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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 686568 times)

Max™

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2475 on: January 28, 2017, 07:07:30 pm »

Well, if you set one type of clothing, one type of weapon, etc then everyone will run around in the same creepy uniform.

The retracting action involves the unit retracting into a shell, don't think it's reciprocal sadly.
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Rubik

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2476 on: January 28, 2017, 09:09:51 pm »

Thanks putnam and max. And sorry if I make too much questions, Im learning to mod in general, and this is huge to learn
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Kezeal

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2477 on: January 29, 2017, 06:12:40 pm »

I'm using HugoLuman's Dalek&Cybermen mod(Enemy Post's fixed version) and I'm getting this error:
Code: [Select]
*** Error(s) finalizing the creature CYBERMAN
undefined local creature material set to default: CYBERMAN MUSCLE_CYBER
undefined local creature material set to default: CYBERMAN SKIN_CYBER
This is the creature file:
Code: [Select]
creature_cybermen
Converted

[OBJECT:CREATURE]

[CREATURE:CYBERMAN]
[NAME:cyberman:cybermen:cyber]
[CASTE_NAME:cyberman:cybermen:cyber]
[DESCRIPTION:An emotionless hybrid of man and machine. They seek to end suffering by making all people like them.]
[CREATURE_TILE:67][COLOR:7:0:0]
[SOLDIER_ALTTILE:128][COLOR:7:0:0]
[PREFSTRING:uniformity]
[PREFSTRING:misguided intentions]
[PREFSTRING:steely might]
[BODY:HUMANOID_NECK:2LUNGS:HEART:CYBER_CARDIO:GUTS:ORGANS:HUMANOID_JOINTS:SPINE:BRAIN:SKULL:5FINGERS:RIBCAGE]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[BODY_DETAIL_PLAN:CYBER_MATERIALS]
[BODY_DETAIL_PLAN:CYBER_TISSUES]
[BODY_DETAIL_PLAN:CYBER_TISSUE_LAYERS:PLATING:SKIN:MUSCLE:BONE:CYBER_BONE]
[EXTRAVISION][NO_DRINK][NO_EAT]
[NO_FEVERS][NO_SLEEP][NO_DIZZINESS][NOEXERT]
[NOEMOTION][NOFEAR][NONAUSEA][NOPAIN]
[NOSMELLYROT][NOSTUN]
[NOT_BUTCHERABLE]
[LIKES_FIGHTING]
[BODY_SIZE:0:0:70000]
[USE_MATERIAL_TEMPLATE:BLOOD:BIONIC_FLUID]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[NO_PHYS_ATT_GAIN]
[NO_PHYS_ATT_RUST]
[HAS_NERVES]
[AMPHIBIOUS]
[SWIMS_LEARNED]
[INTELLIGENT][CANOPENDOORS]
[CRAZED]
[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
[NATURAL_SKILL:GRASP_STRIKE:6]
[PROFESSION_NAME:WRESTLER:trooper:troopers]
[PROFESSION_NAME:MASTER_WRESTLER:trooper:troopers]
[PHYS_ATT_RANGE:STRENGTH:2500:2500:2500:2500:2500:2500:2500]
[PHYS_ATT_RANGE:TOUGHNESS:2000:2000:2000:2000:2000:2000:2000]
[PHYS_ATT_RANGE:ENDURANCE:2000:2000:2000:2000:2000:2000:2000]
[PHYS_ATT_RANGE:AGILITY:500:500:500:500:500:500:500]
[MENT_ATT_RANGE:WILLPOWER:2000:2000:2000:2000:2000:2000:2000]
[MENT_ATT_RANGE:FOCUS:2000:2000:2000:2000:2000:2000:2000]
[MENT_ATT_RANGE:PATIENCE:2500:2500:2500:2500:2500:2500:2500]
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:2500:2500:2500:2500:2500:2500:2500]
[MENT_ATT_RANGE:MEMORY:2500:2500:2500:2500:2500:2500:2500]
[MENT_ATT_RANGE:EMPATHY:0:0:0:0:0:0:0]
[MENT_ATT_RANGE:MUSICALITY:0:0:0:0:0:0:0]
[MENT_ATT_RANGE:CREATIVITY:0:0:0:0:0:0:0]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH] [ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH] [ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:SECOND]
[CASTE:MAIN]
[NO_GENDER]
[CASTE:LEADER]
[CASTE_NAME:cyber leader:cyber leaders:cyber]
[NO_GENDER]
[BODY:ARMTOOL]
[TISSUE_LAYER:BY_CATEGORY:ARMTOOL:PLATING]
[ATTACK:PUNCH:BODYPART:BY_CATEGORY:ARMTOOL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:jab:jabs]
[ATTACK_CONTACT_PERC:90]
[ATTACK_PENETRATION_PERC:90]
[ATTACK_FLAG_WITH] [ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[SPECIALATTACK_INTERACTION:CYBER_CONVERSION]
[CASTE:SLAVE]
[CASTE_NAME:partial cyber:partial cybers:cyber]
[CASTE_COLOR:0:0:1]
[DESCRIPTION:A deceased person restored to life by mechanical augmentation. The trauma that caused death leaves them far weaker than full cybermen, and they are made only when neccessary.]
and the materials file:
Code: [Select]
material_template_cybermen

[OBJECT:MATERIAL_TEMPLATE]

[MATERIAL_TEMPLATE:SKIN_CYBER]
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:artificial skin]
[STATE_ADJ:ALL_SOLID:artificial skin]
[STATE_COLOR:LIQUID:GRAY]
[STATE_NAME:LIQUID:n/a]
[STATE_ADJ:LIQUID:n/a]
[STATE_COLOR:GAS:GRAY]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:7:0:0]
[MATERIAL_VALUE:3]
[SPEC_HEAT:4181]
[IGNITE_POINT:11008]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10850]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:1100]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:15000]
[IMPACT_FRACTURE:15000]
[IMPACT_STRAIN_AT_YIELD:50000]
[COMPRESSIVE_YIELD:15000]
[COMPRESSIVE_FRACTURE:15000]
[COMPRESSIVE_STRAIN_AT_YIELD:50000]
[TENSILE_YIELD:15000]
[TENSILE_FRACTURE:15000]
[TENSILE_STRAIN_AT_YIELD:50000]
[TORSION_YIELD:15000]
[TORSION_FRACTURE:15000]
[TORSION_STRAIN_AT_YIELD:50000]
[SHEAR_YIELD:25000] used data for human skin
[SHEAR_FRACTURE:25000]
[SHEAR_STRAIN_AT_YIELD:50000]
[BENDING_YIELD:20000]
[BENDING_FRACTURE:20000]
[BENDING_STRAIN_AT_YIELD:50000]
[MAX_EDGE:0]
[ABSORPTION:100]

[MATERIAL_TEMPLATE:MUSCLE_CYBER]
[STATE_COLOR:ALL_SOLID:MAUVE]
[STATE_NAME:ALL_SOLID:muscle]
[STATE_ADJ:ALL_SOLID:muscle]
[STATE_COLOR:LIQUID:MAUVE]
[STATE_NAME:LIQUID:n/a]
[STATE_ADJ:LIQUID:n/a]
[STATE_COLOR:GAS:MAUVE]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:4:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:4181]
[IGNITE_POINT:10508]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:1060]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:30000]
[IMPACT_FRACTURE:30000]
[IMPACT_STRAIN_AT_YIELD:50000]
[COMPRESSIVE_YIELD:30000]
[COMPRESSIVE_FRACTURE:30000]
[COMPRESSIVE_STRAIN_AT_YIELD:50000]
[TENSILE_YIELD:40000]
[TENSILE_FRACTURE:40000]
[TENSILE_STRAIN_AT_YIELD:60000]
[TORSION_YIELD:30000]
[TORSION_FRACTURE:30000]
[TORSION_STRAIN_AT_YIELD:50000]
[SHEAR_YIELD:20000] used human skin
[SHEAR_FRACTURE:20000]
[SHEAR_STRAIN_AT_YIELD:50000]
[BENDING_YIELD:30000]
[BENDING_FRACTURE:30000]
[BENDING_STRAIN_AT_YIELD:50000]
[MAX_EDGE:0]
[ABSORPTION:100]

[MATERIAL_TEMPLATE:BIONIC_FLUID]
[STATE_COLOR:ALL_SOLID:BLACK]
[STATE_NAME:ALL_SOLID:frozen bionic fluid]
[STATE_ADJ:ALL_SOLID:frozen bionic fluid]
[STATE_COLOR:LIQUID:BLACK]
[STATE_NAME:LIQUID:bionic fluid]
[STATE_ADJ:LIQUID:bionic fluid]
[STATE_COLOR:GAS:BLACK]
[STATE_NAME:GAS:boiling bionic fluid]
[STATE_ADJ:GAS:boiling bionic fluid]
[DISPLAY_COLOR:0:0:1]
[MATERIAL_VALUE:1]
[SPEC_HEAT:4181]
[IGNITE_POINT:NONE]
[MELTING_POINT:9950]
[BOILING_POINT:10200]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:1200]
[LIQUID_DENSITY:1200]
[MOLAR_MASS:20000]
[IMPACT_YIELD:10000]
[IMPACT_FRACTURE:10000]
[IMPACT_STRAIN_AT_YIELD:100]
[COMPRESSIVE_YIELD:10000]
[COMPRESSIVE_FRACTURE:10000]
[COMPRESSIVE_STRAIN_AT_YIELD:100]
[TENSILE_YIELD:10000]
[TENSILE_FRACTURE:10000]
[TENSILE_STRAIN_AT_YIELD:100]
[TORSION_YIELD:10000]
[TORSION_FRACTURE:10000]
[TORSION_STRAIN_AT_YIELD:100]
[SHEAR_YIELD:6600] used high salinity ice
[SHEAR_FRACTURE:6600]
[SHEAR_STRAIN_AT_YIELD:100]
[BENDING_YIELD:10000]
[BENDING_FRACTURE:10000]
[BENDING_STRAIN_AT_YIELD:100]
[MAX_EDGE:500]
[ABSORPTION:100]
[LIQUID_MISC_CREATURE]
I tried looking into it myself for an hour or two, but since I have no modding experience I didn't get any reults. For most it was just a silly typo somewhere(like a _ instead of : ), but couldn't find the same problem here.
« Last Edit: January 29, 2017, 06:14:23 pm by Kezeal »
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Rethi-Eli

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2478 on: February 05, 2017, 02:00:37 pm »

bleargh
« Last Edit: February 05, 2017, 04:02:02 pm by Rethi-Eli »
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In the end, the winner is the one with the most snake venom.

Putnam

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2479 on: February 05, 2017, 03:58:58 pm »

errorlog please

Asin

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2480 on: February 05, 2017, 04:56:15 pm »

Is there a thread for modding plants?

Henny

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2481 on: February 06, 2017, 05:34:54 am »

Hi, I'd like to make it so cats and dogs don't produce usable meat skin, bones etc. Any ideas on how to accomplish that?
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Grey langurs came over to steal something, only to be overcome by terror when they realized that they were stealing +grey langur bone gauntlets+.

Eric Blank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2482 on: February 06, 2017, 04:27:57 pm »

Change their skin and bone materials and/or tissues to something that doesnt produce leather or usable bones. Butchering them will still have to yield something, but that something doesnt have to be usable. Unless you just want to skip the bones and skin tissues entirely, and have blobs of muscle, fat and organs waddling around.
You can also make them unbutcherable, if you just dont like the idea of butchering them.

Asin, I dont think there is a thread for plants specifically, but you could try searching for one. This thread and the 43.0x questions thread should both be acceptable.
« Last Edit: February 06, 2017, 04:30:24 pm by Eric Blank »
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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 #2483 on: February 06, 2017, 09:07:51 pm »

Alright, I'm trying to make, basically, above ground animal people tribes. (Except with a single type of troll I made.) Anything wrong?

Creature file:
Spoiler (click to show/hide)


Entity file:

Spoiler (click to show/hide)

So?

Henny

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2484 on: February 06, 2017, 11:13:13 pm »

Change their skin and bone materials and/or tissues to something that doesnt produce leather or usable bones. Butchering them will still have to yield something, but that something doesnt have to be usable. Unless you just want to skip the bones and skin tissues entirely, and have blobs of muscle, fat and organs waddling around.
You can also make them unbutcherable, if you just dont like the idea of butchering them.

Asin, I dont think there is a thread for plants specifically, but you could try searching for one. This thread and the 43.0x questions thread should both be acceptable.
Thank you for your answer!
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Grey langurs came over to steal something, only to be overcome by terror when they realized that they were stealing +grey langur bone gauntlets+.

D_E

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2485 on: February 06, 2017, 11:35:18 pm »

Does anyone know the rules that determine when a broken body part might damage another body part it surrounds (like the ribs damage internal organs when they break)?

I've set the first part to surround the ones I want it to damage via a body detail plan, but it still isn't happening.

The specific thing I'm trying to do is make a haunted tree with bones inside.  Does it only work if the inner body part is made of a soft tissue or something?
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

Eric Blank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2486 on: February 07, 2017, 02:19:29 am »

Alright, I'm trying to make, basically, above ground animal people tribes. (Except with a single type of troll I made.) Anything wrong?

Creature file:
Spoiler (click to show/hide)


Entity file:

Spoiler (click to show/hide)

So?

Your entity doesn't appear to have site or biome tokens to tell it where to spawn and what site to make. Or anything making its population playable in either mode.

Does anyone know the rules that determine when a broken body part might damage another body part it surrounds (like the ribs damage internal organs when they break)?

I've set the first part to surround the ones I want it to damage via a body detail plan, but it still isn't happening.

The specific thing I'm trying to do is make a haunted tree with bones inside.  Does it only work if the inner body part is made of a soft tissue or something?

Honestly, not sure. Keep messing with it and staging fights in the arena is all I can suggest.
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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 #2487 on: February 07, 2017, 07:18:01 am »

Thank you!
The attempt was at making above ground tribes like the animal people in the underground except with something new. Suppose that can't work, now can it?

FantasticDorf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2488 on: February 07, 2017, 10:02:24 am »

Thank you!
The attempt was at making above ground tribes like the animal people in the underground except with something new. Suppose that can't work, now can it?

Well i was just thinking this out, but push a non hostile animal-men race into caves, set some biome compatible areas and high banditry so that they form nomadic camps (camps that will bother you/form criminal gangs) WITHOUT [LOCAL_BANDITRY] so that the groups aren't necessarily malicious. That is unless you simply wait for toady to shift focus and give the subject tlc (which is unlikely to happen since its not a core goal of the law/property arc)

Kolbold sites (if they aren't abandoned by toady totally for a later arc) should make settled caves much more interesting but as it stands, the areas will not be interesting to visit even while inhabited by your race so building a established fortress. If the creatures are kleptomaniac food/drink thieves, then that could be interesting.

ehh, here's something i made for you that should work (on paper atleast) i've left some areas blank (or as you might say, open to improvement) so you can fill them in yourself with the content you want to specify.
Code: [Select]
[ENTITY:CAVE]
[SITE_CONTROLLABLE]
        [ALL_MAIN_POPS_CONTROLLABLE]
        [CREATURE:BEAR_BLACK_MAN] <-- not as huge as grizzly bear men which are more than twice the height of a dwarf (polar bear men are as big as a troll)
[DIGGER:ITEM_WEAPON_PICK]
[WEAPON:ITEM_WEAPON_AXE_BATTLE]
        ~ snip etc. etc. with usual armor weapons etc.~
        [CLOTHING]
        [SELECT_SYMBOL:SITE:PRIMITIVE]
        ~ snip, symbol tags for naming onwards this point, 'primitive' used here would name the site in 'primitive' words, and culling symbols removes those names from the pool (such as goblins use evil names for things)~
        [STONE_PREF]
        [WOOD_PREF]
        [WOOD_ARMOR]
        [OUTDOOR_WOOD]
        [USE_CAVE_ANIMALS]
        [USE_ANIMAL_PRODUCTS]
        ~snip common animals if any~
        [ART_IMAGE_ELEMENT_MODIFIER: *A sphere or child of a sphere*] <--- Trees are a child of Plants which is a sphere, so a race that barely ever sees or worships trees as interesting like dwarves will add them to improvements.
        ~ snip - And item improvements, up to you~
        [DEFAULT_SITE_TYPE:CAVE]
        [LIKES_SITE:CAVE]
        [TOLERATES_SITE:CAVE_DETAILED]
        [EXCLUSIVE_START_BIOME:ANY_TEMPERATE_FOREST] <- must be a cave in a forest, this stops largely overpopulation of cave civs chewing up civ slots
        [SETTLEMENT_BIOME:ANY_TEMPERATE_FOREST]
        [SETTLEMENT_BIOME:FOREST_TAIGA]
        [BIOME_SUPPORT:ANY_FOREST:1]
        [BIOME_SUPPORT:FOREST_TAIGA:2]
        [BIOME_SUPPORT:ANY_TEMPERATE_FOREST:3]
        [ACTIVE_SEASON:SUMMER] <-- because bears and they retreat for the winter, up to you really
        ~ nobility & bodyguard junk ~
        [MAX_STARTING_CIV_NUMBER:100]
[MAX_POP_NUMBER:10000] <-- can be altered to be much lower, default
[MAX_SITE_POP_NUMBER:120] <-- same, unless you want like 70 odd sixty bears per cave then push out 30 into bandit population
[RELIGION:PANTHEON] <-- Not nessecary, but will work, elven nature feature worshipping is also legit.
        [RELIGION_SPHERE:FOOD] <-- Bears are food stealers, seems appropriate
        ~ Roles, jobs and reactions below this point ~
        ~ Ethics & Values (i recommend if you're going to have your civ stealing a lot to set theft to "IF_NO_REPERCUSSIONS"~
        [BANDITRY:40] <--- creates bandits out of the population, i've knocked this down a teeny bit below goblins, no accompying [LOCAL_BANDITRY] should in theory make these bandits not hostile towards invaders.
        ~ Nobles & landowners (optional, not sure how cave civs nobles are generated) landowners will arrive like good ol' dwarven landowners to take ownership over or co-operatively with the site leader depending how you define it, to say if a new cave/player site was settled by bear men when they reach a existing population threshold.
        [POSITION:EXPEDITION_LEADER]   <----- existing or slight variation of this noble is [b][u]REQUIRED[/u][/b] to play site mode, references to mayors have been removed because that's buggy & causes crashes
[NAME:expedition leader:expedition leaders]
[SITE]
[NUMBER:1]
[RULES_FROM_LOCATION]
[RESPONSIBILITY:MEET_WORKERS]
[RESPONSIBILITY:RECEIVE_DIPLOMATS]
[RESPONSIBILITY:MILITARY_GOALS]
[PRECEDENCE:110]
[DO_NOT_CULL]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]

Sorry if that's a lot of information at once but that's a skeleton of a non kobold cave dwelling race, there might be bits im forgetting about but that's generally all there is to it.

> Some confirmation on whether [USE_MINOR_METALS] from 20d is still in circulation & whether you could set a player fortress/monument as a 'like' or tolerate site would be appreciated. Just cruising through old token tags and it caught my interest.
« Last Edit: February 07, 2017, 10:11:00 am by FantasticDorf »
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Putnam

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2489 on: February 08, 2017, 02:54:10 am »

If a token is not listed on current wiki pages, it does not exist in current versions.
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