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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 686645 times)

PanDados

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2325 on: December 26, 2016, 10:59:10 am »

In the days of 34.11 landmines and other buildable automations were dealt with in two ways:

1) A syndrom rock that transformed only a specific kind of (non-dwarf) creature into the "landmine" creature. Often this was enhanced with DFHack to make it 100% reliable. Meph was an expert at this kind of thing if I remember correctly.
2) Using DFHack spawn-unit to create a new landmine unit where no unit existed before. This is simple, powerful, and reliable, but you then need DFHack...

If you choose the syndrome route (no DFHack) then use a contact syndrome (in addition or instead of inhaled), as creatures do not breath all that often. Creatures not hitting a "breath tick" while in the cloud was the #1 cause of unreliability (If I remember correctly anyway).

Talk to Meph, as he did a lot of this kind of thing in Masterwork.
Alright! :D I'll talk to him.
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PanDados

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2326 on: December 26, 2016, 05:20:05 pm »

Why this ain't appearing in the ''spawn creature'' arena list?

https://hastebin.com/axaxaluyuf.css
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scourge728

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2327 on: December 26, 2016, 06:17:28 pm »

is the file named creature_mechani?

FantasticDorf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2328 on: December 26, 2016, 07:12:40 pm »

Without looking at the file and instead throwing you some general hotfixes, anything with [ARENA_RESTRICTED] cannot be used in the arena mode.

Either that or its a non-functioning creature (flat out broke without the mechanical nessecities to live with the tags its given) / OR you've loaded up the wrong world where it is present (If i have 1 set of raws in this world, jump out of the game and edit in new raws & generate a new world, you will have to select the second world in arena)
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overseer05-15

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2329 on: December 26, 2016, 10:43:30 pm »

Why this ain't appearing in the ''spawn creature'' arena list?

https://hastebin.com/axaxaluyuf.css

You need to define a caste name. Add [CASTE_NAME:mechani:mechanis:mechanian] right after [NAME:mechani:mechanis:mechanian].
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PanDados

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2330 on: December 26, 2016, 11:03:01 pm »

Why this ain't appearing in the ''spawn creature'' arena list?

https://hastebin.com/axaxaluyuf.css

You need to define a caste name. Add [CASTE_NAME:mechani:mechanis:mechanian] right after [NAME:mechani:mechanis:mechanian].
OHHHHHHHHH

Now it works. Thanks! :D
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overseer05-15

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2331 on: December 27, 2016, 12:12:29 am »

Why this ain't appearing in the ''spawn creature'' arena list?

https://hastebin.com/axaxaluyuf.css

You need to define a caste name. Add [CASTE_NAME:mechani:mechanis:mechanian] right after [NAME:mechani:mechanis:mechanian].
OHHHHHHHHH

Now it works. Thanks! :D

Spoiler (click to show/hide)
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My game giveaway

Eric Blank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2332 on: December 27, 2016, 01:50:42 am »

Clicking on random links under the assumption they're probably benign is indeed a bad habit we all try to avoid. You can upload things to dffd.bay12games.com (it used to be dffd.wimbli.com, but that now auto-redirects to the current URL?) If they exceed the 40kb post size limit.
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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.

scourge728

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2333 on: December 27, 2016, 05:16:55 pm »

So, does [RESPONSIBILITY:TAME_EXOTICS] still work?

Eric Blank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2334 on: December 27, 2016, 11:52:21 pm »

Don't think so no
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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.

Asin

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2336 on: December 29, 2016, 06:55:07 pm »

Is it possible to make a nomadic race?

overseer05-15

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2337 on: December 29, 2016, 07:51:37 pm »

Is it possible to make a nomadic race?

Don't think so no
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Asin

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2338 on: December 29, 2016, 07:52:05 pm »

Well, crap.

Walkaboutout

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2339 on: December 30, 2016, 10:26:55 pm »

Can anyone tell me what the creature tag is for Kinesthetic Sense? KINESTHETIC_SENSE didn't work, error log says not recognized, KINESTHETIC doesn't work...bleh, I know it's simple I just don't know what it is. If it matters it's being used in the context of a CE_MENT_ATT_CHANGE
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