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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 699194 times)

TomiTapio

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4590 on: May 17, 2020, 08:35:10 pm »

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?
1. the asexual golem-likes / birds / toads just appear in the caves. They don't need babymaking. Civs need babymaking.
2. No. Not a Secret. Give a "hurl fireball" or other interaction to a caste instead.
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

Rekov

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4591 on: May 17, 2020, 09:20:08 pm »

Creature with shearable feathers.

I am given to understand that this is possible. I've given it a shot, but I know absolutely nothing at all about defining creatures. I'm not too surprised this doesn't work:

   
Code: [Select]
[CREATURE:PLUME_CAT]
[DESCRIPTION:A lithe feline with a ruff of feathers about its neck. It stalks forests for its prey.]
[NAME:plume cat:plume cats:plume cat]
[CASTE_NAME:plume cat:plume cats:plume cat]
[CHILD:3][GENERAL_CHILD_NAME:plume kitten:plume kittens]
[CREATURE_TILE:'p'][COLOR:0:0:1]
[CREATURE_CLASS:MAMMAL]
[PETVALUE:100]
[PET_EXOTIC]
[TRAINABLE]
[BIOME:ANY_FOREST]
[LARGE_ROAMING][FREQUENCY:5]
[POPULATION_NUMBER:6:18]
[CLUSTER_NUMBER:1:2]
[CARNIVORE][NATURAL]
[LARGE_PREDATOR][MEANDERER]
[GRASSTRAMPLE:0]
[PREFSTRING:feathery plumes]
[BODY:QUADRUPED_NECK:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:5TOES_FQ_REG:4TOES_RQ_REG:MOUTH:TONGUE:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]
[BODYGLOSS:PAW]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[BODY_DETAIL_PLAN:NECK_FEATHER_TISSUE_LAYERS:FEATHER]
[SELECT_MATERIAL:FEATHER]
[STATE_NAME:ALL_SOLID:plume cat feather]
[STATE_ADJ:ALL_SOLID:plume cat feather]
[PREFIX:NONE]
[SELECT_TISSUE_LAYER:FEATHER]
[TL_RELATIVE_THICKNESS:10]
[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:7000]
[BODY_SIZE:1:0:35000]
[BODY_SIZE:2:0:70000]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[MAXAGE:30:40]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[NOCTURNAL]
[HOMEOTHERM:10067]
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:411:274:137:1900:2900] 64 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph, NO DATA
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph, NO DATA
[SWIMS_INNATE]
[MUNDANE]
[CASTE:FEMALE]
[FEMALE]
[CASTE:MALE]
[MALE]
[SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:BLACK:4:DARK_GREEN:1]
[TLCM_NOUN:fur:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:ALL:FEATHER]
[TL_COLOR_MODIFIER:DARK_OLIVE:1:FERN_GREEN:1:SEA_GREEN:1:JADE:1]
[TLCM_NOUN:feathers:PLURAL]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:0:0:0:0:0:0:0]
[APP_MOD_NOUN:feathers:PLURAL]
[APP_MOD_RATE:1:DAILY:0:300:0:0:NO_END]
[APP_MOD_DESC_RANGE:10:50:100:150:200:300]
[SHEARABLE_TISSUE_LAYER:DENSE:300]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_GREEN-YELLOW:1:LIME:1:CHARTREUSE:1]
[TLCM_NOUN:eyes:PLURAL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:3]

I've borrowed some of the shear-related numbers from sheep, so I doubt they're appropriate to feathers. But I can't even get the [SET_TL_GROUP:BY_CATEGORY:ALL:FEATHER] stuff to show up at all in the description, so I have more problems than just not being shearable.
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nezclaw

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4592 on: May 18, 2020, 04:38:21 am »

Creature with shearable feathers.

I am given to understand that this is possible. I've given it a shot, but I know absolutely nothing at all about defining creatures. I'm not too surprised this doesn't work:

   
Code: [Select]
[CREATURE:PLUME_CAT]
[DESCRIPTION:A lithe feline with a ruff of feathers about its neck. It stalks forests for its prey.]
[NAME:plume cat:plume cats:plume cat]
[CASTE_NAME:plume cat:plume cats:plume cat]
[CHILD:3][GENERAL_CHILD_NAME:plume kitten:plume kittens]
[CREATURE_TILE:'p'][COLOR:0:0:1]
[CREATURE_CLASS:MAMMAL]
[PETVALUE:100]
[PET_EXOTIC]
[TRAINABLE]
[BIOME:ANY_FOREST]
[LARGE_ROAMING][FREQUENCY:5]
[POPULATION_NUMBER:6:18]
[CLUSTER_NUMBER:1:2]
[CARNIVORE][NATURAL]
[LARGE_PREDATOR][MEANDERER]
[GRASSTRAMPLE:0]
[PREFSTRING:feathery plumes]
[BODY:QUADRUPED_NECK:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:5TOES_FQ_REG:4TOES_RQ_REG:MOUTH:TONGUE:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]
[BODYGLOSS:PAW]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[BODY_DETAIL_PLAN:NECK_FEATHER_TISSUE_LAYERS:FEATHER]
[SELECT_MATERIAL:FEATHER]
[STATE_NAME:ALL_SOLID:plume cat feather]
[STATE_ADJ:ALL_SOLID:plume cat feather]
[PREFIX:NONE]
[SELECT_TISSUE_LAYER:FEATHER]
[TL_RELATIVE_THICKNESS:10]
[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:7000]
[BODY_SIZE:1:0:35000]
[BODY_SIZE:2:0:70000]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[MAXAGE:30:40]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[NOCTURNAL]
[HOMEOTHERM:10067]
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:411:274:137:1900:2900] 64 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph, NO DATA
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:9000:8900:8825:8775:9500:9900] 1 kph, NO DATA
[SWIMS_INNATE]
[MUNDANE]
[CASTE:FEMALE]
[FEMALE]
[CASTE:MALE]
[MALE]
[SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:BLACK:4:DARK_GREEN:1]
[TLCM_NOUN:fur:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:ALL:FEATHER]
[TL_COLOR_MODIFIER:DARK_OLIVE:1:FERN_GREEN:1:SEA_GREEN:1:JADE:1]
[TLCM_NOUN:feathers:PLURAL]
[TISSUE_LAYER_APPEARANCE_MODIFIER:DENSE:0:0:0:0:0:0:0]
[APP_MOD_NOUN:feathers:PLURAL]
[APP_MOD_RATE:1:DAILY:0:300:0:0:NO_END]
[APP_MOD_DESC_RANGE:10:50:100:150:200:300]
[SHEARABLE_TISSUE_LAYER:DENSE:300]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_GREEN-YELLOW:1:LIME:1:CHARTREUSE:1]
[TLCM_NOUN:eyes:PLURAL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:3]

I've borrowed some of the shear-related numbers from sheep, so I doubt they're appropriate to feathers. But I can't even get the [SET_TL_GROUP:BY_CATEGORY:ALL:FEATHER] stuff to show up at all in the description, so I have more problems than just not being shearable.

i think the solution to my question of how to put a mane on a scaled creature would also work here... [TISSUE_LAYER_OVER:BY_CATEGORY:NECK:FEATHER]
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The nest boxes were immediately overrun by helmet snakes.

TomiTapio

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4593 on: May 18, 2020, 05:24:10 am »

Shearable material on critter?
Spoiler (click to show/hide)
YARN : 'Classifies the material as yarn, allowing its use for clothiers and its storage in cloth stockpiles under "Thread (Yarn)" and "Cloth (Yarn)".  '

Your new feather mat to be used for thread, it ought to have [MATERIAL_REACTION_PRODUCT:THREAD_MAT:LOCAL_CREATURE_MAT:THREAD] --yarnable hair's core feature

Summary: yarn tag on featherhairmat, reaction_product on featherhairmat, and creature must have featherhairmat and a thread_mat.
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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

Quantum Drop

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4594 on: May 18, 2020, 09:27:07 am »

I've given one of my modded creatures the ability to summon a copy of itself. My intent was that the creature would summon a single copy of itself, then wait for a while before doing so again. Problem is, this was the result:

Spoiler: I accidentally a Slime (click to show/hide)

Does anyone know a way to stop this from happening? The code for the interaction and creature CDI is below:

Spoiler: Interaction (click to show/hide)

Spoiler: Can Do Interaction (click to show/hide)
« Last Edit: May 18, 2020, 09:32:32 am by Quantum Drop »
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Rekov

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4595 on: May 18, 2020, 10:18:44 am »

Shearable material on critter?
Spoiler (click to show/hide)
YARN : 'Classifies the material as yarn, allowing its use for clothiers and its storage in cloth stockpiles under "Thread (Yarn)" and "Cloth (Yarn)".  '

Your new feather mat to be used for thread, it ought to have [MATERIAL_REACTION_PRODUCT:THREAD_MAT:LOCAL_CREATURE_MAT:THREAD] --yarnable hair's core feature

Summary: yarn tag on featherhairmat, reaction_product on featherhairmat, and creature must have featherhairmat and a thread_mat.
I was trying to get actual shearable feathers, not a thread that is made of feathers or something like that. In Vettlingr's mod he has a creature with shearable leather that I've also been looking at, and he doesn't use the [YARN] tag for that. I don't need feathers usable for clothing, just feathers.

@nezclaw Thanks. That gets feathers to show up at least, which is a start.

Currently they are shearable, and produce the following:


The name is obviously a bit of a mess, and I have yet to test whether that actually functions as a feather. We'll see!
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pisskop

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4596 on: May 18, 2020, 11:30:04 am »

I've given one of my modded creatures the ability to summon a copy of itself. My intent was that the creature would summon a single copy of itself, then wait for a while before doing so again. Problem is, this was the result:

Spoiler: I accidentally a Slime (click to show/hide)

Does anyone know a way to stop this from happening? The code for the interaction and creature CDI is below:

Spoiler: Interaction (click to show/hide)

Spoiler: Can Do Interaction (click to show/hide)

Couple of things.


- You can try extending its wait time, but know that fortress mode happens faster than adventurer mode (time passes 'faster'), plus it may spam it anyway.
- You can try making the interaction add a tag to the slime that explicitly prohibits it using the interaction for a time.  In fact, I think its better to have the interaction remove a tag to make it so that new mons will spawn with the tag.
- You have to consider what the new monsters will do.  In all liklihood they will use that interaction themselves as soon as possible.  I havent tested it, but try making the new creature a different caste that cannot use the interaction.
- I once tried to make 'legion' from castlevania by adding parts to it that would melt when loaded into the reality bubble and the having it reanimate those parts located after.  Think of you ripping off your elbows and reanimating your hands.  But with more hands.  it  . . . worked, but with some side effects.

- Try making several castes of 'slime', ones that will use the above tag principle to create wait times for itself.
  - ie  slime caste 1 make slime 2 (caste 2), and slime 1 loses its 'like fighting' tag for 2400 ticks.
         Slime 2 turns itself into caste 3 via interaction, and loses 'likes fighting for 4800 ticks.
         Then, when the interaction expires they gain their tags back and split again



I havent explicitly tested these out, but they have varying levels of promise.  if it all fails you can try to use dfhack commands.
« Last Edit: May 18, 2020, 11:32:26 am by pisskop »
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bloop_bleep

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4597 on: May 18, 2020, 11:57:26 am »

To add a forced delay between uses of the interaction, you could have the interaction add a no-effect syndrome that lasts a certain amount of time, or forever, and forbid the interaction from targeting creatures with that syndrome using the IT_CANNOT_HAVE_SYNDROME_CLASS tag.
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Quantum Drop

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4598 on: May 18, 2020, 12:54:47 pm »


I've given one of my modded creatures the ability to summon a copy of itself. My intent was that the creature would summon a single copy of itself, then wait for a while before doing so again. Problem is, this was the result:

Spoiler: I accidentally a Slime (click to show/hide)

Does anyone know a way to stop this from happening? The code for the interaction and creature CDI is below:

Spoiler: Interaction (click to show/hide)

Spoiler: Can Do Interaction (click to show/hide)

Couple of things.


- You can try extending its wait time, but know that fortress mode happens faster than adventurer mode (time passes 'faster'), plus it may spam it anyway.
- You can try making the interaction add a tag to the slime that explicitly prohibits it using the interaction for a time.  In fact, I think its better to have the interaction remove a tag to make it so that new mons will spawn with the tag.
- You have to consider what the new monsters will do.  In all liklihood they will use that interaction themselves as soon as possible.  I havent tested it, but try making the new creature a different caste that cannot use the interaction.
- I once tried to make 'legion' from castlevania by adding parts to it that would melt when loaded into the reality bubble and the having it reanimate those parts located after.  Think of you ripping off your elbows and reanimating your hands.  But with more hands.  it  . . . worked, but with some side effects.

- Try making several castes of 'slime', ones that will use the above tag principle to create wait times for itself.
  - ie  slime caste 1 make slime 2 (caste 2), and slime 1 loses its 'like fighting' tag for 2400 ticks.
         Slime 2 turns itself into caste 3 via interaction, and loses 'likes fighting for 4800 ticks.
         Then, when the interaction expires they gain their tags back and split again



I havent explicitly tested these out, but they have varying levels of promise.  if it all fails you can try to use dfhack commands.

To add a forced delay between uses of the interaction, you could have the interaction add a no-effect syndrome that lasts a certain amount of time, or forever, and forbid the interaction from targeting creatures with that syndrome using the IT_CANNOT_HAVE_SYNDROME_CLASS tag.

Okay, for now, I've made another caste with the same overall raws and the interaction removed, and it appears to be working so far. I'll probably switch to using the disabling via syndrome method when I figure out how, since I'm having trouble with getting the syndrome to apply to the summoning creature when it does the interaction.

Thanks for your help.
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I am ambushed by humans, and for a change, they do not drop dead immediately. I bash the master with my ladle, and he is propelled away. While in mid-air, he dies of old age.

nezclaw

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4599 on: May 18, 2020, 04:18:40 pm »


@nezclaw Thanks. That gets feathers to show up at least, which is a start.

Currently they are shearable, and produce the following:


The name is obviously a bit of a mess, and I have yet to test whether that actually functions as a feather. We'll see!
that's probably cuz you defined the name as 'plume cat feather' rather than just 'feather' and the game uses the creature it's sourced from to name it.
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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.

Nerava

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4600 on: May 19, 2020, 09:10:22 am »

I assume I'm missing something really obvious, but I've been trying to get more shearable animals, partly out of irritation at dwarvern wool demands and partly just to see if I can. While I technically accomplished exactly what I said, the hope was that I'd be able to actually make cloth out of the sheared fur. Mostly annoyingly, the rest of the world can do exactly that, just not my fortress.
I've been tinkering with it a bit, but I'm not sure what's going wrong. As an example, this is how I set up polar bears, leading my embark to have polar bear fur yarn and goods available, but the (expensive) embarked bears to yield unusable fur.
Spoiler (click to show/hide)
If anyone could tell me what I'm missing, I'd appreciate it.

Never mind all that, I was too caught up in raw edits and forgot to actually make it into yarn.
« Last Edit: May 19, 2020, 10:38:31 am by Nerava »
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MaxTheFox

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4601 on: May 19, 2020, 09:16:47 am »

Is it possible to make PROPEL interactions that actually pull creatures towards the caster instead of pushing them back?
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Woe to those who make unjust laws, to those who issue oppressive decrees, to deprive the poor of their rights and withhold justice from the oppressed of my people, making widows their prey and robbing the fatherless. What will you do on the day of reckoning, when disaster comes from afar?

Rekov

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4602 on: May 19, 2020, 11:27:46 am »


that's probably cuz you defined the name as 'plume cat feather' rather than just 'feather' and the game uses the creature it's sourced from to name it.
Oh, you're quite right. Now they're just . I'm not sure I want the 'neck' thing in there. But maybe I'm stuck with it if I just want them to have feathers around their necks. And whatever, it works mechanically, so that's the main thing.
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nezclaw

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4603 on: May 19, 2020, 07:06:44 pm »

 :D
i'm glad my suggestions worked, as i have only just started modding DF myself with a fairly ambitious project to implement the dragons of Flight Rising as a playable civilization....
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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.

Quantum Drop

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4604 on: May 21, 2020, 06:50:55 am »

I've created a material resource creature to store a couple of custom materials for a single caste of creature, but I have no idea how to call on these materials. The two creatures are in separate .txt files. Anyone able to help?
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I am ambushed by humans, and for a change, they do not drop dead immediately. I bash the master with my ladle, and he is propelled away. While in mid-air, he dies of old age.
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