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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 698696 times)

brolol.404

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3900 on: August 03, 2019, 07:49:16 pm »

Thanks. What if I remove the DESCRIPTION tag first? Should this work?

Code: [Select]
[CREATURE_VARIATION:fe_CATFISH]
[CV_NEW_TAG:DESCRIPTION:A small whiskered fish found in muddy inland waters.]

[CREATURE:fe_FISH_TEMPLATE]
[DESCRIPTION:A fish.]
[NAME:fish:fish:fish]
[CASTE_NAME:fish:fish:fish]

[CREATURE:fe_FISH_BULLHEAD_BROWN]
[COPY_TAGS_FROM:fe_FISH_TEMPLATE]
        [CV_REMOVE_TAG:DESCRIPTION]
[APPLY_CREATURE_VARIATION:fe_CATFISH]
[GO_TO_START]
[NAME:brown bullhead:brown bullheads:brown bullhead]
[CASTE_NAME:brown bullhead:brown bullheads:brown bullhead]
« Last Edit: August 03, 2019, 07:51:57 pm by brolol.404 »
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Hugo_The_Dwarf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3901 on: August 03, 2019, 08:22:35 pm »

thing is you don't "have" to remove it, since DESCRIPTION tags overwrite any other one (last one defined is the winner)

if you wanted you could add in an ARG to that CV so you can put in your own description value

[APPLY_CREATURE_VARIATION:fe_CATFISH:A small whiskered fish found in muddy inland waters.] so you could in theory just make it more generic

however since that's all you're using it for (unless it's that short because it's an example) you're better off just putting in the [DESCRIPTION] after the COPY_TAGS_FROM
« Last Edit: August 03, 2019, 08:24:43 pm by Hugo_The_Dwarf »
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DaStormDragon

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3902 on: August 04, 2019, 02:20:59 am »

@Hugo_The_Dwarf

Some clarification: the b_detail_plan I posted has values for the new body parts I added, and the no tissue thickness errors are (as far as I can tell) for all bodyparts, even in the mostly-unmodified castes. Can you think of anything else that would affect it?
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Hugo_The_Dwarf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3903 on: August 04, 2019, 02:29:11 am »

@Hugo_The_Dwarf

Some clarification: the b_detail_plan I posted has values for the new body parts I added, and the no tissue thickness errors are (as far as I can tell) for all bodyparts, even in the mostly-unmodified castes. Can you think of anything else that would affect it?

Where abouts do you have that ATTACKs defined? can you upload the full creature, and relevenat files (tissues, bdps, body) somehwere, and also post a bit of the errorlog too
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DaStormDragon

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3904 on: August 04, 2019, 05:10:44 am »

@Hugo_The_Dwarf

Creature:
https://pastebin.com/E7hrhX17

Error log:
Spoiler (click to show/hide)

b_detail_plan and body in my earlier post (the DRAGON_HUMANOID body plan adds on to the humanoid)

The error seems to be for everything not using the 'default' body plan?
« Last Edit: August 04, 2019, 05:21:50 am by DaStormDragon »
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TomiTapio

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3905 on: August 04, 2019, 05:40:43 am »

Does your BODY_DETAIL_PLAN:VERTEBRATE_DRAGON_TISSUE_LAYERS  command the correct tissue thicknesses?
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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
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brolol.404

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3906 on: August 04, 2019, 05:43:15 am »

thing is you don't "have" to remove it, since DESCRIPTION tags overwrite any other one (last one defined is the winner)

if you wanted you could add in an ARG to that CV so you can put in your own description value

[APPLY_CREATURE_VARIATION:fe_CATFISH:A small whiskered fish found in muddy inland waters.] so you could in theory just make it more generic

however since that's all you're using it for (unless it's that short because it's an example) you're better off just putting in the [DESCRIPTION] after the COPY_TAGS_FROM

Alright cool. Thanks

brolol.404

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3907 on: August 04, 2019, 07:58:00 am »

Is there a way to set/increase the value of specific vermin fish?

Could the MULTIPLY_VALUE token go somewhere on the fish creature to increase the value of the "fish item" (specitic raw fish)?

If yes, does the MULTIPLY_VALUE tag stack?

EDIT: I am looking to set/increase the value of specific: raw fish (fishing), live fish (fishing) and cleaned fish.

Does PET_VALUE set the value of live fish?
« Last Edit: August 04, 2019, 08:38:04 am by brolol.404 »
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Shophaune

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3908 on: August 06, 2019, 04:46:23 am »

Is it possible to have a reaction or job require a specific caste of creature to perform?
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TomiTapio

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3909 on: August 06, 2019, 05:38:17 am »

Is it possible to have a reaction or job require a specific caste of creature to perform?
It is not possible. http://dwarffortresswiki.org/index.php/DF2014:Reaction#skill
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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

Shophaune

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3910 on: August 06, 2019, 06:28:39 am »

Is it possible to have a reaction or job require a specific caste of creature to perform?
It is not possible. http://dwarffortresswiki.org/index.php/DF2014:Reaction#skill
Damn. Guess I'll have to go with producing an instantly-vaporizing syndrome if I want to pull that off, huh? But then I have to find a way to end an ongoing transformation that the creature will be under...wait, interactions can be made to not apply if there's a particular syndrome on the target right? So if I used a syndrome to change a creature's sweat to cause an interaction that applied the actual transformation I wanted, and had that interaction not fire if a particular "stop transforming" class of syndrome was on the target, I could effectively have a transformation of arbitrary length that I can interrupt, right?
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brolol.404

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3911 on: August 06, 2019, 10:00:26 am »

Will adding a reaction class to a material inside of a fish work for live fishing dissection or does a specific fish have to be called out?

Does this look right or am I missing something?

creature raw:

Code: [Select]
  [USE_MATERIAL_TEMPLATE:fe_ROE:CREATURE_EXTRACT_TEMPLATE]
     [STATE_NAME:ALL_SOLID:roe]
     [STATE_ADJ:ALL_SOLID:roe]
     [STATE_NAME:LIQUID:liquid roe]
     [STATE_ADJ:LIQUID:liquid roe]
     [STATE_NAME:GAS:boiling liquid roe]
     [STATE_ADJ:GAS:boiling liquid roe]
     [EDIBLE_RAW]
     [EDIBLE_COOKED]
     [REACTION_CLASS:fe_ROE]
  [EXTRACT:LOCAL_CREATURE_MAT:fe_ROE]

reaction raw:

Code: [Select]
  [REACTION:fe_ROE]
     [NAME:extract roe]
     [BUILDING:FISHERY:NONE]
     [REAGENT:B:1:VERMIN:NO_SUBTYPE:NONE:NONE][REACTION_CLASS:fe_ROE][PRESERVE_REAGENT]
     [PRODUCT:10:1:FOOD:fe_ROE:NONE:NONE]
     [SKILL:DISSECT_FISH]

Eric Blank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3912 on: August 06, 2019, 12:10:27 pm »

I would assume it does, but then again it's possible fish don't want to play by the rules. Try it.

I will tell you right now you're going to get infinite roe from a single fish as your reaction preserves the reagent and there is no way to tell it a particular fish has already been extracted from. You could instead make it produce a cooked version of the fish along with the roe.

Also, since materials are stored at the creature level not caste level, the reaction will probably accept male fish as well as female, which while odd shouldn't cause extra problems.
« Last Edit: August 06, 2019, 12:12:00 pm by Eric Blank »
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brolol.404

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3913 on: August 06, 2019, 12:26:40 pm »

I would assume it does, but then again it's possible fish don't want to play by the rules. Try it.

I will tell you right now you're going to get infinite roe from a single fish as your reaction preserves the reagent and there is no way to tell it a particular fish has already been extracted from. You could instead make it produce a cooked version of the fish along with the roe.

Also, since materials are stored at the creature level not caste level, the reaction will probably accept male fish as well as female, which while odd shouldn't cause extra problems.

Thanks. I'll try it out. I was trying to keep the fish alive, but that is a good point. I'll convert the vermin into it's raw version.

I thought about this too. I figured that by setting a low chance of success (like 10%) there is less chance of the player inspecting every fish as it goes through processing and produces roe lol

brolol.404

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3914 on: August 06, 2019, 05:15:11 pm »

I would assume it does, but then again it's possible fish don't want to play by the rules. Try it.

I will tell you right now you're going to get infinite roe from a single fish as your reaction preserves the reagent and there is no way to tell it a particular fish has already been extracted from. You could instead make it produce a cooked version of the fish along with the roe.

Also, since materials are stored at the creature level not caste level, the reaction will probably accept male fish as well as female, which while odd shouldn't cause extra problems.

Thinking about this more, can I define the female caste in the reaction?

Code: [Select]
  [REACTION:fe_ROE]
     [NAME:extract roe]
     [BUILDING:FISHERY:NONE]
     [REAGENT:A:1:VERMIN:NONE:FEMALE][REACTION_CLASS:fe_ROE]
     [PRODUCT:100:1:FISH_RAW:NONE:GET_MATERIAL_FROM_REAGENT:reagent:NONE]
     [PRODUCT:10:1:FOOD:fe_ROE:NONE:NONE]
     [SKILL:DISSECT_FISH]
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