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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 682711 times)

voliol

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4575 on: May 12, 2020, 10:25:16 am »

About clowns
How make RAW defined UNIQUE_DEMON without crashes in generation a world with Demon number 0?

Are you making any other changes? Toady apparently just turned off the toggled which disallowed modders from using the UNIQUE_DEMON and DEMON tokens (on demand, IIRC), so it might simply not work. Has anyone in this thread gotten it to?

SQman

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4576 on: May 12, 2020, 11:49:19 am »

How do I go about making a creature give a plant on butchering, if it's even possible? I've tried various combinations with EBO, but all I'm getting is:

Code: [Select]
COMPOST_MOUND_CF:DEFAULT:Unrecognized Item Token:
COMPOST_MOUND_CF:DEFAULT:Unrecognized Material Token:

Let's say I wanted the thing to drop a potato from its upper body.
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AshTheTiefling

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4577 on: May 12, 2020, 06:46:17 pm »

  [USE_MATERIAL_TEMPLATE:mynewdye:PLANT_POWDER_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:pruiple dye]
       [STATE_COLOR:ALL_SOLID:PURPLE]
      [MATERIAL_VALUE:22]
      [DISPLAY_COLOR:5:0:0]
      [POWDER_DYE:PURPLE]
      [PREFIX:NONE]

and make a new reaction in desired workshop:

[REACTION:MAKE_P_DYE]
   [NAME:make p dye]
   [BUILDING:xxxxxxxxx:NONE]
put reagent egg here, maybe ten of them?
   [REAGENT:B:1:BOX:NONE:NONE:NONE]
      [EMPTY]
      [BAG]
   [PRESERVE_REAGENT]
[PRODUCT:100:1:
put creature's mynewdye here.
      [PRODUCT_DIMENSION:150]
      [PRODUCT_TO_CONTAINER:B]
   --noneedfor FUEL]
   [SKILL:xxxxxxxxxxxxxxxx]


Further help is available here: http://dwarffortresswiki.org/index.php/DF2014:Reaction

So, do I add 
[USE_MATERIAL_TEMPLATE:mynewdye:PLANT_POWDER_TEMPLATE]
      [STATE_NAME_ADJ:ALL_SOLID:pruiple dye]
      [STATE_COLOR:ALL_SOLID:PURPLE]
      [MATERIAL_VALUE:22]
      [DISPLAY_COLOR:5:0:0]
      [POWDER_DYE:PURPLE]
      [PREFIX:NONE]

Under [EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID] Or somewhere else?
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TomiTapio

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4578 on: May 12, 2020, 08:09:56 pm »

How do I go about making a creature give a plant on butchering, if it's even possible? I've tried various combinations with EBO, but all I'm getting is:
Let's say I wanted the thing to drop a potato from its upper body.
EBO says it takes "itemtoken:materialtoken" just like reactions.
[PRODUCT:100:15:PLANT:NONE:PLANT_MAT:saltfromminerals:LEAF] --works
so something like PLANT:NONE:PLANT_MAT:mypotatoplant:mypotatoplantstubermaterial

*checks potato of OldGenesis*
PLANT:NONE:PLANT_MAT:POTATO:STRUCTURAL could be it
« Last Edit: May 12, 2020, 08:14:04 pm 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

TomiTapio

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4579 on: May 12, 2020, 08:13:28 pm »

So, do I add 
[USE_MATERIAL_TEMPLATE:mynewdye:PLANT_POWDER_TEMPLATE]
Under [EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID] Or somewhere else?
Anywhere in the creature, probably not inside a this-caste-only section*. We are adding a material into the creature so we don't need to add it to the world(like a mineral or a metal).

* section starts like [CASTE:FEMALE] or [SELECT_CASTE:MALE]
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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

Mim

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4580 on: May 14, 2020, 10:09:54 pm »

Have people already begged Toady to add Hillocks as a site that civs can create in their own right, without also creating CAVE_DETAILED?
If so, when do you guys think Toady will do it?
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Shonai_Dweller

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4581 on: May 14, 2020, 10:36:59 pm »

Have people already begged Toady to add Hillocks as a site that civs can create in their own right, without also creating CAVE_DETAILED?
If so, when do you guys think Toady will do it?
Sites will hopefully be more customizable after the map rewrite.
We have a suggestions forum, it's probably there somewhere, or just add a new one.
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Quaksna

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4582 on: May 15, 2020, 02:29:33 am »

Have people already begged Toady to add Hillocks as a site that civs can create in their own right, without also creating CAVE_DETAILED?
If so, when do you guys think Toady will do it?

All you can do is make [CAVE_DETAILED] civ settle in non-mountain biomes only. That will result in that only the Mountainhome will be a fortress, wherever starting biome may be, but the civ will create only hillocks from then on.

As I understand it, civ won't create new fortresses anywhere but in mountains, and since you can modify the biomes the civ's in, you can take care of that.

The only problem with this seems that the civ is somewhat weaker. They do poorly in wars and lose their settlements very quickly. Not sure if that's caused by lack of fortresses, tho.
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Iä! RIAKTOR!

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4583 on: May 15, 2020, 02:40:44 am »

Needs demons to have token NIGHT_CREATURE_EXPERIMENTER for creating their experiments? What spheres give ability to "twisting powers"?
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Mim

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4584 on: May 15, 2020, 09:40:42 pm »

Needs demons to have token NIGHT_CREATURE_EXPERIMENTER for creating their experiments? What spheres give ability to "twisting powers"?
I too also would like to know if you can put NIGHT_CREATURE_EXPERIMENTER on unique demons.
« Last Edit: May 21, 2020, 10:35:37 am by Mim »
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nezclaw

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4585 on: May 17, 2020, 02:38:26 am »

do i need to put new body parts/body detail plans in their own file or can it all go in one master file along with the modded creature definitions? and how do i put, say, a mane of fur on a creature that is otherwise covered in scales?
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After the fire had burned down all of the wooden next boxes on the surface, Mottled Petrel was reluctant to replace them with more wooden nest boxes. Instead, he placed the remaining store of wooden nest boxes in the dormitory for any aspiring koopa mothers.

The nest boxes were immediately overrun by helmet snakes.

MaxTheFox

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4586 on: May 17, 2020, 04:40:51 am »

and how do i put, say, a mane of fur on a creature that is otherwise covered in scales?
[TISSUE_LAYER_OVER:BY_CATEGORY:<category of the scaly body part>:HAIR]

So now my question: How to make creatures (semi)megabeasts summon not attack the (semi)megabeasts themselves?
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ZM5

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4587 on: May 17, 2020, 05:48:22 am »

do i need to put new body parts/body detail plans in their own file or can it all go in one master file along with the modded creature definitions? and how do i put, say, a mane of fur on a creature that is otherwise covered in scales?

They have to be in separate files iirc.

and how do i put, say, a mane of fur on a creature that is otherwise covered in scales?
[TISSUE_LAYER_OVER:BY_CATEGORY:<category of the scaly body part>:HAIR]

So now my question: How to make creatures (semi)megabeasts summon not attack the (semi)megabeasts themselves?

Only workaround I found for that is with megabeasts that have NOT_LIVING - their summons wont attack them if the summons have OPPOSED_TO_LIFE and they also wont attack the summons themselves.

Thuellai

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4588 on: May 17, 2020, 10:08:24 am »

How does one keep a creature that doesn't sexually reproduce propagating across worldgen, if at all possible?  I just want to make sure things like skeletons and golems can menace dwarves throughout history, instead of dwindling to nothingness every time.

Second question - is it possible to create a secret that certain creatures instinctively know?  Can that be done on a caste level?  Could I have a race where every, say, 1 in 1000 is born with instinctive knowledge of magic that way?
« Last Edit: May 17, 2020, 01:43:28 pm by Thuellai »
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nezclaw

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4589 on: May 17, 2020, 05:52:19 pm »

do i need to put new body parts/body detail plans in their own file or can it all go in one master file along with the modded creature definitions? and how do i put, say, a mane of fur on a creature that is otherwise covered in scales?

They have to be in separate files iirc.

 i was afraid of that. damn.
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Dawnthunder: It menaces with spikes of tetanus
After the fire had burned down all of the wooden next boxes on the surface, Mottled Petrel was reluctant to replace them with more wooden nest boxes. Instead, he placed the remaining store of wooden nest boxes in the dormitory for any aspiring koopa mothers.

The nest boxes were immediately overrun by helmet snakes.
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