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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 686343 times)

Atkana

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2700 on: July 01, 2017, 01:46:13 am »

"ASSORTED_GIANT_LOBSTER_CAVE:Unrecognized Creature Copy (Order is important!): LOBSTER_CAVE"

What does the log mean by this? I'm sure I got it right.
Spoiler (click to show/hide)
From a quick search it looks like the reason you're getting that error is because this creature is being loaded before LOBSTER_CAVE, and so can't copy the tags from it (hence, "Order is important!"). Your solutions are to either place this creature in the same file as LOBSTER_CAVE at some point after LOBSTER_CAVE is declared, or to make sure the file ASSORTED_GIANT_LOBSTER_CAVE appears in is later alphabetically than the file LOBSTER_CAVE appears in (since AFAIK files are loaded in alphabetical order).

Morps

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2701 on: July 01, 2017, 07:39:24 am »

I see now. Everything works fine once I changed the file's name, thank you for the help.
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Morps

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2702 on: July 01, 2017, 09:17:05 am »

Alright, something else weird is going on. I have a creature that does a material emission that carries a syndrome along with it. However, even though the creature itself is listed under the syndrome's SYN_IMMUNE_CREATURE it still gets affected by its effects. I'm not too sure what's going on.
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Demonic Gophers

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2703 on: July 01, 2017, 12:23:42 pm »

You might try making it SYN_IMMUNE_CREATURE:ASSORTED_DRAGON_TIME:ALL; I think SYN_IMMUNE_CREATURE requires a caste selection.

Just out of curiosity, why ASSORTED_?
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Morps

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2704 on: July 01, 2017, 01:01:46 pm »

You might try making it SYN_IMMUNE_CREATURE:ASSORTED_DRAGON_TIME:ALL; I think SYN_IMMUNE_CREATURE requires a caste selection.

Just out of curiosity, why ASSORTED_?
It seemed that adding :ALL did work, the Time Dragon isn't getting affected anymore.

Also I've added _ASSORTED because I've wanted to prevent any possible conflicts with other mods. (The project I'm working on is called "Assorted Creatures")
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Asin

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2705 on: July 06, 2017, 05:11:32 pm »

QUESTION: Is it possible to make a sentient race that grows in size as it ages, even as an adult? And if so, how?

How to explain this...

Growing Race Example Guy is at size 70,000 when he is 12, an adult.

At the end of his life at... let's say 80 years of age, he is now size 104,000.

To repeat my question, is this example possible for a modded race? And if so, how?

scamtank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2706 on: July 06, 2017, 06:14:33 pm »

QUESTION: Is it possible to make a sentient race that grows in size as it ages, even as an adult? And if so, how?

How to explain this...

Growing Race Example Guy is at size 70,000 when he is 12, an adult.

At the end of his life at... let's say 80 years of age, he is now size 104,000.

To repeat my question, is this example possible for a modded race? And if so, how?

[BODY_SIZE:12:0:70000]
[BODY_SIZE:80:0:104000]

the base game as tons of creatures that do just that. the CHILD tag only determines when the kid/adult threshold is crossed. BODY_SIZE handles everything related to getting bigger over time. go check how dragons grow, they might be the most blatant example
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Dorsidwarf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2707 on: July 07, 2017, 04:18:13 pm »

Hey, I've been trying to make a syndrome blooded creature that removes the [FLIER] tag from its wings after 28 years, making them no longer able to fly

Quote
   [USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE] [ENTERS_BLOOD]
      [SYNDROME]
         [SYN_NAME:putley growth]
         [SYN_AFFECTED_CREATURE:PUTLEY:ALL]
         [SYN_CONTACT]
         [SYN_NO_HOSPITAL]
         [CE_REMOVE_TAG:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END

I got this far but have no idea where to go from here.

(Alternatively if there's a better way to make a creature lose a tag at a certain age, I'd love to know!)
« Last Edit: July 07, 2017, 05:06:08 pm by Dorsidwarf »
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Z49000

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2708 on: July 07, 2017, 05:09:32 pm »

Try this:
Code: [Select]
[CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:BP:BY_TYPE:WING:ALL:BP:BY_TYPE:NERVOUS:ALL:START:30:PEAK:60:END:1200]
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Shonai_Dweller

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2709 on: July 08, 2017, 06:01:12 am »

Will merpeople with local_pops_produce_heroes join nearby civs? I've added it, but I imagine it'll take several worldgen attempts to see it happen. Just want to check I'm not wasting my time.
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overseer05-15

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2710 on: July 08, 2017, 10:47:39 am »

Will merpeople with local_pops_produce_heroes join nearby civs? I've added it, but I imagine it'll take several worldgen attempts to see it happen. Just want to check I'm not wasting my time.

Doubt it cuz they cant leave water. They die in cities or whatever.
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Shonai_Dweller

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2711 on: July 08, 2017, 06:48:41 pm »

Will merpeople with local_pops_produce_heroes join nearby civs? I've added it, but I imagine it'll take several worldgen attempts to see it happen. Just want to check I'm not wasting my time.

Doubt it cuz they cant leave water. They die in cities or whatever.
What's to stop them hanging out in the sea? Or do coastal site boundaries stop right at the sea?
Heck, what's to stop hundreds of them joining a city and then just dying? That's interesting too.
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Casimirrush

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2712 on: July 08, 2017, 09:20:04 pm »

Is it possible to start as a member of an entity with the [Layer_Linked] token? [All_Main_Pops_Controllable] seems to not work. And if it is not possible is it possible to join that kind of entity with or without DFHack?
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Shonai_Dweller

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2713 on: July 11, 2017, 02:36:32 am »

According to the wiki, [EVIL] and [GOOD] on civilized races allows them to settle in those areas, and nothing else(?). Does that mean I can add both [EVIL] and [GOOD] tags to allow them to spread to both without any weird side effects?
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ZM5

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2714 on: July 11, 2017, 03:48:03 am »

According to the wiki, [EVIL] and [GOOD] on civilized races allows them to settle in those areas, and nothing else(?). Does that mean I can add both [EVIL] and [GOOD] tags to allow them to spread to both without any weird side effects?
[EVIL] also adds some additional descriptions for when guts are spilled - "reeking guts" for example.

Aside from that I dont think it'd cause other side effects.
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