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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 698729 times)

TomiTapio

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3825 on: July 14, 2019, 07:13:12 am »

Is it possible to make a tissue that will bleed something different to the other tissues?
I'm afraid it's not possible. Tissues have a vascular parameter, how much bleeding when damaged.
a creature's blood is defined for the whole creature:

[USE_MATERIAL_TEMPLATE:elf_ichor1:ICHOR_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:elf_ichor1:LIQUID]
[PUS:LOCAL_CREATURE_MAT:ELDERGOD_BLOOD2:GAS]

Creature gas and liquid leaks are possible, but they're not _bleeding_, they're material spilling out.
You can make a creature leak poop/grime/vomit/lye/amber material. Hardcoded materials: http://www.dfwk.ru/Hardcoded_materials.txt

Spoiler (click to show/hide)
« Last Edit: July 14, 2019, 07:20:19 am by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Logariter

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3826 on: July 14, 2019, 01:12:27 pm »

Thanks  TomiTapio.
Is it possible to make an aquatic civilisation?
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ZM5

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3827 on: July 14, 2019, 02:21:41 pm »

Not really. Civs spawned in the ocean are buggy and their sites don't properly appear in adventure mode.

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3828 on: July 14, 2019, 02:34:58 pm »

Thanks ZM5
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brolol.404

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3829 on: July 14, 2019, 02:55:29 pm »

What does the position responsibility RELIGION do exactly if placed on a dwarf?

EternalCaveDragon

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3830 on: July 14, 2019, 05:53:02 pm »

What does the position responsibility RELIGION do exactly if placed on a dwarf?

Wiki says the position will alert you to worship cults. Ostensibly those related to megabeast worship.
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brolol.404

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3831 on: July 14, 2019, 06:17:15 pm »

What does the position responsibility RELIGION do exactly if placed on a dwarf?

Wiki says the position will alert you to worship cults. Ostensibly those related to megabeast worship.

What does that mean though? Will you randomly get a message in fort mode about some cult? Does it display cults on the world map?

EternalCaveDragon

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3832 on: July 14, 2019, 06:19:32 pm »

I'm fairly certain it doesn't display cults on the world map, and still won't in regards to them with the new update about organized religions. And I don't really know what the in play effects are since I haven't tried it myself yet.
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Eric Blank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3833 on: July 15, 2019, 01:02:58 pm »

Thanks  TomiTapio.
Is it possible to make an aquatic civilisation?
Not really. Civs spawned in the ocean are buggy and their sites don't properly appear in adventure mode.
You can make a coastal civilization by making it start in saltwater wetlands areas and prefer to live along oceans with a value of 10 and a 2 or 3 on lots of other biomes. Most sites will then be built along coastlines, but technically still on land.
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Mim

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3834 on: July 16, 2019, 12:40:11 pm »

I created a separate questions thread pertaining to the mod I am creating, but now realize that some of my questions may belong here instead.

How could one cause a modded civilization to live in both hillocks and cities? I got cities working, but the hillocks entity tokens are different from the others and I cannot get them to work.
« Last Edit: July 16, 2019, 12:51:05 pm by Mim »
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ZM5

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3835 on: July 16, 2019, 01:23:42 pm »

You'd have to make a second copy of their entity. Civs live in specific sets of sites - i.e if you have CITY as a site type they'll only live in hamlets and towns, if you have CAVE_DETAILED it'll be hillocks and fortresses.

Mim

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3836 on: July 16, 2019, 05:43:46 pm »

Thank you! I will just make them live in cities for now.

EDIT
I have finished the entity file, and I did the creature file beforehand. Now, I believe that I have given my Hobbits hairy feet correctly in the raws, but is there a way to check and make sure in-game?
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Hugo_The_Dwarf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3837 on: July 16, 2019, 06:19:44 pm »

Thank you! I will just make them live in cities for now.

EDIT
I have finished the entity file, and I did the creature file beforehand. Now, I believe that I have given my Hobbits hairy feet correctly in the raws, but is there a way to check and make sure in-game?

Error log will let you know if you goof'd it or not, but really the line that'd work for hobbits would be this
Code: [Select]
[TISSUE_LAYER:BY_CATEGORY:FOOT:HAIR:TOP]
also there is an area int he creature that is selecting all the hair tissues on the body to add descriptors, and another for colors later on. So one way would be to do the descriptors for the feet on their own so you can view the creature's description and read "The hair on the hobbit's feet is curly"
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Mim

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3838 on: July 16, 2019, 06:26:58 pm »

Thank you! I will just make them live in cities for now.

EDIT
I have finished the entity file, and I did the creature file beforehand. Now, I believe that I have given my Hobbits hairy feet correctly in the raws, but is there a way to check and make sure in-game?

Error log will let you know if you goof'd it or not, but really the line that'd work for hobbits would be this
Code: [Select]
[TISSUE_LAYER:BY_CATEGORY:FOOT:HAIR:TOP]
also there is an area int he creature that is selecting all the hair tissues on the body to add descriptors, and another for colors later on. So one way would be to do the descriptors for the feet on their own so you can view the creature's description and read "The hair on the hobbit's feet is curly"

Thanks; that's basically what I did, except without the TOP. Is TOP necessary?
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Hugo_The_Dwarf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3839 on: July 16, 2019, 06:32:47 pm »

TOP isn't needed it's optional, just means instead of the WHOLE foot being covered in hair, only the TOP of it is. It's more of "nitty gritty detail"
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