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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 682282 times)

pisskop

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4755 on: August 01, 2020, 10:09:29 pm »

You cannot add a body part that does not exist within the body_def.
body def contains not only limb/part connections, but also size and location.

Therefore, to add something that does not exist within the def, you must add it.  just copypasta something that resembles what you want, and resize the relsizes.
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Iä! RIAKTOR!

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4756 on: August 02, 2020, 03:52:46 am »

You cannot add a body part that does not exist within the body_def.
body def contains not only limb/part connections, but also size and location.

Therefore, to add something that does not exist within the def, you must add it.  just copypasta something that resembles what you want, and resize the relsizes.
I want just add horns (that are in vanilla). But reconnect them from head to rear legs. You may know, stance body part may be turned into grasp, as example. Not change body_def.
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MaxTheFox

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4757 on: August 02, 2020, 06:11:04 am »

You cannot add a body part that does not exist within the body_def.
body def contains not only limb/part connections, but also size and location.

Therefore, to add something that does not exist within the def, you must add it.  just copypasta something that resembles what you want, and resize the relsizes.
I want just add horns (that are in vanilla). But reconnect them from head to rear legs. You may know, stance body part may be turned into grasp, as example. Not change body_def.
You can't change connections without changing body_def IIRC.

Anyways, I have a question. How to make plants edible by carnivores? I want to add fleshy mushrooms to evil biomes.
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pisskop

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4758 on: August 02, 2020, 06:14:08 am »

as a plant im not sure it is simply 'edible' by carnivores, no matter what it is made of.  it is still a plant.

if could periodically drop a 'fruit' of meat, or something, as an item, which would be edible until it rotted, but idk if worldgen would use it to support any critters.
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drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
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FantasticDorf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4759 on: August 02, 2020, 07:30:11 am »

as a plant im not sure it is simply 'edible' by carnivores, no matter what it is made of.  it is still a plant.

if could periodically drop a 'fruit' of meat, or something, as an item, which would be edible until it rotted, but idk if worldgen would use it to support any critters.

You could make a 'meat mushroom' template and go from there, its not a nessecity for a plant to grow to be one.    [GENERATES_MIASMA] [MEAT]

If you were really smart, you could have trees grow organs or meat derived from a nonexistant creature in a similar trick i've seen deployed for blood, where having the creature not exist sets it to a default.

Meat-tree.
Quote
   [GROWTH:MEAT]
      [GROWTH_NAME:meat tree pustule:STP]
      [GROWTH_ITEM:MEAT:NONE:CREATURE_MAT:MEAT_GIBBET:MEAT]
      [GROWTH_DENSITY:1000]
      [GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]
      [GROWTH_TIMING:120000:200000]
      [GROWTH_DROPS_OFF_NO_CLOUD]
      [GROWTH_PRINT:245:7:7:15:1:120000:200000:3]
      // Taken from feather tree eggs.

Prepped creature to be drawing from, here's a basic example.
Quote
[CREATURE:MEAT_GIBBET]
   [NAME:gibbet:gibbet:gibbet]
        [BODY:BASIC_1PARTBODY_THOUGHT]
        [BODY_DETAIL_PLAN:STANDARD_MATERIALS]      
   [BODY_DETAIL_PLAN:STANDARD_TISSUES]      
   [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
        [USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
   [USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
   [USE_MATERIAL_TEMPLATE:GOO:GOO_TEMPLATE]
   [USE_MATERIAL_TEMPLATE:ICHOR:ICHOR_TEMPLATE]
   [USE_MATERIAL_TEMPLATE:SLIME:SLIME_TEMPLATE]
   [SELECT_MATERIAL:ALL]
      [ARENA_RESTRICTED]
      [DOES_NOT_EXIST]

etc etc.

This is my theorycrafted reaction for you, i've yet to execute this in practice but im following the lead of Rekov's sacrificial blood in his elf-fort modification.
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Syrus

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4760 on: August 03, 2020, 04:16:43 am »

Is it possible to make creatures milk things other than milk? Or liquids in general?
I'm trying to make a cow produce silk threads via milking for test purposes and am having some trouble. Currently, my code WILL get a material called cow's silk into buckets, but the dwarves do not recognize it as thread for weaving or cloth for tailoring. Do I need to fiddle with reactions?
Here's the relevant bit of RAW.
[CASTE:FEMALE]
      [FEMALE]
      [MULTIPLE_LITTER_RARE]
      [USE_MATERIAL_TEMPLATE:SILK:SILK_TEMPLATE]
         [STATE_NAME:ALL_SOLID:frozen cow's silk]
         [STATE_ADJ:ALL_SOLID:frozen cow's silk]
         [STATE_NAME:LIQUID:cow's silk]
         [STATE_ADJ:LIQUID:cow's silk]
         [STATE_NAME:GAS:boiling cow's silk]
         [STATE_ADJ:GAS:boiling cow's silk]
         [PREFIX:NONE]
      [MILKABLE:LOCAL_CREATURE_MAT:SILK:20000]
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pisskop

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4761 on: August 03, 2020, 08:36:13 am »

try adding a weaveable and thread tag to it in the creature, or adding a reaction at the loom/farmers workshop that turns it into thread or actual silk cloth.

also try making sure its solid when it leaves the animal.
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drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!

Syrus

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4762 on: August 03, 2020, 10:15:20 am »

You're right, the silk IS liquid. Despite silk not having a melting point in the silk template. How can I remedy this? Should I just add a melting and boiling point to silk, like stone would have?

Also, I am unfamiliar with "weavable" and "thread" tags. Are they on the wiki? Also, would [YARN] cover for these?
« Last Edit: August 03, 2020, 11:03:10 am by Syrus »
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rocknin1

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4763 on: August 04, 2020, 02:06:43 pm »

I made a new creature with [can_learn] and it functions well enough, but I noticed that they appear to be too small and weak to pick up food to eat it, and have to be fed by others, any workaround other than [no_eat] ? Haven't gotten far enough to see if the issue happens with goblets as well.
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Quaksna

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4764 on: August 04, 2020, 02:50:40 pm »

I made a new creature with [can_learn] and it functions well enough, but I noticed that they appear to be too small and weak to pick up food to eat it, and have to be fed by others, any workaround other than [no_eat] ? Haven't gotten far enough to see if the issue happens with goblets as well.

You can always make tiny versions of items. Armor and clothes get the right size automatically, but things like tools and weapons need to be adjusted, especially if they are supposed to be playable.

But other items shouldn't have some size limit to be usable, I think they should be able to pick it up, even if it hindered their movement and stuff, they should be able to pick up stuff. Do they have any bodyparts with [GRASP]?
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rocknin1

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4765 on: August 04, 2020, 04:30:27 pm »

You can always make tiny versions of items. Armor and clothes get the right size automatically, but things like tools and weapons need to be adjusted, especially if they are supposed to be playable.

But other items shouldn't have some size limit to be usable, I think they should be able to pick it up, even if it hindered their movement and stuff, they should be able to pick up stuff. Do they have any bodyparts with [GRASP]?

they have multiple bodyparts with [GRASP], they wouldn't pick up food that was in their own tile when they were hungry. they also have no dietary restrictions.
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ArrowheadArcher

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« Last Edit: August 06, 2020, 06:06:40 am by ArrowheadArcher »
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FantasticDorf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4767 on: August 06, 2020, 06:17:36 am »

Don't spam please @ArrowheadArcher
___________________________________________________

Dark Fortresses don't work this version, chat_worthy was 'fixed' but there's still a multitude of CTD problems.

Known ones include
  • Some weird interaction where NO_EAT civ creatures cause non-dark towers to crash
  • Chat-Worthy , even though it was 'fixed' feasibly still crashes the game
  • Fish dissection labor apparently crashes things a lot, by extent you might want to remove all fishermen related roles.
Open a issue report i would recommend, least after trying the above. Based on fish dissector, this has only been a thing for a long as guild-halls have been in the game, and there's no way to suppress them, so if the dark tower has trouble generating guild halls (related to fishing specifically) that'd be a problem.
« Last Edit: August 06, 2020, 06:19:30 am by FantasticDorf »
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Shonai_Dweller

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4768 on: August 06, 2020, 07:03:28 pm »

No_eat combined with Fish_dissector crashes if the civ's Merriment and Leisure time values are positive. Vanilla Goblins are negative or 0 so they don't crash despite having No_eat and Fish_dissector. And these modded gobbos seem to have not changed those values.

So I'd say it's one of the many Dark_Fortress related CTD issues.
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ArrowheadArcher

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4769 on: August 08, 2020, 09:52:14 am »

Is it possible to make a felt material for clothing? I'm using Svers mod as a base. It's similar to copper. How do I put this in a reaction:

Code: [Select]
[REACTION:MAKE_FELT]
[NAME:make felt]
[DESCRIPTION:Combine 5 cloth of many different materials to make a stronger cloth, generally equal to copper, but lighter]
[BUILDING:CLOTHES:CUSTOM_F]
[REAGENT:A:5:CLOTH:NONE:NONE:NONE][ANY_PLANT_MATERIAL][ANY_SILK_MATERIAL][ANY_YARN_MATERIAL]
[PRODUCT:100:1:CLOTH:NONE:GET_MATERIAL_FROM_REAGENT:A:GUT_MAT]
[SKILL:CLOTHESMAKING]

[MATERIAL_TEMPLATE:FELT_TEMPLATE]
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:felt]
[STATE_ADJ:ALL_SOLID:felt]
[STATE_COLOR:LIQUID:BLACK]
[STATE_NAME:LIQUID:none]
[STATE_ADJ:LIQUID:none]
[STATE_COLOR:GAS:BLACK]
[STATE_NAME:GAS:none]
[STATE_ADJ:GAS:none]
[DISPLAY_COLOR:7:0:0]
[MATERIAL_VALUE:2]
[SPEC_HEAT:520]
[IGNITE_POINT:10489]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10291]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:1740]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:200000]
[IMPACT_FRACTURE:880000]
[IMPACT_STRAIN_AT_YIELD:250]
[COMPRESSIVE_YIELD:245000]
[COMPRESSIVE_FRACTURE:770000]
[COMPRESSIVE_STRAIN_AT_YIELD:175] 140
[TENSILE_YIELD:70000]
[TENSILE_FRACTURE:220000]
[TENSILE_STRAIN_AT_YIELD:58] 120
[TORSION_YIELD:70000]
[TORSION_FRACTURE:220000]
[TORSION_STRAIN_AT_YIELD:145]
[SHEAR_YIELD:60000]
[SHEAR_FRACTURE:110000]
[SHEAR_STRAIN_AT_YIELD:300] 48
[BENDING_YIELD:70000]
[BENDING_FRACTURE:220000]
[BENDING_STRAIN_AT_YIELD:58]
[MAX_EDGE:0]
[ABSORPTION:100]
[THREAD_PLANT]
[ITEMS_SOFT]



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