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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 700026 times)

ZM5

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4095 on: October 27, 2019, 04:34:50 pm »

I don't think so? I don't remember if there's a token to attach interaction-type syndromes to materials - if there was then the closest workaround would be to have a resurrection interaction with a transformation syndrome attached.

TomiTapio

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4096 on: October 28, 2019, 04:48:19 am »

Is it possible to have a creature transform into another on death? In particular, a megabeast?
2013 thread on reviving dead dwarves, with DFHack:
http://www.bay12forums.com/smf/index.php?topic=127178.15
something like if (megabeast_myname and dead) then (remove death flag and change caste)
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MachoNacho

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4097 on: October 28, 2019, 11:37:59 am »

The pride creature still doesn't work.

Creature:
Spoiler (click to show/hide)

Interactions:
Spoiler (click to show/hide)

Material:
Spoiler (click to show/hide)

Detail plan:
Spoiler (click to show/hide)

Error log:
Spoiler (click to show/hide)
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brolol.404

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4098 on: October 28, 2019, 12:43:27 pm »

Does [GOBBLE_VERMIN_CREATURE:WORM] force a creature to periodically eat worms or die of starvation like [CARNIVORE] or does this tag just make a creature occasionally eat worms randomly for no reason? I am thinking of making an insectivore creature.

Roses

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4099 on: October 28, 2019, 01:03:40 pm »

The pride creature still doesn't work.

Error log:
Spoiler (click to show/hide)

[TISSUE:DETACH]
...
[TISSUE_LAYER:BY_CATEGORY:DETACH_POINT:DETACH_MAT_TEMPLATE]

You specified the tissue as DETACH but are trying to assign it as DETACH_MAT_TEMPLATE
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brolol.404

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4100 on: October 28, 2019, 03:46:17 pm »

Are there any negative side effects to removing [CAVE_ADAPT]? Any way to make a creature do fine both above and below ground?

Eric Blank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4101 on: October 28, 2019, 10:15:59 pm »

Removing cave adapt wont have any negative effects; it just means your creature won't become cave adapted and puke everywhere and get dizzy when it goes above ground. So on the whole it would be an improvement.

There are no other buffs or debuffs aside from view range shortening associated with transitioning above or below ground as long as you're not cave-adapt-able. And cave adaptation doesn't even automatically confer improved vision, there's a separate tag for that.
« Last Edit: October 28, 2019, 10:18:00 pm by Eric Blank »
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endlessblaze

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4102 on: October 29, 2019, 12:29:50 am »

Can someone tell me what im doing wrong with these materials.

I thought I had the tissues set up right but I keep getting this
Spoiler (click to show/hide)

The Body and Tissues
Spoiler (click to show/hide)

 The materials

Spoiler (click to show/hide)

I asked around on Discord, but no one could figure out what was wrong with it
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brolol.404

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4103 on: October 29, 2019, 06:23:51 am »

Removing cave adapt wont have any negative effects; it just means your creature won't become cave adapted and puke everywhere and get dizzy when it goes above ground. So on the whole it would be an improvement.

There are no other buffs or debuffs aside from view range shortening associated with transitioning above or below ground as long as you're not cave-adapt-able. And cave adaptation doesn't even automatically confer improved vision, there's a separate tag for that.

Thanks

brolol.404

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4104 on: October 29, 2019, 06:24:56 am »

Does [GOBBLE_VERMIN_CREATURE:WORM] force a creature to periodically eat worms or die of starvation like [CARNIVORE] or does this tag just make a creature occasionally eat worms randomly for no reason? I am thinking of making an insectivore creature.

To expand on this, can SPECIFIC FOOD target vermin like worms? Does it have to be used with GOBBLE VERMIN in order for creatures to actually eat it?

EDIT: if not, can I make a reaction that turns a worm into a PLANT and make that plant a SPECIFIC FOOD? Would the civ members then have to eat that worm PLANT and only that worm PLANT for food?
« Last Edit: October 29, 2019, 06:38:21 am by brolol.404 »
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DerMeister

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4105 on: October 29, 2019, 09:40:21 am »

Does [GOBBLE_VERMIN_CREATURE:WORM] force a creature to periodically eat worms or die of starvation like [CARNIVORE] or does this tag just make a creature occasionally eat worms randomly for no reason? I am thinking of making an insectivore creature.

To expand on this, can SPECIFIC FOOD target vermin like worms? Does it have to be used with GOBBLE VERMIN in order for creatures to actually eat it?

EDIT: if not, can I make a reaction that turns a worm into a PLANT and make that plant a SPECIFIC FOOD? Would the civ members then have to eat that worm PLANT and only that worm PLANT for food?
I prefer not add unnecessary plants. Remains and tame vermins can be tranformed into FISH, edible and cookable "worm" as example.
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brolol.404

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4106 on: October 29, 2019, 10:23:23 am »

I prefer not add unnecessary plants. Remains and tame vermins can be tranformed into FISH, edible and cookable "worm" as example.

I dont think FISH can be called in SPECIFIC FOOD though. I think it's either creature or plant.

DerMeister

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4107 on: October 29, 2019, 12:11:57 pm »

I prefer not add unnecessary plants. Remains and tame vermins can be tranformed into FISH, edible and cookable "worm" as example.

I dont think FISH can be called in SPECIFIC FOOD though. I think it's either creature or plant.
FISH, REMAINS and PET made of creature.
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recon1o6

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4108 on: November 02, 2019, 06:28:10 am »

I have been making a modded race based on more warlike and scholary dwarves in fiction but I have seem to have run into a problem

For some reason on launch, every member of the starting 7 is starting out with identical coloured skin, eyes and hair and the nose descriptor is sometimes saying that they have irises.

Anybody have any idea what could be causing any of these issues? All I done was duplicate dwarf raws for these and added a few extra colours for the eyes/hair but the nose one is eluding me
« Last Edit: November 02, 2019, 06:38:00 am by recon1o6 »
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Atkana

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4109 on: November 02, 2019, 06:44:47 am »

I have been making a modded race based on more warlike and scholary dwarves in fiction but I have seem to have run into a problem

For some reason on launch, every member of the starting 7 is starting out with identical coloured eyes and hair and the nose descriptor is sometimes saying that they have irises.

Anybody have any idea what could be causing any of these issues? All I done was duplicate dwarf raws for these and added a few extra colours for the eyes/hair but the nose one is eluding me
It's hard to tell without actually seeing the raws, but I can make a few guesses.
For the nose-iris thing:
  • When you duplicated the raws, did you make sure to change the creature token? I hear duplicated raws can make things go funky.
  • Is the nose iris descriptor about the size of the iris? If so, that means you've got a BP_APPEARANCE_MODIFIER:LARGE_IRIS that has the APP_MOD_NOUN as nose.
  • Is the nose iris descriptor about the color of the iris? If so, that means you've got a TL_COLOR_MODIFIER that uses some of the special eye colors (e.g. IRIS_EYE_AMBER) with the TLCM_NOUN as nose.
As for people looking the same, it could be down to messed up raws, or the fact that the game intentionally creates people from a small pool of genetic templates (or something like that), so people of the same civilization often share a lot of phsyical characteristics.
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