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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 697137 times)

TomiTapio

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4920 on: January 28, 2021, 08:48:01 am »

Tyxaar, gotta declare the yarn material too, the processing product of HAIR.

   [USE_MATERIAL_TEMPLATE:HAIR:HAIR_TEMPLATE]  [STATE_NAME:ALL_SOLID:moss]  [STATE_ADJ:ALL_SOLID:moss]
   [USE_MATERIAL_TEMPLATE:THREAD:THREAD_PLANT_TEMPLATE] --product of hair
   [USE_TISSUE_TEMPLATE:HAIR:HAIR_TEMPLATE]  [TISSUE_NAME:moss:NP]

Chitin materials package doesn't include the yarn material.
Example from suede-skin mammal materials:
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

Demandro

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4921 on: February 02, 2021, 09:21:43 am »

I have a question, does DEFAULT_SITE_TYPE:CAVE supposed to alter civs language to more kobald-ish, or have I messed up and for some reason all my new civ and NPC names are made out of unreadable symbols?
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I bet even Armok can't make and anvil without having one already, the true god is Anvil, and Armok is just a mere pawn in it's wicked game, a slave whose sole purpose is to make and destroy worlds for his superiors amusement...
EDIT: Forget the anvil, you can't mine ore without pickaxe therefore you can't make neither anvil or pickaxe.

TomiTapio

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4922 on: February 02, 2021, 10:13:31 am »

SITE_TYPE should have nothing to do with language.
Check the entity bits
[ENTITY:DUSK_ELVES]
   [CREATURE:DUSK_ELF]
   [TRANSLATION:DUSKELF]
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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

Demandro

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4923 on: February 02, 2021, 10:39:23 am »

Ikr, I made that entity that Im complaining about and I know that while I was making their language I havent typed symbols that I have seen while starting and playing adventure mode. First I made 'em DEFAULT_SITE_TYPE:PLAYER_FORT or something like that, in hopes that they will be hillhoks-only civ, but then when I play tested it I realized that those "hillhoks" were extremely hungry for fps and apparently "made by player", I tried to change  site type to CAVE in hopes still creating my race of hermits, but then I encountered  that thing that I said before, now I just stopped testing MONUMENT and as said in wiki it does love crashing the game. I don't want to create hermit city, fortress, hell elevator or make them related to pesky tree huggers in any way, but I also dont want  bonus problems like 0.000001 FPS, abused language or crashing every now and then just because I accidently pressed enter while selecting my MONUMENT type race in Legends mode.
Btw, have any ideas how to limit population of site after/during world gen, so that when I start playing adventure or fort mode I would be one of 20 existing creatures of this civ
« Last Edit: February 02, 2021, 10:47:42 am by Demandro »
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I bet even Armok can't make and anvil without having one already, the true god is Anvil, and Armok is just a mere pawn in it's wicked game, a slave whose sole purpose is to make and destroy worlds for his superiors amusement...
EDIT: Forget the anvil, you can't mine ore without pickaxe therefore you can't make neither anvil or pickaxe.

TomiTapio

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4924 on: February 02, 2021, 07:43:09 pm »

Btw, have any ideas how to limit population of site after/during world gen, so that when I start playing adventure or fort mode I would be one of 20 existing creatures of this civ
Copy the OldGenesis Beastmen entity stuffs, they have a... world population of 12 to 30 persons, in my 4 latest world generations. Poor buggers, don't stand a chance.
After worldgen, let babymaking occur once every 200 years, that should limit population. (or childbearing caste is super rare)

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

Demandro

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4925 on: February 03, 2021, 02:04:20 am »

Btw, have any ideas how to limit population of site after/during world gen, so that when I start playing adventure or fort mode I would be one of 20 existing creatures of this civ
After worldgen, let babymaking occur once every 200 years, that should limit population. (or childbearing caste is super rare)
Let me guess by lowering their LOVE_PROPENSITY personality facet? Or are there any more ways, any tags you know about, I don't? Wasn't there any tags which make gestation (child bearing) period longer/shorter, I think there was one, but I don't remember what it's called.
« Last Edit: February 03, 2021, 02:10:54 am by Demandro »
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I bet even Armok can't make and anvil without having one already, the true god is Anvil, and Armok is just a mere pawn in it's wicked game, a slave whose sole purpose is to make and destroy worlds for his superiors amusement...
EDIT: Forget the anvil, you can't mine ore without pickaxe therefore you can't make neither anvil or pickaxe.

Toxicshadow

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4926 on: February 04, 2021, 03:44:50 pm »

alright what's the state of civilized egg-layers? I read on a very old thread that if a citizen in fort mode has to lay eggs they're bound to the nest box and bad things happen. Is this still the case?
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'ere the Chias get hungry...

TomiTapio

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4927 on: February 05, 2021, 04:40:11 pm »

alright what's the state of civilized egg-layers? I read on a very old thread that if a citizen in fort mode has to lay eggs they're bound to the nest box and bad things happen. Is this still the case?
DFHack still needed, I guess. https://www.reddit.com/r/dwarffortress/comments/7apvhl/egglaying_civilization/
not yet fixed, on bugtracker https://www.bay12games.com/dwarves/mantisbt/view.php?id=10209
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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

Toxicshadow

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4928 on: February 05, 2021, 05:30:42 pm »

alright what's the state of civilized egg-layers? I read on a very old thread that if a citizen in fort mode has to lay eggs they're bound to the nest box and bad things happen. Is this still the case?
DFHack still needed, I guess. https://www.reddit.com/r/dwarffortress/comments/7apvhl/egglaying_civilization/
not yet fixed, on bugtracker https://www.bay12games.com/dwarves/mantisbt/view.php?id=10209
Thank you, much appreciated!
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'ere the Chias get hungry...

Quantum Drop

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4929 on: February 10, 2021, 08:27:53 am »

EDIT: Wrong thread. My apologies.
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brewer bob

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4930 on: February 17, 2021, 07:21:26 am »

So, I was making some test creatures to see how NIGHT_CREATURE_HUNTER and SPOUSE_CONVERTER work in world gen (wanted to make a "only one of its kind" creature). First creature went well, but the second one would cause a crash to desktop in arena mode when trying to view it with z. I pinpointed the fault to CAN_SPEAK that I had put on it (replacing it with INTELLIGENT works as does adding CAN_LEARN, but not SLOW_LEARNER). Is this a known issue or what am I missing?

Here's the creature RAW if it's of any help:
Spoiler (click to show/hide)

(edit, wrong version of raw, now it should be the right one)

Eric Blank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4931 on: February 17, 2021, 09:12:50 pm »

I messed with it for a few minutes and can confirm theres something weird going on with can_speak on creatures, but only if they also lack a pet tag. if you add PET or PET_EXOTIC, it wont crash. Obviously it wouldnt make sense a beast that hates civilization would ever become tame, so I would suggest either giving it intelligence or removing the can_speak tag and instead making a speech text file of things it will say, like "I will never negotiate with you wicked being!" in context then its inability to say anything else can be summed up as refusing to speak to you.

No idea why speech-only creatures wont work without a pet tag, weird bug. Not sure if its on the mantis yet, either. After a brief search I still can't find anything about this, so I'll make a bug report, i guess.

[edit]
The game doesnt crash during adventure mode or fort mode, and boars summoned through interaction dont crash the game in arena mode either. Only ones spawned from the creature spawn menu appear to cause the crash
« Last Edit: February 17, 2021, 10:36:11 pm by Eric Blank »
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I make Spellcrafts!
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brewer bob

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4932 on: February 18, 2021, 05:05:24 am »

Thanks for looking into it!

I opted (for now) to add CAN_LEARN to the creature (and removed power, so that it won't start taking over civs), though I assume that'll prevent it from being butchered.

if you add PET or PET_EXOTIC, it wont crash.

Ah, that explains why it worked on some other creatures I tried out. I was a bit confused why the hell can_speak didn't  cause arena crashing on the other ones.

And now that I remember, one more question:

How does the feature_beast token work in gameplay? The description on the wiki was a bit vague and couldn't find answers by searching.

For instance, if I make a creature that lives aboveground and has that token, will it initiate an attack on the fort once it's trigger is reached? And if so, will it somehow end up attacking from the caverns or will it do it from the surface where it's supposed to live? Or will it do nothing else than make the aboveground creature "the only of its kind" that wanders around?

Madde

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4933 on: February 18, 2021, 02:08:41 pm »

So, I was making some test creatures to see how NIGHT_CREATURE_HUNTER and SPOUSE_CONVERTER work in world gen (wanted to make a "only one of its kind" creature). First creature went well, but the second one would cause a crash to desktop in arena mode when trying to view it with z. I pinpointed the fault to CAN_SPEAK that I had put on it (replacing it with INTELLIGENT works as does adding CAN_LEARN, but not SLOW_LEARNER). Is this a known issue or what am I missing?

I've also had this issue arise when I had a creature with both CAN_SPEAK and SUPERNATURAL, and removing SUPERNATURAL fixed the issue. Have no idea why these tokens should be conflicting though.

Also on the topic of night creatures, why is it that werebeasts and night trolls have very similar tokens yet werebeasts attack your fort while night trolls never do? They even have population triggers but I've never had a night troll visit. Is it due to the CRAZED tag on werebeasts or is it hardcoded behavior?
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EternalCaveDragon

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4934 on: February 19, 2021, 06:14:10 pm »

And now that I remember, one more question:

How does the feature_beast token work in gameplay? The description on the wiki was a bit vague and couldn't find answers by searching.

For instance, if I make a creature that lives aboveground and has that token, will it initiate an attack on the fort once it's trigger is reached? And if so, will it somehow end up attacking from the caverns or will it do it from the surface where it's supposed to live? Or will it do nothing else than make the aboveground creature "the only of its kind" that wanders around?

I remember asking this a little while ago, and the answer I got is it maybe causes Forgotten Beast behavior, which is to attack from the caverns. Don't know how it would interact with a creature that is defined to live on the surface though. I meant to test this underground attack behavior but never got around to it. Sorry I'm not much more help than that.  :)
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