fisherkhajiit:fisherkhajiits]
[PROFESSION_NAME:HAMMERMAN:hammerkhajiit:hammerkhajiits]
[PROFESSION_NAME:SPEARMAN:spearkhajiit:spearkhajiits]
[PROFESSION_NAME:CROSSBOWMAN:crossbowkhajiit:crossbowkhajiits]
[PROFESSION_NAME:AXEMAN:axekhajiit:axekhajiits]
[PROFESSION_NAME:SWORDSMAN:swordskhajiit:swordskhajiits]
[PROFESSION_NAME:MACEMAN:macekhajiit:macekhajiits]
[PROFESSION_NAME:PIKEMAN:pikekhajiit:pikekhajiits]
[PROFESSION_NAME:BOWMAN:archer:archers]
[PROFESSION_NAME:MASTER_CROSSBOWMAN:Elite Crossbowkhajiit:Elite Crossbowkhajiits]
[PROFESSION_NAME:MASTER_BOWMAN:Elite Archer:Elite Archers]
[SWIMS_INNATE]
[MANNERISM_FINGERS:finger:fingers]
[MANNERISM_NOSE:nose]
[MANNERISM_EAR:ear]
[MANNERISM_HEAD:head]
[MANNERISM_EYES:eyes]
[MANNERISM_MOUTH:mouth]
[MANNERISM_HAIR:hair]
[MANNERISM_KNUCKLES:knuckles]
[MANNERISM_LIPS:lips]
[MANNERISM_CHEEK:cheek]
[MANNERISM_NAILS:nails]
[MANNERISM_FEET:feet]
[MANNERISM_ARMS:arms]
[MANNERISM_HANDS:hands]
[MANNERISM_TONGUE:tongue]
[MANNERISM_LEG:leg]
[MANNERISM_LAUGH]
[MANNERISM_SMILE]
[MANNERISM_WALK]
[MANNERISM_SIT]
[MANNERISM_BREATH]
[MANNERISM_POSTURE]
[MANNERISM_STRETCH]
[MANNERISM_EYELIDS]
[SPOUSE_CONVERSION_TARGET]
[MUNDANE]
[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[CASTE:MALE]
[MALE]
[SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[PLUS_TL_GROUP:BY_CATEGORY:EYELID:EYELASH]
[TL_COLOR_MODIFIER:AMBER:1:AUBURN:1:BLACK:1:BROWN:1:BUFF:1:BURNT_SIENNA:1:BURNT_UMBER:1:CHARCOAL:1:CHESTNUT:1:CHOCOLATE:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_CHESTNUT:1:DARK_TAN:1:ECRU:1:FLAX:1:GOLD:1:GOLDEN_YELLOW:1:GOLDENROD:1:LIGHT_BROWN:1:MAHOGANY:1:OCHRE:1:PALE_BROWN:1:PALE_CHESTNUT:1:PUMPKIN:1:RAW_UMBER:1:RUSSET:1:SAFFRON:1:SEPIA:1:TAN:1:TAUPE_DARK:1:TAUPE_GRAY:1:TAUPE_MEDIUM:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:hair:SINGULAR]
[TL_COLOR_MODIFIER:GRAY:1]
[TLCM_NOUN:hair:SINGULAR]
[TLCM_TIMING:ROOT:40:0:70:0]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:hair:SINGULAR]
[TLCM_TIMING:ROOT:70:0:90:0]
[SET_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[TISSUE_LAYER_APPEARANCE_MODIFIER:HIGH_POSITION:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyebrows:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:EYELID:EYELASH]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyelashes:PLURAL]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_NOUN:hair:SINGULAR]
[APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]
[APP_MOD_DESC_RANGE:10:25:75:125:200:300]
[TISSUE_LAYER_APPEARANCE_MODIFIER:CURLY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:GREASY:0:70:90:100:110:130:200]
[APP_MOD_NOUN:hair:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:50:80:90:100:110:120:150]
[APP_MOD_NOUN:hair:SINGULAR]
[APP_MOD_DESC_RANGE:55:70:90:110:130:145]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TISSUE_STYLE_UNIT:HAIR:STANDARD_HAIR_SHAPINGS]
[TSU_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[TISSUE_STYLE_UNIT:BEARD:STANDARD_BEARD_SHAPINGS]
[TSU_NOUN:beard:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[TISSUE_STYLE_UNIT:MOUSTACHE:STANDARD_MOUSTACHE_SHAPINGS]
[TSU_NOUN:moustache:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_STYLE_UNIT:SIDEBURNS:STANDARD_SIDEBURNS_SHAPINGS]
[TSU_NOUN:sideburns:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:skin:SINGULAR]
[TISSUE_LAYER_APPEARANCE_MODIFIER:WRINKLY:0:0:0:0:0:0:0]
[APP_MOD_RATE:1:YEARLY:0:100:30:0:NO_END]
[APP_MOD_NOUN:skin:SINGULAR]
[APP_MOD_DESC_RANGE:0:0:0:1:25:50]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_AMBER:1:IRIS_EYE_AQUA:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_ASH_GRAY:1:IRIS_EYE_AUBURN:1:IRIS_EYE_AZURE:1:IRIS_EYE_BLUE:1:IRIS_EYE_BRASS:1:IRIS_EYE_BRONZE:1:IRIS_EYE_BROWN:1:IRIS_EYE_CERULEAN:1:IRIS_EYE_CHESTNUT:1:IRIS_EYE_CHOCOLATE:1:IRIS_EYE_CINNAMON:1:IRIS_EYE_COPPER:1:IRIS_EYE_DARK_BLUE:1:IRIS_EYE_DARK_BROWN:1:IRIS_EYE_DARK_CHESTNUT:1:IRIS_EYE_DARK_GREEN:1:IRIS_EYE_DARK_OLIVE:1:IRIS_EYE_DARK_TAN:1:IRIS_EYE_ECRU:1:IRIS_EYE_EMERALD:1:IRIS_EYE_FERN_GREEN:1:IRIS_EYE_GRAY:1:IRIS_EYE_GREEN:1:IRIS_EYE_JADE:1:IRIS_EYE_LIGHT_BLUE:1:IRIS_EYE_LIGHT_BROWN:1:IRIS_EYE_MAHOGANY:1:IRIS_EYE_MIDNIGHT_BLUE:1:IRIS_EYE_OCHRE:1:IRIS_EYE_OLIVE:1:IRIS_EYE_PALE_BLUE:1:IRIS_EYE_PALE_BROWN:1:IRIS_EYE_PALE_CHESTNUT:1:IRIS_EYE_PERIWINKLE:1:IRIS_EYE_PINE_GREEN:1:IRIS_EYE_RAW_UMBER:1:IRIS_EYE_RUSSET:1:IRIS_EYE_SEA_GREEN:1:IRIS_EYE_SEPIA:1:IRIS_EYE_SKY_BLUE:1:IRIS_EYE_SLATE_GRAY:1:IRIS_EYE_SPRING_GREEN:1:IRIS_EYE_TAN:1:IRIS_EYE_TAUPE_DARK:1:IRIS_EYE_TAUPE_GRAY:1:IRIS_EYE_TAUPE_MEDIUM:1:IRIS_EYE_TAUPE_PALE:1:IRIS_EYE_TAUPE_SANDY:1:IRIS_EYE_TEAL:1:IRIS_EYE_TURQUOISE:1]
[TLCM_NOUN:eyes:PLURAL]

ignoring how it probably doesn't have fur, can someone explain why when I play as one in fortress mode I have no expedition leader and why they only settle in hillocks?

Meurlorg

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2080 on: August 16, 2016, 12:58:58 pm »

I'm stuck guys, I just cant figure out how to add a fresh new civ in the entity folder, is it even possible without editing a pre-existing civ, if so how?

 
Code: [Select]
testing[code]
[code]testing
Logged

ThatZommy

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  • Am royalty
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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2081 on: August 16, 2016, 01:04:42 pm »

After playing a tabletop RPG where the party is composed of intelligent Undead, I've been thinking of modding in a Skeleton Fortress.

But I really don't know which RAWs I need to change, and how I'd define a Sentient Skeleton.

As a sidenote, I guess I'd have to use DFHack stuff to get them to reproduce by building new skeletons at workshops (from the bones of other dead things), as well. Unless maybe I can make a skeleton egg that spawns from an interaction with the workshop, but is it possible to have sentient creatures that hatch?

Right. Well, I think the easiest thing for ya to do is grab a human from the creature_standard raws, paste it in at the bottom of the file, and then go ahead and have all of the materials the creature uses be replaced by the bone material. Something like this-

Code: [Select]
[TISSUE:BONE]
[TISSUE_NAME:bone:bone]
[TISSUE_MATERIAL:MATERIAL_TEMPLATE:BONE_TEMPLATE]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:BONE]

Aside from that, you just need to grab an entity, paste it in at the bottom of the file and modify it how you need to. I'm not sure if you're new to modding in DF, but it's pretty simple if ya use the wiki. You should just need these two pages-

http://dwarffortresswiki.org/index.php/DF2014:Creature_token

http://dwarffortresswiki.org/index.php/DF2014:Entity_token

I'm not good at explaining things, but I think that's enough to get you started on the skeleton creature and civ.


Oh, and yes you can make civvy creatures lay eggs and hatch children, but you have to build nestboxes for them and it's a bit hard to keep them from leaving their eggs to die while also making sure they don't dehydrate.
Logged
Er, atleast I think that's right.

Meurlorg

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2082 on: August 16, 2016, 01:24:36 pm »

I check the codes and their doesn't appear to be any error but my civ just wont spawn or at the very least it seems like it due to the fact that no history related to them appear in legends no matter how long the history or how short it is, I'm really pulling my hair out here trying to figure it out.

Since if I can nail this down, I'll expand what I can do, on a side note, I made all the weapons usable as a training tool here is the raw if you want to use it.

Code: [Select]
item_weapon_new

[OBJECT:ITEM]

[ITEM_WEAPON:ITEM_WEAPON_WHIP_TRAINING]
[NAME:whip:whips]
[SIZE:100]
[SKILL:WHIP]
[TWO_HANDED:27500]
[MINIMUM_SIZE:22500]
[MATERIAL_SIZE:1]
[ATTACK:BLUNT:1:10:lash:lashes:NO_SUB:5000]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_FLAG_BAD_MULTIATTACK]
[TRAINING]

[ITEM_WEAPON:ITEM_WEAPON_HAMMER_WAR_TRAINING]
[NAME:war hammer:war hammers]
[SIZE:400]
[SKILL:HAMMER]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:10:200:bash:bashes:NO_SUB:2000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[TRAINING]

[ITEM_WEAPON:ITEM_WEAPON_MACE_TRAINING]
[NAME:mace:maces]
[SIZE:800]
[SKILL:MACE]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:20:200:bash:bashes:NO_SUB:2000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[TRAINING]

[ITEM_WEAPON:ITEM_WEAPON_CROSSBOW_TRAINING]
[NAME:crossbow:crossbows]
[SIZE:400]
[SKILL:HAMMER:CROSSBOW]
[RANGED:CROSSBOW:BOLT]
[SHOOT_FORCE:1000]
[SHOOT_MAXVEL:200]  This is just to make sure a near-weightless object doesn't go faster than the string could possibly go.
[TWO_HANDED:0]
[MINIMUM_SIZE:15000]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[TRAINING]

[ITEM_WEAPON:ITEM_WEAPON_PICK_TRAINING]
[NAME:pick:picks]
[SIZE:500]
[SKILL:MINING]
[TWO_HANDED:47500]
[MINIMUM_SIZE:42500]
[MATERIAL_SIZE:4]
[ATTACK:BLUNT:100:4000:strike:strikes:NO_SUB:2000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[TRAINING]

[ITEM_WEAPON:ITEM_WEAPON_BOW_TRAINING]
[NAME:bow:bows]
[SIZE:300]
[SKILL:SWORD:BOW]
[RANGED:BOW:ARROW]
[SHOOT_FORCE:1000]
[SHOOT_MAXVEL:200]
[TWO_HANDED:0]
[MINIMUM_SIZE:15000]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[TRAINING]

[ITEM_WEAPON:ITEM_WEAPON_BLOWGUN_TRAINING]
[NAME:blowgun:blowguns]
[SIZE:150]
[SKILL:SWORD]
[RANGED:BLOWGUN:BLOWDART]
[SHOOT_FORCE:100]
[SHOOT_MAXVEL:1000] I suppose you could blow harder and harder, but the force prevents it from getting out of hand.
[TWO_HANDED:0]
[MINIMUM_SIZE:5000]
[MATERIAL_SIZE:2]
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[TRAINING]

[ITEM_WEAPON:ITEM_WEAPON_PIKE_TRAINING]
[NAME:pike:pikes]
[SIZE:800]
[SKILL:PIKE]
[TWO_HANDED:77500]
[MINIMUM_SIZE:62500]
[MATERIAL_SIZE:4]
[ATTACK:BLUNT:20:12000:stab:stabs:NO_SUB:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:10000:6000:bash:bashes:shaft:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[TRAINING]

[ITEM_WEAPON:ITEM_WEAPON_SWORD_2H_TRAINING]
[NAME:two-handed sword:two-handed swords]
[SIZE:900]
[SKILL:SWORD]
[TWO_HANDED:77500]
[MINIMUM_SIZE:62500]
[MATERIAL_SIZE:5]
[ATTACK:BLUNT:100000:8000:slash:slashes:NO_SUB:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:50:4000:stab:stabs:NO_SUB:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:100000:8000:slap:slaps:flat:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[TRAINING]

[ITEM_WEAPON:ITEM_WEAPON_SWORD_LONG_TRAINING]
[NAME:long sword:long swords]
[SIZE:700]
[SKILL:SWORD]
[TWO_HANDED:57500]
[MINIMUM_SIZE:52500]
[MATERIAL_SIZE:4]
[ATTACK:BLUNT:60000:6000:slash:slashes:NO_SUB:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:50:3000:stab:stabs:NO_SUB:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:60000:6000:slap:slaps:flat:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[TRAINING]

[ITEM_WEAPON:ITEM_WEAPON_MAUL_TRAINING]
[NAME:maul:mauls]
[SIZE:1300]
[SKILL:HAMMER]
[TWO_HANDED:77500]
[MINIMUM_SIZE:62500]
[MATERIAL_SIZE:5]
[ATTACK:BLUNT:100:6000:bash:bashes:NO_SUB:2000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[TRAINING]

[ITEM_WEAPON:ITEM_WEAPON_AXE_GREAT_TRAINING]
[NAME:great axe:great axes]
[SIZE:1300]
[SKILL:AXE]
[TWO_HANDED:77500]
[MINIMUM_SIZE:62500]
[MATERIAL_SIZE:5]
[ATTACK:BLUNT:60000:8000:hack:hacks:NO_SUB:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:60000:8000:slap:slaps:flat:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[TRAINING]

[ITEM_WEAPON:ITEM_WEAPON_DAGGER_LARGE_TRAINING]
[NAME:dagger:daggers]
[ADJECTIVE:large]
[SIZE:200]
[SKILL:DAGGER]
[TWO_HANDED:27500]
[MINIMUM_SIZE:5000]
[MATERIAL_SIZE:1]
[ATTACK:BLUNT:1000:800:slash:slashes:NO_SUB:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:5:1000:stab:stabs:NO_SUB:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:20:600:strike:strikes:pommel:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[TRAINING]

[ITEM_WEAPON:ITEM_WEAPON_SCOURGE_TRAINING]
[NAME:scourge:scourges]
[SIZE:300]
[SKILL:WHIP]
[TWO_HANDED:27500]
[MINIMUM_SIZE:22500]
[MATERIAL_SIZE:2]
[ATTACK:BLUNT:10:50:lash:lashes:NO_SUB:2000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_FLAG_BAD_MULTIATTACK]
[TRAINING]

[ITEM_WEAPON:ITEM_WEAPON_FLAIL_TRAINING]
[NAME:flail:flails]
[SIZE:500]
[SKILL:MACE]
[TWO_HANDED:47500]
[MINIMUM_SIZE:42500]
[MATERIAL_SIZE:4]
[ATTACK:BLUNT:200:4000:bash:bashes:NO_SUB:2500]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[TRAINING]

[ITEM_WEAPON:ITEM_WEAPON_MORNINGSTAR_TRAINING]
[NAME:morningstar:morningstars]
[SIZE:500]
[SKILL:MACE]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:10:500:bash:bashes:NO_SUB:2000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:50:1000:strike:strikes:pommel:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[TRAINING]

[ITEM_WEAPON:ITEM_WEAPON_SCIMITAR_TRAINING]
[NAME:scimitar:scimitars]
[SIZE:300]
[SKILL:SWORD]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:20000:4000:slash:slashes:NO_SUB:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:50:2000:stab:stabs:NO_SUB:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:20000:4000:slap:slaps:flat:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:50:1000:strike:strikes:pommel:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[TRAINING]
[code]

also found that bullion is misspelled in the raws as billion

Ive actually been able to do that, created a creature in creature_standard, edited a pre-existing
civ in the entity folder to suit my creature and it spawns fine, legends and all but when I try to add a new
civ instead of editing a pre-existing one in the entity folder, mind you I use a pre-existing civ in the entity folder as a template but tweak it to my purpose plus theirs no error in the coding, its ignored by legends and wont appear, so my question is how do I go about adding a new civ in entity and have it appear in legends without deleting/changing a pre-exiting civ?






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ThatZommy

  • Bay Watcher
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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2083 on: August 16, 2016, 01:29:47 pm »

I check the codes and their doesn't appear to be any error but my civ just wont spawn or at the very least it seems like it due to the fact that no history related to them appear in legends no matter how long the history or how short it is, I'm really pulling my hair out here trying to figure it out.

Since if I can nail this down, I'll expand what I can do, on a side note, I made all the weapons usable as a training tool here is the raw if you want to use it.

Code: [Select]
item_weapon_new

[OBJECT:ITEM]

[ITEM_WEAPON:ITEM_WEAPON_WHIP_TRAINING]
[NAME:whip:whips]
[SIZE:100]
[SKILL:WHIP]
[TWO_HANDED:27500]
[MINIMUM_SIZE:22500]
[MATERIAL_SIZE:1]
[ATTACK:BLUNT:1:10:lash:lashes:NO_SUB:5000]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_FLAG_BAD_MULTIATTACK]
[TRAINING]

[ITEM_WEAPON:ITEM_WEAPON_HAMMER_WAR_TRAINING]
[NAME:war hammer:war hammers]
[SIZE:400]
[SKILL:HAMMER]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:10:200:bash:bashes:NO_SUB:2000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[TRAINING]

[ITEM_WEAPON:ITEM_WEAPON_MACE_TRAINING]
[NAME:mace:maces]
[SIZE:800]
[SKILL:MACE]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:20:200:bash:bashes:NO_SUB:2000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[TRAINING]

[ITEM_WEAPON:ITEM_WEAPON_CROSSBOW_TRAINING]
[NAME:crossbow:crossbows]
[SIZE:400]
[SKILL:HAMMER:CROSSBOW]
[RANGED:CROSSBOW:BOLT]
[SHOOT_FORCE:1000]
[SHOOT_MAXVEL:200]  This is just to make sure a near-weightless object doesn't go faster than the string could possibly go.
[TWO_HANDED:0]
[MINIMUM_SIZE:15000]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[TRAINING]

[ITEM_WEAPON:ITEM_WEAPON_PICK_TRAINING]
[NAME:pick:picks]
[SIZE:500]
[SKILL:MINING]
[TWO_HANDED:47500]
[MINIMUM_SIZE:42500]
[MATERIAL_SIZE:4]
[ATTACK:BLUNT:100:4000:strike:strikes:NO_SUB:2000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[TRAINING]

[ITEM_WEAPON:ITEM_WEAPON_BOW_TRAINING]
[NAME:bow:bows]
[SIZE:300]
[SKILL:SWORD:BOW]
[RANGED:BOW:ARROW]
[SHOOT_FORCE:1000]
[SHOOT_MAXVEL:200]
[TWO_HANDED:0]
[MINIMUM_SIZE:15000]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[TRAINING]

[ITEM_WEAPON:ITEM_WEAPON_BLOWGUN_TRAINING]
[NAME:blowgun:blowguns]
[SIZE:150]
[SKILL:SWORD]
[RANGED:BLOWGUN:BLOWDART]
[SHOOT_FORCE:100]
[SHOOT_MAXVEL:1000] I suppose you could blow harder and harder, but the force prevents it from getting out of hand.
[TWO_HANDED:0]
[MINIMUM_SIZE:5000]
[MATERIAL_SIZE:2]
[ATTACK:BLUNT:10000:4000:bash:bashes:NO_SUB:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[TRAINING]

[ITEM_WEAPON:ITEM_WEAPON_PIKE_TRAINING]
[NAME:pike:pikes]
[SIZE:800]
[SKILL:PIKE]
[TWO_HANDED:77500]
[MINIMUM_SIZE:62500]
[MATERIAL_SIZE:4]
[ATTACK:BLUNT:20:12000:stab:stabs:NO_SUB:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:10000:6000:bash:bashes:shaft:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[TRAINING]

[ITEM_WEAPON:ITEM_WEAPON_SWORD_2H_TRAINING]
[NAME:two-handed sword:two-handed swords]
[SIZE:900]
[SKILL:SWORD]
[TWO_HANDED:77500]
[MINIMUM_SIZE:62500]
[MATERIAL_SIZE:5]
[ATTACK:BLUNT:100000:8000:slash:slashes:NO_SUB:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:50:4000:stab:stabs:NO_SUB:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:100000:8000:slap:slaps:flat:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[TRAINING]

[ITEM_WEAPON:ITEM_WEAPON_SWORD_LONG_TRAINING]
[NAME:long sword:long swords]
[SIZE:700]
[SKILL:SWORD]
[TWO_HANDED:57500]
[MINIMUM_SIZE:52500]
[MATERIAL_SIZE:4]
[ATTACK:BLUNT:60000:6000:slash:slashes:NO_SUB:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:50:3000:stab:stabs:NO_SUB:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:60000:6000:slap:slaps:flat:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[TRAINING]

[ITEM_WEAPON:ITEM_WEAPON_MAUL_TRAINING]
[NAME:maul:mauls]
[SIZE:1300]
[SKILL:HAMMER]
[TWO_HANDED:77500]
[MINIMUM_SIZE:62500]
[MATERIAL_SIZE:5]
[ATTACK:BLUNT:100:6000:bash:bashes:NO_SUB:2000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[TRAINING]

[ITEM_WEAPON:ITEM_WEAPON_AXE_GREAT_TRAINING]
[NAME:great axe:great axes]
[SIZE:1300]
[SKILL:AXE]
[TWO_HANDED:77500]
[MINIMUM_SIZE:62500]
[MATERIAL_SIZE:5]
[ATTACK:BLUNT:60000:8000:hack:hacks:NO_SUB:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:60000:8000:slap:slaps:flat:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[TRAINING]

[ITEM_WEAPON:ITEM_WEAPON_DAGGER_LARGE_TRAINING]
[NAME:dagger:daggers]
[ADJECTIVE:large]
[SIZE:200]
[SKILL:DAGGER]
[TWO_HANDED:27500]
[MINIMUM_SIZE:5000]
[MATERIAL_SIZE:1]
[ATTACK:BLUNT:1000:800:slash:slashes:NO_SUB:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:5:1000:stab:stabs:NO_SUB:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:20:600:strike:strikes:pommel:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[TRAINING]

[ITEM_WEAPON:ITEM_WEAPON_SCOURGE_TRAINING]
[NAME:scourge:scourges]
[SIZE:300]
[SKILL:WHIP]
[TWO_HANDED:27500]
[MINIMUM_SIZE:22500]
[MATERIAL_SIZE:2]
[ATTACK:BLUNT:10:50:lash:lashes:NO_SUB:2000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_FLAG_BAD_MULTIATTACK]
[TRAINING]

[ITEM_WEAPON:ITEM_WEAPON_FLAIL_TRAINING]
[NAME:flail:flails]
[SIZE:500]
[SKILL:MACE]
[TWO_HANDED:47500]
[MINIMUM_SIZE:42500]
[MATERIAL_SIZE:4]
[ATTACK:BLUNT:200:4000:bash:bashes:NO_SUB:2500]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[TRAINING]

[ITEM_WEAPON:ITEM_WEAPON_MORNINGSTAR_TRAINING]
[NAME:morningstar:morningstars]
[SIZE:500]
[SKILL:MACE]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:10:500:bash:bashes:NO_SUB:2000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:50:1000:strike:strikes:pommel:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[TRAINING]

[ITEM_WEAPON:ITEM_WEAPON_SCIMITAR_TRAINING]
[NAME:scimitar:scimitars]
[SIZE:300]
[SKILL:SWORD]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:20000:4000:slash:slashes:NO_SUB:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:50:2000:stab:stabs:NO_SUB:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:20000:4000:slap:slaps:flat:1250]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK:BLUNT:50:1000:strike:strikes:pommel:1000]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[TRAINING]
[code]

also found that bullion is misspelled in the raws as billion

Ive actually been able to do that, created a creature in creature_standard, edited a pre-existing
civ in the entity folder to suit my creature and it spawns fine, legends and all but when I try to add a new
civ instead of editing a pre-existing one in the entity folder, mind you I use a pre-existing civ in the entity folder as a template but tweak it to my purpose plus theirs no error in the coding, its ignored by legends and wont appear, so my question is how do I go about adding a new civ in entity and have it appear in legends without deleting/changing a pre-exiting civ?

That sounds fine. Mind posting the civ? I might be able to find something off about it.

First thing that comes to mind is making sure you added the [ENTITY:WHATEVERYAWANTHERE] bit. And make sure it's an original bit of text after ENTITY:, otherwise it doesn't work.
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Er, atleast I think that's right.

Dirst

  • Bay Watcher
  • [EASILY_DISTRA
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2084 on: August 16, 2016, 02:31:08 pm »

If you use a duplicate entity ID it will work, in that "I managed to crash my plane into the face of a cliff" manner of working.  That is, the game won't warn you about that error... it will just do very very strange things.
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Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map
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