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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 698211 times)

MachinaMandala

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2970 on: November 12, 2017, 07:16:26 am »

How do you strip out the creature names on creature materials? As in, if I want to have just generic "bone" across all creatures instead of having "crocodile bone" or "dwarf bone", how would I go about doing that?
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scourge728

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2971 on: November 12, 2017, 11:51:20 am »

What exactly is wrong with my quagga that causes the game to be unable to find any of it's tissues?
Spoiler (click to show/hide)

Amostubal

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2972 on: November 12, 2017, 01:20:51 pm »

What exactly is wrong with my quagga that causes the game to be unable to find any of it's tissues?
Spoiler (click to show/hide)

you never called them thats whats up... you need:
   [BODY_DETAIL_PLAN:STANDARD_MATERIALS]
   [BODY_DETAIL_PLAN:STANDARD_TISSUES]

i'm guessing unless your planning to use non standard materials in which case you need to define them individually.  in either case, it needs to be before the line:
   [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]

otherwise the game has no clue what is skin, fat, muscle, bone, or cartilage.
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Hugo_The_Dwarf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2973 on: November 12, 2017, 01:23:13 pm »

How do you strip out the creature names on creature materials? As in, if I want to have just generic "bone" across all creatures instead of having "crocodile bone" or "dwarf bone", how would I go about doing that?

[SELECT_MATERIAL:ALL]
[PREFIX:NONE]

EDIT:
but if you mean to generalize all materials for all creatures, thats some extra steps
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scourge728

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2974 on: November 12, 2017, 03:20:41 pm »

What exactly is wrong with my quagga that causes the game to be unable to find any of it's tissues?
Spoiler (click to show/hide)

you never called them thats whats up... you need:
   [BODY_DETAIL_PLAN:STANDARD_MATERIALS]
   [BODY_DETAIL_PLAN:STANDARD_TISSUES]

i'm guessing unless your planning to use non standard materials in which case you need to define them individually.  in either case, it needs to be before the line:
   [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]

otherwise the game has no clue what is skin, fat, muscle, bone, or cartilage.
Thank you

Breinhardte

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2975 on: November 12, 2017, 06:25:12 pm »

Are there any additional SITE types for entities other than:
  • DARK_FORTRESS
  • CAVE
  • CAVE_DETAILED
  • TREE_CITY
  • CITY

The WIKI mentions PLAYER_FORTRESS and MONUMENT, but these do not seem to work for a playable fortress mode entity.
I was trying to put together a new civilisation, but none of these sites really fit, it would be great to narrow things down to their default sites being a Hillocks, etc.

I have tried CAVE, which also would be okay, but it doesn't seem to allow selection of the entity when embarking, only adventurers.
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Asin

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2976 on: November 12, 2017, 06:48:29 pm »

Are there any additional SITE types for entities other than:
  • DARK_FORTRESS
  • CAVE
  • CAVE_DETAILED
  • TREE_CITY
  • CITY

Nope.

Breinhardte

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2977 on: November 12, 2017, 06:53:32 pm »

Nope.

Gotcha - I guess additionally, any way to have more granular control of what specific location types an entity will build within those site types?
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Asin

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2978 on: November 12, 2017, 08:31:02 pm »

Nope.

Gotcha - I guess additionally, any way to have more granular control of what specific location types an entity will build within those site types?

Still nope.

Nahere

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2979 on: November 13, 2017, 12:51:34 am »

If you want them to only build hillocks, try giving them CAVE_DETAILED but don't let them settle on mountains. I think that should work.
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ZM5

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2980 on: November 13, 2017, 04:37:28 am »

They'll just build fortresses in that case instead of mountain halls.

Breinhardte

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2981 on: November 13, 2017, 07:55:50 am »

If you want them to only build hillocks, try giving them CAVE_DETAILED but don't let them settle on mountains. I think that should work.
They'll just build fortresses in that case instead of mountain halls.

Yep, the end result was a regular fortress under grasslands (Which is pretty cool, but didn't seem to have a natural exit).
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Urlance Woolsbane

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2982 on: November 13, 2017, 11:05:10 pm »

Are there any additional SITE types for entities other than:
  • DARK_FORTRESS
  • CAVE
  • CAVE_DETAILED
  • TREE_CITY
  • CITY

The WIKI mentions PLAYER_FORTRESS and MONUMENT, but these do not seem to work for a playable fortress mode entity.
I was trying to put together a new civilisation, but none of these sites really fit, it would be great to narrow things down to their default sites being a Hillocks, etc.

I have tried CAVE, which also would be okay, but it doesn't seem to allow selection of the entity when embarking, only adventurers.
MONUMENT technically works, but the game usually crashes on trying to load all the site-residents. Besides, it's not all that impressive; it's a miniature pyramid, like a tomb (which is technically a variation on it) but about 4X4x3, if memory serves.
PLAYER_FORTRESS "works," in that it creates "hillocks" devoid of any features, which also tend to crash.

Sites are the perhaps the most considerable obstacle to modding. DFHack can deal with a lot of hard-coded things, e.g. Vanilla workshops, but good luck making a sci-fi mod when everyone's still living in trees and wooden huts. Whoever finds a way to produce custom sites may well unleash a golden age of modding.
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Breinhardte

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2983 on: November 14, 2017, 05:59:35 pm »

MONUMENT technically works, but the game usually crashes on trying to load all the site-residents. Besides, it's not all that impressive; it's a miniature pyramid, like a tomb (which is technically a variation on it) but about 4X4x3, if memory serves.
PLAYER_FORTRESS "works," in that it creates "hillocks" devoid of any features, which also tend to crash.

Sites are the perhaps the most considerable obstacle to modding. DFHack can deal with a lot of hard-coded things, e.g. Vanilla workshops, but good luck making a sci-fi mod when everyone's still living in trees and wooden huts. Whoever finds a way to produce custom sites may well unleash a golden age of modding.

That's great, very informative thanks!  :)

On a little more experimenting, Cave seems to work pretty great if no other entities are allowed to be playable, can embark in fortress and adventure mode, not able to produce any crashes so far (Can't seem to find my entities' capital, but I guess that's like mountain homes in 0.34.

Totally agree, more site control would be spectacular.
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ZM5

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2984 on: November 14, 2017, 06:58:43 pm »

The issue with caves is that they dont "spread" unlike other site types.
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