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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 698322 times)

Eric Blank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2145 on: August 28, 2016, 04:19:02 pm »

Add the ichor and whatever else is causing problems to the second part, where blood and pus are being defined.

Since ichor and other stuff are supposed to be liquids, and you set their melting point to 55k urists using the select_material:all and then didn't correct it like with blood and pus, that's how hot they are when the creature bleeds, spits, whatever.
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ZM5

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2146 on: August 28, 2016, 06:11:29 pm »

Oh yeah, I corrected it with the ichor in the actual creature raw itself - thing is, the LIQUID_GLOB spatter attack still immediately causes burning and melting - though I guess that's due to spatters being a bit glitchy in the current version.

The TRAILING_VAPOR_FLOW one doesnt, though, for some reason. Also doesn't explain why the acid breath also still causes burning and melting despite not being locally defined.

scourge728

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2147 on: August 29, 2016, 02:18:13 pm »

So recently I turned cats in my fortress to adamantine via
Code: [Select]
[TISSUE:ADAMANTINE]
[TISSUE_NAME:adamantine:adamantine]
[TISSUE_MATERIAL:INORGANIC:ADAMANTINE]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:ADAMANTINE]

and it crashed occasionally afterwards, but when I removed it it started crashing after unpause and putting it back in fixes it, can someone explain why that it and if i can fix it?

Putnam

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2148 on: August 29, 2016, 07:12:48 pm »

removing the adamantine tissue definition doesn't really remove the tissue from existing units, it just makes it invalid (which could lead to null or invalid pointers or other nastiness)

jecowa

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2149 on: September 01, 2016, 09:21:09 pm »

Just want to make sure I'm interpreting this correctly.

The wiki mentions a [SITE_CONTROLLABLE] or [CIV_CONTROLLABLE].

If I'm playing with Dwarf Fortress version v0.42.01 or later, then I should use [SITE_CONTROLLABLE], right? I'm guessing [CIV_CONTROLLABLE] no longer does anything.
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Putnam

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2150 on: September 01, 2016, 09:32:34 pm »

Yes.

jecowa

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2151 on: September 01, 2016, 09:54:39 pm »

Thank you!
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pikachu17

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2152 on: September 02, 2016, 01:56:57 pm »

Here is a quote from the wiki about the tag [LARGE_PREDATOR]
"Will attack things that are smaller than it (like dwarves). Only one group of "large predators" will appear on any given map (possibly two groups on "savage" maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. 'ere the wolves get hungry.'"
Is it true that only one group of large_predators will appear on any given map?

Next question:I was trying to make a civ that dies quickly, by having a low age, but that simply made it keep making new historical figures who die of old age. how do I make a civ that that's guaranteed to die, and quickly?

« Last Edit: September 02, 2016, 03:05:49 pm by pikachu17 »
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Z49000

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2153 on: September 02, 2016, 06:55:05 pm »

Here is a quote from the wiki about the tag [LARGE_PREDATOR]
"Will attack things that are smaller than it (like dwarves). Only one group of "large predators" will appear on any given map (possibly two groups on "savage" maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. 'ere the wolves get hungry.'"
Is it true that only one group of large_predators will appear on any given map?

Next question:I was trying to make a civ that dies quickly, by having a low age, but that simply made it keep making new historical figures who die of old age. how do I make a civ that that's guaranteed to die, and quickly?

No, multiple groups of large creatures might appear on a map.

Also, no. I don't think that is even possible.
« Last Edit: September 02, 2016, 06:56:39 pm by Z49000 »
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Bogus

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2154 on: September 03, 2016, 02:33:29 am »

civs with very small and weak creatures were more likely to die out a few versions back.
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scourge728

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2155 on: September 03, 2016, 10:12:16 am »

So after reading that thread about wagons I tried to make a living wagon creature
Code: [Select]
[CREATURE:WAGON]
[DESCRIPTION:A living Wagon.]
[NAME:wagon:wagons:wagon]
[CASTE_NAME:wagon:wagons:wagon]
[CREATURE_TILE:'W'][COLOR:6:0:0]
[COMMON_DOMESTIC]
[NOT_BUTCHERABLE]
[BODY:WAGON]
[USE_MATERIAL_TEMPLATE:WOOD:WOOD_TEMPLATE]
[TISSUE:WOOD]
[TISSUE_NAME:wood:wooden]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:WOOD]
[TISSUE_LAYER:BY_CATEGORY:ALL:WOOD]
[ITEMCORPSE:WOOD:NO_SUBTYPE:LOCAL_CREATURE_MAT:WOOD]
[BODY_SIZE:0:0:12000]
[ALL_ACTIVE]
[TRADE_CAPACITY:15000]
[MUNDANE]
[ODOR_LEVEL:0]
[PETVALUE:200]
[LARGE_ROAMING]
[POPULATION_NUMBER:15:30]
[CLUSTER_NUMBER:3:7]
[BIOME:GRASSLAND_TEMPERATE]
[BIOME:SAVANNA_TEMPERATE]
[PACK_ANIMAL][WAGON_PULLER]
[BENIGN][MEANDERER][PET]
[VISION_ARC:50:310]
[NATURAL][MOUNT]
[BODY_SIZE:0:0:100000]
[BODY_SIZE:1:0:200000]
[BODY_SIZE:2:0:500000]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[EXTRAVISON]
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:375:250:125:1900:2900] 70 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph, NO DATA
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph, NO DATA
[SWIMS_INNATE]
[NO_DIZZINESS]
[NO_DRINK]
[NO_EAT]
[NO_SLEEP]
[NO_FEVERS]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[NOBREATHE]
[NOEMOTION]
[NOEXERT]
[NONAUSEA]
[NOPAIN]
[NOSMELLYROT]
[NOSTUN]
[NOTHOUGHT]
[CHILD:1][GENERAL_CHILD_NAME:Baby Wagon:Wagon babies]
[HOMEOTHERM:10068]
[PREFSTRING:wheels]
[CASTE:FEMALE]
[FEMALE]
[CASTE:MALE]
[MALE]
and it doesn't show up in arena, anyone know why?

armads

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2156 on: September 03, 2016, 04:14:34 pm »

So I'm rather new to modding, and I've been trying to do what I think is a small task, but it doesn't seem to show up in testing.

All I've been trying to do is change materials of things like a cat's claws to steel, or give a cow a breath weapon.

I've most recently been trying to modify the syndromes/effects of the bark scorpion so that a bark scorpion man's sting causes more effects, but none of it shows up in testing, despite the fact that when I modified other parts, such as the creature's gait, it worked fine.

is there some particular order that the syndrome needs to be added in in the list of traits? While I've read the guide on modding, it never really says where in the hierarchy it should be placed.
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mcbucko

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2157 on: September 07, 2016, 11:47:53 pm »

Okay I'm on my wit's end with this one. I went through the trouble of trying to come up with custom tissues and materials that I can reuse for plant based animals, but no matter what I try I keep getting no tissue thickness error messages and I officially don't know what I'm doing wrong.

Tissue templates
Spoiler (click to show/hide)

Materials
Spoiler (click to show/hide)

Body Detail Plans
Spoiler (click to show/hide)

And finally the relevant tags in the creature raws
Spoiler (click to show/hide)

So what am I doing wrong? When I examine the creature the game crashes and the errorlog spits out lines of how every creature's body part has no tissue thickness defined.
« Last Edit: September 07, 2016, 11:51:15 pm by mcbucko »
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BlackFlyme

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2158 on: September 08, 2016, 12:01:36 am »

Strange. Nothing's jumping out at me.

Is the file named correctly, and are there proper headers for each file?
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mcbucko

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2159 on: September 08, 2016, 12:28:10 am »

Yeah, as far as I can tell, everything has the correct OBJECT:TYPE heading and name to it.
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