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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 685930 times)

azrael300

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3000 on: November 24, 2017, 04:59:12 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.

Hmmmm is it possible to make the attributes higher than 5000?
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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

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3001 on: November 24, 2017, 05:27:44 am »

with a syndrome you can yes.
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azrael300

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3002 on: November 24, 2017, 05:32:00 am »

with a syndrome you can yes.

A syndrome? whats that? Also maybe i should just change the size of the fox man instead.
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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

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3003 on: November 25, 2017, 11:31:48 pm »

with a syndrome you can yes.

A syndrome? whats that? Also maybe i should just change the size of the fox man instead.

A syndrome like anything that can be eaten, contact, inhaled, or injected into the blood stream. Wiki Syndromes
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Asin

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3004 on: December 11, 2017, 01:04:19 pm »

with a syndrome you can yes.

A syndrome? whats that? Also maybe i should just change the size of the fox man instead.

http://dwarffortresswiki.org/index.php/DF2014:Syndrome

Putnam

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3005 on: December 11, 2017, 05:12:11 pm »

with a syndrome you can yes.

or just increasing the max cap, though you still can't make the base more than 5000

Hugo_The_Dwarf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3006 on: December 11, 2017, 09:28:33 pm »

with a syndrome you can yes.

or just increasing the max cap, though you still can't make the base more than 5000

so really you just repeated what he already knew

Hmmmm is it possible to make the attributes higher than 5000?

So full circle I guess
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Max™

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3007 on: December 11, 2017, 10:23:26 pm »

Well, he didn't say "can I make them increase to higher than 10000", which yeah you can make it 5x, 10x, whatnot.
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Putnam

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3008 on: December 11, 2017, 11:52:56 pm »

i'm saying that you can, syndromeless, increase them to essentially any arbitrary amount, since there's no cap to attribute caps

Crabs

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3009 on: December 12, 2017, 03:10:46 am »

Quick noob question;
I made a civ by just copy pasting the entity_default dwarves and creature_standard dwarves and editing them to my taste. I didn't do any drastic changes:
A desert people that isn't much different from the dwarves and should build human cities.

But for some reason they never show up when generating a new world.  I can spawn some of them in the arena but that's it. Are there any common noob mistakes I probably made?
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scourge728

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3010 on: December 12, 2017, 08:42:38 am »

Did you make sure the file name is different, did you make sure that the inside entity_whateveryouput is the same as the file name, if that's not it, then you should check the error log

Eric Blank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3011 on: December 12, 2017, 01:00:38 pm »

And the object tag at the top, dont forget that.
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Beef Skeleton

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3012 on: December 12, 2017, 04:47:54 pm »

Is it possible to add a new caste to an existing creature without modifying the default RAWs? I want to add a "hobgoblin" caste to goblins without editing the defaults it at all possible. I've made new creatures before and I've been looking at the animal person/giant tags to try to reason out if [COPY_TAGS_FROM:X] and [GO_TO_START/END] could be used for it.

Google wasn't a help with this question so I made an account on the forums to see if anyone here knew.
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pikachu17

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3013 on: December 12, 2017, 04:56:22 pm »

Not as far as I know. Maybe with DFhack...
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Hugo_The_Dwarf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3014 on: December 12, 2017, 09:24:24 pm »

i'm saying that you can, syndromeless, increase them to essentially any arbitrary amount, since there's no cap to attribute caps

I thought the Cap was 5000 for the tag [PHYS_ATT_RANGE:STRENGTH:450:950:1150:1250:1350:1550:2250]
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