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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 686240 times)

Mr. Unobvious

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2805 on: August 12, 2017, 01:41:31 pm »

Keep running into an issue with my custom race for the since 0.43.03 and still don't know what the cause is... When creatures die they leave a corpse eg: Urist McDeadDwarf's corpse where as mine leave Urist McDeadMousefolk's nail (same name regardless of severed body part) Urist McDeadMousefolk's Left hand nail. Which is bugging me, tried doing the whole [REMAINS] tag to force a rename... but nothing. Everything else is fine with the race other than super minor tweaking like keeping hair length short-average instead of extremely long.

Race mod is this one: http://www.bay12forums.com/smf/index.php?topic=159684.0

Spoiler is Mousefolk Raws
Spoiler (click to show/hide)

So I ran your race in my DF 4303, and got the same issue, but I also found some strange stuff in the errorlog that may be of interest to you if you weren't made aware of it already:
Spoiler (click to show/hide)
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Ralkesh

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2806 on: August 12, 2017, 07:04:34 pm »

So I ran your race in my DF 4303, and got the same issue, but I also found some strange stuff in the errorlog that may be of interest to you if you weren't made aware of it already:
Spoiler (click to show/hide)

huh... I never checked the error log...
The cheese dependency was a something that I wanted to see was doable (don't think its possible) as for the rest of the errors, any way of fixing them so it all works out?

The facial hair not working is I think due to me trying to keep hair from becoming extremely long, was aiming to have both as short/average/long unless I re-add the reagent for shearers to drag unsuspecting micefolk off to the farmer's workshop for haircuts... except it got weird as their shaven hair would be turned into thread then cloth and sold to the hipster elves
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Putnam

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2807 on: August 12, 2017, 07:06:49 pm »

The cheese dependency was a something that I wanted to see was doable (don't think its possible)

Every creature token is on this page.

Ralkesh

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2808 on: August 12, 2017, 07:13:28 pm »

Looking through the creature token page. and removed the cheese dependency tag from the raw file as it never worked. So one error down.
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Foxite

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2809 on: August 13, 2017, 08:08:55 am »

My custom race builds sites similar to humans. To speed up the construction in fortress mode I would like to switch around their mining speed with their construction speed -- in other words, they build constructions at the same rate as dwarves dig (which is fast), and they dig at the same rate as dwarves build constructions (which is slow). Is this possible? How can I do this?
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overseer05-15

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2810 on: August 13, 2017, 11:52:22 am »

My custom race builds sites similar to humans. To speed up the construction in fortress mode I would like to switch around their mining speed with their construction speed -- in other words, they build constructions at the same rate as dwarves dig (which is fast), and they dig at the same rate as dwarves build constructions (which is slow). Is this possible? How can I do this?

Pretty sure everything builds and mines at same ratees, and mining speed rises with skill
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Ianflow

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2811 on: August 13, 2017, 12:00:47 pm »

I'm fairly certain agility and strength factor in somewhere...
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Eric Blank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2812 on: August 13, 2017, 04:04:34 pm »

Yeah, those at least determine movement speed, and dwarves have to move to get to the next tile to mine.

More along the topic lines, you can use skill learn rates to make this race learn mining slowly or the skill rust more quickly, so it will take them years of work beyond what dwarves take to become proficient, but not change build speed, as thats not linked to a skill or anything. Used to be that making them faster overall via the speed vriable would mean they did everything faster, but now that movement is based largely on gaits and is separate from work ticks im not sure anything can directly affect that.
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ThatZommy

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2813 on: August 13, 2017, 07:53:49 pm »

Working on a creature which would be able to suck all of the blood out of a person, thus killing them. Wondering how much blood humans have, for use in SPECIALATTACK_SUCK_BLOOD. Couldn't find anything anywhere else, so help would be greatly appreciated.
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Er, atleast I think that's right.

Putnam

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2814 on: August 13, 2017, 08:11:42 pm »

7000 on average. The raw number might be different; if 7000 doesn't work try 70000.

ThatZommy

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2815 on: August 13, 2017, 08:24:31 pm »

7000 on average. The raw number might be different; if 7000 doesn't work try 70000.
Thank you!
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Er, atleast I think that's right.

Foxite

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2816 on: August 14, 2017, 07:19:46 am »

I found a minor bug with noble appointment in my mod. I was able to fix it but I don't want to restart my current town. Is there a DFhack tool that can apply raw changes to live entities?
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overseer05-15

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2817 on: August 14, 2017, 09:41:34 am »

I found a minor bug with noble appointment in my mod. I was able to fix it but I don't want to restart my current town. Is there a DFhack tool that can apply raw changes to live entities?
Don't think so no
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ZM5

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2818 on: August 15, 2017, 08:14:58 am »

Is it possible to exclude creatures from appearing in only a single cavern layer?

I'm trying to make some creatures appear aboveground but also deep underground, however since UNDERGROUND_DEPTH works as a min-max argument they'd appear in every layer with it set to 0:3, which I don't want.

overseer05-15

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2819 on: August 15, 2017, 09:05:28 am »

Is it possible to exclude creatures from appearing in only a single cavern layer?

I'm trying to make some creatures appear aboveground but also deep underground, however since UNDERGROUND_DEPTH works as a min-max argument they'd appear in every layer with it set to 0:3, which I don't want.
Nope. You could make a surface and deep variant, though.
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