Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 198 199 [200] 201 202 ... 372

Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 685988 times)

scourge728

  • Bay Watcher
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2985 on: November 18, 2017, 06:25:17 pm »

I don't understand body parts and castes, both of which I need for making this creature which has different castes corresponding to different metals

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2986 on: November 19, 2017, 04:25:56 pm »

Body parts is mainly just "what parts does it use"

What you really need to understand is Materials, and Tissues (that use the materials)

I could have CASTE a and CASTE b.

a is made from copper and b is made from iron

I'd need to LAYER COPPER tissues on caste A, and IRON tissues on caste B

Not really something I can go into great detail that would make a whole lotta sense.


Code: [Select]
----Creature defination-----
----Tissue and Material definition-----

[BODY:desired body parts]

[CASTE:A]
[TISSUE_LAYER:BY_CATEGORY:ALL:COPPER]--COPPER tissue should have been defined above
[CASTE:B]
[TISSUE_LAYER:BY_CATEGORY:ALL:IRON]--IRON tissue should have been defined above

[SELECT_CASTE:ALL]
--Attacks and other tags defined---

Now BODY_DETAIL_PLANS make layering easier considering the above lines would make organs, and the like all that one material.
Logged

scourge728

  • Bay Watcher
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2987 on: November 19, 2017, 05:51:22 pm »

Thank you and one more question, how do I make it have an inside of molten metal say an iron one with a molten copper inside

Paxiecrunchle

  • Bay Watcher
  • I'm just here, because actually I don't know*shrug
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2988 on: November 19, 2017, 09:03:05 pm »

Wow this seems like the perfect thread for learning how to make a better antman civ.

Amostubal

  • Bay Watcher
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2989 on: November 20, 2017, 10:42:42 am »

Thank you and one more question, how do I make it have an inside of molten metal say an iron one with a molten copper inside

hmm you want it to spill molten metal say as blood?  I think you would have to push the units homeotherm above the temp of copper, and below the temp of iron then have say its blood designated as copper, so that it would spurt out when he's damaged and it should be molten since the homeotherm temp would be above the temp of the copper.  you could probably make all of its internals copper and anything coming out would be molten copper... you could even make it spit copper... but the main issue, it would set everything around it on fire once it started bleeding including whoever attacked it.  I'm away from home, so I can't verify this, but I think that was why Boltgun's succubus had blood that would catch maps on fire.
Logged
Legendary Dwarf Fortress
Legendary Discord Group
"...peering into the darkness behind the curtains, evokes visions of pixies being chased by dragons while eating cupcakes made of coral iced with liquid fire while their hearts burn out with unknown plant substances..." - a quote from the diaries of Amostubal

scourge728

  • Bay Watcher
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2990 on: November 20, 2017, 05:03:21 pm »

The entire point of this, besides trying to get better at castes, tissues/materials and bodies, is to create a race that ignites EVERTHING!!!!!!!!!

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2991 on: November 20, 2017, 05:52:23 pm »

@Amostubal && @scourge728
You won't need to up the HOMETHERM just define that tissue (1st one layered) which is copper to be in a LIQUID state. It will automatically be set to the temp of COPPER's MELTING_POINT

in creature_subterranean.txt look at ELEMENTAL_IRON the GAS tissue makes use of the TISSUE_STATE tag in the TISSUE definiation. Remember using [TISSUE_LEAKS] lets it pour out after all UPPER layers are damaged (cut/broken) but omitting the TISSUE_LEAKs allows an infinite amount of it to be "Broken away from the attack" leaving it to be splattered (and eventually cooled) on the ground and anyone it touches.

or you can use [BLOOD:INORGANIC:COPPER:LIQUID] and they will bleed molten copper (but a tissue that is VASCULAR needs to be cut/torn/broken to 'bleed') however this allows it to become faint, pale, and eventually bleed to death from attacks.

@Paxiecrunchle
What would you intend for the Antman civ to function as?
Logged

Paxiecrunchle

  • Bay Watcher
  • I'm just here, because actually I don't know*shrug
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2992 on: November 20, 2017, 06:15:16 pm »

As friendly toward dwarves capable of trading with caravans, capable of at least making copper level gear and capable of shouting socialist nonsense every now and then. That's about it really.

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2993 on: November 20, 2017, 07:22:06 pm »

You'd have to release them from Caverns, however you could make them live in normal Caves that will allow them to send traders (PS they will need CAN_SPEAK)

If you want them to ONLY have copper, give them a reaction that makes copper bars, and remove the profession FURNACE_OPERATOR from their entity file. (The reaction doesn't need a skill, building, or reagent, just PRODUCT:100:150:BAR:NONE:INORGANIC:COPPER and needs to be permitted for them)
Logged

Paxiecrunchle

  • Bay Watcher
  • I'm just here, because actually I don't know*shrug
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2994 on: November 21, 2017, 04:35:12 pm »

Wait..ant men can already bee furnace operators, I thought they only made stone and wooden tools?

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2995 on: November 21, 2017, 08:06:28 pm »

Wait..ant men can already bee furnace operators, I thought they only made stone and wooden tools?

Ah looking at Vanilla raws the Entity that contains ANT_MAN aka ENTITY:SUBTERRANEAN_ANIMAL_PEOPLES lacks a furnace OP or any METAL related professions, so you'd need to give them the custom reaction that gives a copper bar, and some weapon smithing/ armor smithing professions so they can make their metal weapons. Probably want to remove "WOOD_WEAPONS and or WOOD_ARMOR" too
Logged

azrael300

  • Bay Watcher
  • WERE GOING TO LIVE :)
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2996 on: November 24, 2017, 03:25:20 am »

I want to change the normal attributes of the ocelot man and other beast races, how do i do this? iv been looking everywhere using google and the search thingy for this website and couldnt find it.

Long story short, there are uniquely structured raws for beastman races, where it copies whatever creature and uses a tag to convert them into a humanoid form. This tag handles pretty much everything, but defining new tags (I think) generally overrides older ones. The tags and whatnot can be found on the wiki.

So i can just add new tags to the files like "Creature_Tropical_New" to like the ocelot man and it will over ride the old ones?

You need to find the actual creatureman in the raws and edit it, or risk duping the raws, but yeah.

this doesnt seem to work

Spoiler (click to show/hide)

i mean im back doing dwarf fortress so this is a different species and things may have changed but this doesnt work, it changes their speed but not their attributes it seems.

Like i cant even kill the boogeymen, with max attributes that should be very unlikely right?
« Last Edit: November 24, 2017, 03:50:22 am by azrael300 »
Logged
Edit. Oh Jesus Christ, Necro would be proud. The second horse in the caravan came in and immediately caught on fire. I looked into his inventory and found a burning pig tail fiber bag. Curious, I looked inside.
quote above is by yuriruler90

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2997 on: November 24, 2017, 04:13:45 am »

If you mean doesn't change attributes as in "he's pretty average" that' because 5000 (the max) is average for them
Logged

azrael300

  • Bay Watcher
  • WERE GOING TO LIVE :)
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2998 on: November 24, 2017, 04:23:43 am »

If you mean doesn't change attributes as in "he's pretty average" that' because 5000 (the max) is average for them

I already know this, it just think it didnt change anything because i dont seem to be able to kill anything with ease, when i used runesmith back in the day i was able to do all that. even killed titans all by myself if i remember correctly
« Last Edit: November 24, 2017, 04:26:37 am by azrael300 »
Logged
Edit. Oh Jesus Christ, Necro would be proud. The second horse in the caravan came in and immediately caught on fire. I looked into his inventory and found a burning pig tail fiber bag. Curious, I looked inside.
quote above is by yuriruler90

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #2999 on: November 24, 2017, 04:37:44 am »

Well foxes are small, and I'm not sure if the creature variation sets them to a humanish height or just "gravitate" by a percent. They're still small. So even being really strong it's still hard to kill something far greater than your size.
Logged
Pages: 1 ... 198 199 [200] 201 202 ... 372