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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 698652 times)

Eric Blank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3915 on: August 07, 2019, 02:47:21 pm »

That probably won't work, no.
I could also be totally wrong about males getting used. You could try adding a roe tissue layer to the female caste explicitly that allows it to be processed to produce roe.
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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.

brolol.404

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3916 on: August 08, 2019, 09:34:04 am »

That probably won't work, no.
I could also be totally wrong about males getting used. You could try adding a roe tissue layer to the female caste explicitly that allows it to be processed to produce roe.

Will that work for vermin though?

What about if I only put the EXTRACT tag in the female caste.

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]

[CASTE:FEMALE]
  [EXTRACT:LOCAL_CREATURE_MAT:fe_ROE]

TomiTapio

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3917 on: August 08, 2019, 01:49:01 pm »

I'd take a look at "fish extracts industry", moghopper juice in vanilla: need living caged fish.
https://dwarffortresswiki.org/index.php/DF2014:Extracts#Fishery

Spoiler (click to show/hide)
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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

brolol.404

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3918 on: August 09, 2019, 05:24:14 am »

I'd take a look at "fish extracts industry", moghopper juice in vanilla: need living caged fish.
https://dwarffortresswiki.org/index.php/DF2014:Extracts#Fishery

Spoiler (click to show/hide)

Thanks. That's where my raws cane from. We are discussing possible ways to restrict the reaction to the female caste.

TomiTapio

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3919 on: August 09, 2019, 01:20:54 pm »

Thanks. That's where my raws cane from. We are discussing possible ways to restrict the reaction to the female caste.
Wiki says the EXTRACT token is caste-level, so could try putting the EXTRACT tag in the roe-having caste.
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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

brolol.404

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3920 on: August 09, 2019, 03:09:59 pm »

Thanks. I will try it out

brolol.404

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3921 on: August 10, 2019, 07:35:19 am »

Does BODY_SIZE change a live vermin/fish/unprepared fish weight?

Or does the weight always default to 5 based on this:
https://dwarffortresswiki.org/index.php/40d:Weight

voliol

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3922 on: August 10, 2019, 11:34:00 am »

No in the case of fish, both prepared and unprepared. Yes in the case of live vermin. All fish should weigh ~0.2 kg, if their main material is any normal organic material with a density of about 1 g/cm2. The volume of the fish item in the current version is 200 cm2.

https://dwarffortresswiki.org/index.php/DF2014:Weight

brolol.404

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3923 on: August 10, 2019, 12:32:32 pm »

No in the case of fish, both prepared and unprepared. Yes in the case of live vermin. All fish should weigh ~0.2 kg, if their main material is any normal organic material with a density of about 1 g/cm2. The volume of the fish item in the current version is 200 cm2.

https://dwarffortresswiki.org/index.php/DF2014:Weight

thanks. I thought it would be cool to catch different size trophy fish, but I guess that is still possible with capture live fishing

I am planning on adding this to the bass for example. Hopefully it will create a size diversity within a type of fish.

Code: [Select]
[MAXAGE:0:15]
[BODY_SIZE:0:0:200]
[BODY_SIZE:1:0:500]
[BODY_SIZE:2:0:1000]
[BODY_SIZE:3:0:1500]
[BODY_SIZE:4:0:2000]
[BODY_SIZE:5:0:2500]
[BODY_SIZE:6:0:3000]
[BODY_SIZE:7:0:3250]
[BODY_SIZE:8:0:3500]
[BODY_SIZE:9:0:4000]
[BODY_SIZE:10:0:4500]
[BODY_SIZE:11:0:4750]
[BODY_SIZE:12:0:5000]
[BODY_SIZE:13:0:5250]
[BODY_SIZE:14:0:5500]
[BODY_SIZE:15:0:6000]

Hetsin

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3924 on: August 11, 2019, 12:33:57 pm »

I have a tissue that I'm using to fill space and represent biological cavities, pleural and cranial primarily. I have it at 0 density, 0 strength and yield and 100000 strain at yield for all types. The intention was to make the tissue effectively nothing, but it's still showing up in combat reports occasionally (being torn mostly). Is there a method that I'm missing to achieve what I hope to without the tissue being mentioned in reports or do I have to do a rethink of the tissue layering?
« Last Edit: August 11, 2019, 01:06:56 pm by Hetsin »
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TomiTapio

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3925 on: August 11, 2019, 04:40:28 pm »

I have a tissue that I'm using to fill space and represent biological cavities, pleural and cranial primarily. I have it at 0 density, 0 strength and yield and 100000 strain at yield for all types. The intention was to make the tissue effectively nothing, but it's still showing up in combat reports occasionally (being torn mostly). Is there a method that I'm missing to achieve what I hope to without the tissue being mentioned in reports or do I have to do a rethink of the tissue layering?
Hmm... it still has volume and connections to neighboring tissue.
Perhaps a gaseous tissue for the cavities?
Spoiler (click to show/hide)
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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

Hetsin

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3926 on: August 11, 2019, 05:35:37 pm »

I have a tissue that I'm using to fill space and represent biological cavities, pleural and cranial primarily. I have it at 0 density, 0 strength and yield and 100000 strain at yield for all types. The intention was to make the tissue effectively nothing, but it's still showing up in combat reports occasionally (being torn mostly). Is there a method that I'm missing to achieve what I hope to without the tissue being mentioned in reports or do I have to do a rethink of the tissue layering?
Hmm... it still has volume and connections to neighboring tissue.
Perhaps a gaseous tissue for the cavities?
Spoiler (click to show/hide)

Ooo. I hadn't thought of that, thank you. I'll try it out when I get the chance.

Edit: Unfortunately making it a gas causes bursts of it to spew out whenever it's punctured. Liquid and solid powder states are still reported in the combat logs. I'll have to have a think.
« Last Edit: August 12, 2019, 12:54:23 am by Hetsin »
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Eric Blank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3927 on: August 12, 2019, 12:15:03 am »

Liquid and gas tissues will escape from the body from wounds on parts that don't even include that tissue, so it may not be ideal. Say, your cranial gas will leak out if the second toe, left foot gets cut open
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Hugo_The_Dwarf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3928 on: August 12, 2019, 01:03:53 am »

Liquid and gas tissues will escape from the body from wounds on parts that don't even include that tissue, so it may not be ideal. Say, your cranial gas will leak out if the second toe, left foot gets cut open

only if it has [CONNECTS] if you don't have that, it's per part I believe. also lacking a [TISSUE_LEAKS] makes said liquid/gas tissue take longer to be depleted as it's slowly shaved off with every hit
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Eric Blank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3929 on: August 12, 2019, 09:56:24 am »

Really? Ill have to test that...
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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.
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