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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 699074 times)

Toxicshadow

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4935 on: February 20, 2021, 05:21:49 pm »

Can somebody help me understand how the numbers in appearance modifiers are used to determine description strings? It seems to be based on the variation of the numbers rather than the numbers themselves. I don't understand how this works though. How do you make them all show up with the same string for the appearance mod, eg "he is short" or whatever. Because giving them a range spread out but moved one way or the other doesn't seem to be it, and giving them all the same number results in them all being described as average. I don't understand how to manipulate the bell curve. In fact, I don't even want the full bell curve most of the time. I'm just trying to differentiate that some of my creatures - as a species - are all broad/tall/whatever.

How do you manipulate the variation so they always show up as one thing? How do you move it so they're all some variation of say really really low to low? like I never want some of them to be high, but it seems to make this function you *have* to have a really high value in there otherwise there is no variation and nothing for it to generate a string with.

I'm really frustrated trying to understand this. You would think that if they had a range like this:
Code: [Select]
    [BODY_APPEARANCE_MODIFIER:HEIGHT:0:10:25:30:35:40:50]
where you set the lowest to 0 and the highest to 50, they're all some variation of short. What is this even out of? 100? 200? But nope that's not it, now they just have a range between 0 and 50 to track the variation of some generated numbers somewhere and compare them here??? I dont get it.

Do I do like, most of the time they'll all be really short except that 0.2% (stats was a long time ago for me) or whatever 3 deviations are, chance they're stupidly tall?:
Code: [Select]
    [BODY_APPEARANCE_MODIFIER:HEIGHT:0:0:0:0:0:0:200]
???
I don't really want them to accidentally mutate into freakishly tall creatures just so everybody else can be short...

It sounds like that's just going to cause a bunch more problems when you combine it with length and broadness, you'll end up with this weird combination strings that seem to only be found in either the string dump or in game, making it a wild lottery as to how your creature will be described. Ugh.



If you look at nords in oldgenesis, their height mod looks like this:
Code: [Select]
[BODY_APPEARANCE_MODIFIER:HEIGHT:95:105:110:125:130:150:160]
what does that really mean? they can be 95 height to 160 height, with most of the time ending up around 125 height? that doesn't help tell me like, are they short are they tall what's going on here? they've got lots of room between the median and the highest, and not as much of a difference between the median and the lowest, im guessing that means they're capable of being tall? But that doesn't tell me like, are they *always* tall or are they just capable of being tall? how much of a difference counts?

someone please make it make sense.
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Atkana

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4936 on: February 21, 2021, 03:19:26 am »

snip
Alright, I've always known BODY_APPEARANCE_MODIFIERs play by their own special rules, but until now I haven't really looked into it. Here's a rundown of the general stuff, and how it looks like it works after a bit of testing:
  • As with any *_APPEARANCE_MODIFIER of LENGTH, BROADNESS, HEIGHT, the values are a percentage modifier for that given axis. For example, a value of 125 for height means that body / body part is 25% higher than usual (I assume creatures in dwarf fortress work on the spherical cow principle, so in this case this the creature would be modelled as a sphere that's 25% longer on one axis :P). I think these apply extra volume to their bodies, rather than just altering how their body's volume is distributed (this is going off of how butcher yields work, I've not properly checked this).
  • Unlike with BP_APPEARANCE_MODIFIERs that have APP_MOD_DESC_RANGE tokens to custom-set what values get what descriptors, the descriptor ranges for BODY_APPEARANCE_MODIFIERs are hardcoded and can't be modified.
  • The descriptors in the regular status menu (the one where you see all their noteworthy body / body part descriptors, their thoughts, personality, etc.) are based off of how much the individual's value for the modifier deviates from the average for their creature (i.e. the 4th argument provided), rather than any ranges. It works best if you mentally append "... for a [creature name]" to any of the body modifier descriptions. For shortness, the descriptors are "short" when the creature's value is -10 from the average value, "very short" when -25 from the average value, and "incredibly short" when -50. So for a creature with an average height of 100, an individual who rolls 90 for their height would be described as "short". Weirdly these seem to be based on fixed values, rather than relative percents of the average - even if the creature's average height is 20, an individual who rolls 10 for their height will be described as "short" (because their height is -10 from the average of 20), even though that value means they're half their creature's average height!
  • The total body size in the adventurer status menu operates on different logic entirely. Despite the label of "____ for a [creature name]" this value is the one that doesn't account for the creature averages whatsoever! Instead, it seems to only care how much each of their modifiers deviate from 100. If dwarves only had 50 as possible values for their height, this descriptor would never describe a dwarf with a value of 50 for their height as "Average sized for a dwarf", despite them being exactly that...

tl;dr - Because the body descriptors in the regular status menu are based on how much a creature deviates from the "average" value (the 4th argument), you can't make every individual of that creature be described as "short", though you should be able to make a decent few of them such if you plan out the distributions well enough (without really thinking about it, I think a range of BODY_APPEARANCE_MODIFIER:HEIGHT:80:80:80:100:80:80:80 would make 5/6 individuals described as "short"?).
« Last Edit: February 21, 2021, 01:04:30 pm by Atkana »
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Toxicshadow

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4937 on: February 21, 2021, 01:00:25 pm »

Thanks so much Atkana. It sounds like these modifiers aren't actually useful in my situation, at least color modifiers are a thing! haha :p
The APP_MOD tokens seem more useful, I'm curious to add ever-growing whiskers to a few cat-like creatures of mine, so I'll do some more research into BP app mod with those tokens as well.
Thanks for both clearing that up for me and giving me some more inspiration haha.
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Demonic Gophers

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4938 on: February 22, 2021, 04:17:00 pm »

If you want the entire species to be described as short, your best bet is probably to put that in the DESCRIPTION tag.  Like dwarves in vanilla: "A short, sturdy creature fond of drink and industry."
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locustgate

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4939 on: February 24, 2021, 04:18:22 pm »

Ok so I'm making some dinosaurs and for some reason the T-rex's fingers keep throwing back an error.

*** Error(s) found in the file "raw/objects/creature_locust's_saurians.txt"
TYRANNOSAURUS:Body Token Recognized But Could Not Connect: S2FINGERS


Body
Code: [Select]
body_locust

[OBJECT:BODY]

[BODY:HUMANOID_HOOFEDQUAD]
[BP:UB:upper body:upper bodies][UPPERBODY][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:1000]
[BP:NK:neck:STP][CON:UB][CATEGORY:NECK]
[DEFAULT_RELSIZE:150]
[BP:LB:lower body:lower bodies][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:1000]
[BP:HD:head:STP][CON:UB][HEAD][CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]
[BP:RUA:right upper arm:STP][CON:UB][LIMB][RIGHT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:LUA:left upper arm:STP][CON:UB][LIMB][LEFT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:RLA:right lower arm:STP][CON:RUA][LIMB][RIGHT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:LLA:left lower arm:STP][CON:LUA][LIMB][LEFT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:RH:right hand:STP][CON:RLA][GRASP][RIGHT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:LH:left hand:STP][CON:LLA][GRASP][LEFT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:RFL:right front leg:STP][CON:LB][LIMB][RIGHT][CATEGORY:LEG_FRONT]
[DEFAULT_RELSIZE:900]
[BP:LFL:left front leg:STP][CON:LB][LIMB][LEFT][CATEGORY:LEG_FRONT]
[DEFAULT_RELSIZE:900]
[BP:RRL:right rear leg:STP][CON:LB][LIMB][RIGHT][CATEGORY:LEG_REAR]
[DEFAULT_RELSIZE:900]
[BP:LRL:left rear leg:STP][CON:LB][LIMB][LEFT][CATEGORY:LEG_REAR]
[DEFAULT_RELSIZE:900]
[BP:RF:right front hoof:right front hooves][CON:RFL][STANCE][RIGHT][CATEGORY:HOOF_FRONT]
[DEFAULT_RELSIZE:120]
[BP:LF:left front hoof:left front  hooves][CON:LFL][STANCE][LEFT][CATEGORY:HOOF_FRONT]
[DEFAULT_RELSIZE:120]
[BP:RF:right rear hoof:right rear hooves][CON:RRL][STANCE][RIGHT][CATEGORY:HOOF_REAR]
[DEFAULT_RELSIZE:120]
[BP:LF:left rear hoof:left rear  hooves][CON:LRL][STANCE][LEFT][CATEGORY:HOOF_REAR]
[DEFAULT_RELSIZE:120]

[BODY:HUMANOID_QUAD]
[BP:UB:upper body:upper bodies][UPPERBODY][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:1000]
[BP:NK:neck:STP][CON:UB][CATEGORY:NECK]
[DEFAULT_RELSIZE:150]
[BP:LB:lower body:lower bodies][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:1000]
[BP:HD:head:STP][CON:UB][HEAD][CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]
[BP:RUA:right upper arm:STP][CON:UB][LIMB][RIGHT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:LUA:left upper arm:STP][CON:UB][LIMB][LEFT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:RLA:right lower arm:STP][CON:RUA][LIMB][RIGHT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:LLA:left lower arm:STP][CON:LUA][LIMB][LEFT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:RH:right hand:STP][CON:RLA][GRASP][RIGHT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:LH:left hand:STP][CON:LLA][GRASP][LEFT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:RFL:right front leg:STP][CON:LB][LIMB][RIGHT][CATEGORY:LEG_FRONT]
[DEFAULT_RELSIZE:900]
[BP:LFL:left front leg:STP][CON:LB][LIMB][LEFT][CATEGORY:LEG_FRONT]
[DEFAULT_RELSIZE:900]
[BP:RRL:right rear leg:STP][CON:LB][LIMB][RIGHT][CATEGORY:LEG_REAR]
[DEFAULT_RELSIZE:900]
[BP:LRL:left rear leg:STP][CON:LB][LIMB][LEFT][CATEGORY:LEG_REAR]
[DEFAULT_RELSIZE:900]
[BP:RF:right rear foot:right rear feet][CON:RL][STANCE][RIGHT][CATEGORY:FOOT_REAR]
[DEFAULT_RELSIZE:120]
[BP:LF:left rear foot:left rear feet][CON:LL][STANCE][LEFT][CATEGORY:FOOT_REAR]
[DEFAULT_RELSIZE:120]
[BP:RH:right front foot:right front feet][CON:RA][STANCE][RIGHT][CATEGORY:FOOT_FRONT]
[DEFAULT_RELSIZE:120]
[BP:LH:left front foot:left front feet][CON:LA][STANCE][LEFT][CATEGORY:FOOT_FRONT]
[DEFAULT_RELSIZE:120]

[BODY:3HEADNECKS]
[BP:NK1:first neck:STP][CON:UB][CATEGORY:NECK]
[DEFAULT_RELSIZE:700]
[BP:NK2:second neck:STP][CON:UB][CATEGORY:NECK]
[DEFAULT_RELSIZE:700]
[BP:NK3:third neck:STP][CON:UB][CATEGORY:NECK]
[DEFAULT_RELSIZE:700]
[BP:HD1:first head:STP][CON:NK1][HEAD][CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]
[BP:HD2:second head:STP][CON:NK2][HEAD][CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]
[BP:HD3:third head:STP][CON:NK3][HEAD][CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]

[BODY:2HEADNECKS]
[BP:NK1:first neck:STP][CON:UB][CATEGORY:NECK]
[DEFAULT_RELSIZE:700]
[BP:NK2:second neck:STP][CON:UB][CATEGORY:NECK]
[DEFAULT_RELSIZE:700]
[BP:HD1:first head:STP][CON:NK1][HEAD][CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]
[BP:HD2:second head:STP][CON:NK2][HEAD][CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]

[BODY:QUADRUPED_NECK_HINDHOOF]
[BP:UB:upper body:upper bodies][UPPERBODY][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:1000]
[BP:LB:lower body:lower bodies][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:1000]
[BP:NK:neck:STP][CON:UB][CATEGORY:NECK]
[DEFAULT_RELSIZE:150]
[BP:HD:head:STP][CON:NK][HEAD][CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]
[BP:RA:right front leg:STP][CON:UB][LIMB][RIGHT][CATEGORY:LEG_FRONT]
[DEFAULT_RELSIZE:900]
[BP:LA:left front leg:STP][CON:UB][LIMB][LEFT][CATEGORY:LEG_FRONT]
[DEFAULT_RELSIZE:900]
[BP:RH:right front foot:right front feet][CON:RA][STANCE][RIGHT][CATEGORY:FOOT_FRONT]
[DEFAULT_RELSIZE:120]
[BP:LH:left front foot:left front feet][CON:LA][STANCE][LEFT][CATEGORY:FOOT_FRONT]
[DEFAULT_RELSIZE:120]
[BP:RL:right rear leg:STP][CON:LB][LIMB][RIGHT][CATEGORY:LEG_REAR]
[DEFAULT_RELSIZE:900]
[BP:LL:left rear leg:STP][CON:LB][LIMB][LEFT][CATEGORY:LEG_REAR]
[DEFAULT_RELSIZE:900]
[BP:RF:right rear hoof:right rear hooves][CON:RL][STANCE][RIGHT][CATEGORY:HOOF_REAR]
[DEFAULT_RELSIZE:120]
[BP:LF:left rear hoof:left rear hooves][CON:LL][STANCE][LEFT][CATEGORY:HOOF_REAR]
[DEFAULT_RELSIZE:120]
[BODY:HUMANOID_NECK_SARMS]
[BP:UB:upper body:upper bodies][UPPERBODY][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:1000]
[BP:LB:lower body:lower bodies][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:1000]
[BP:NK:neck:STP][CON:UB][CATEGORY:NECK]
[DEFAULT_RELSIZE:150]
[BP:HD:head:STP][CON:NK][HEAD][CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]
[BP:RUA:right upper arm:STP][CON:UB][LIMB][RIGHT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:50]
[BP:LUA:left upper arm:STP][CON:UB][LIMB][LEFT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:50]
[BP:RLA:right lower arm:STP][CON:RUA][LIMB][RIGHT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:50]
[BP:LLA:left lower arm:STP][CON:LUA][LIMB][LEFT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:50]
[BP:RH:right hand:STP][CON:RLA][RIGHT][CATEGORY:HAND]
[DEFAULT_RELSIZE:20]
[BP:LH:left hand:STP][CON:LLA][LEFT][CATEGORY:HAND]
[DEFAULT_RELSIZE:20]
[BP:RUL:right upper leg:STP][CON:LB][LIMB][RIGHT][CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:LUL:left upper leg:STP][CON:LB][LIMB][LEFT][CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:RLL:right lower leg:STP][CON:RUL][LIMB][RIGHT][CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:400]
[BP:LLL:left lower leg:STP][CON:LUL][LIMB][LEFT][CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:400]
[BP:RF:right foot:right feet][CON:RLL][STANCE][RIGHT][CATEGORY:FOOT]
[DEFAULT_RELSIZE:120]
[BP:LF:left foot:left feet][CON:LLL][STANCE][LEFT][CATEGORY:FOOT]
[DEFAULT_RELSIZE:120]
[BODY:QUADRUPED_NECK_SHORT_ARMS]
[BP:UB:upper body:upper bodies][UPPERBODY][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:1000]
[BP:LB:lower body:lower bodies][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:1000]
[BP:NK:neck:STP][CON:UB][CATEGORY:NECK]
[DEFAULT_RELSIZE:150]
[BP:HD:head:STP][CON:NK][HEAD][CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]
[BP:RA:right front leg:STP][CON:UB][LIMB][RIGHT][CATEGORY:LEG_FRONT]
[DEFAULT_RELSIZE:450]
[BP:LA:left front leg:STP][CON:UB][LIMB][LEFT][CATEGORY:LEG_FRONT]
[DEFAULT_RELSIZE:450]
[BP:RH:right front foot:right front feet][CON:RA][STANCE][RIGHT][CATEGORY:FOOT_FRONT]
[DEFAULT_RELSIZE:60]
[BP:LH:left front foot:left front feet][CON:LA][STANCE][LEFT][CATEGORY:FOOT_FRONT]
[DEFAULT_RELSIZE:60]
[BP:RL:right rear leg:STP][CON:LB][LIMB][RIGHT][CATEGORY:LEG_REAR]
[DEFAULT_RELSIZE:900]
[BP:LL:left rear leg:STP][CON:LB][LIMB][LEFT][CATEGORY:LEG_REAR]
[DEFAULT_RELSIZE:900]
[BP:RF:right rear foot:right rear feet][CON:RL][STANCE][RIGHT][CATEGORY:FOOT_REAR]
[DEFAULT_RELSIZE:120]
[BP:LF:left rear foot:left rear feet][CON:LL][STANCE][LEFT][CATEGORY:FOOT_REAR]
[DEFAULT_RELSIZE:120]
[BODY:HUMANOID_NECK_SARM]
[BP:UB:upper body:upper bodies][UPPERBODY][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:1000]
[BP:LB:lower body:lower bodies][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:1000]
[BP:NK:neck:STP][CON:UB][CATEGORY:NECK]
[DEFAULT_RELSIZE:150]
[BP:HD:head:STP][CON:NK][HEAD][CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]
[BP:RUA:right upper arm:STP][CON:UB][LIMB][RIGHT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:100]
[BP:LUA:left upper arm:STP][CON:UB][LIMB][LEFT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:100]
[BP:RLA:right lower arm:STP][CON:RUA][LIMB][RIGHT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:100]
[BP:LLA:left lower arm:STP][CON:LUA][LIMB][LEFT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:100]
[BP:RH:right hand:STP][CON:RLA][GRASP][RIGHT][CATEGORY:HAND]
[DEFAULT_RELSIZE:40]
[BP:LH:left hand:STP][CON:LLA][GRASP][LEFT][CATEGORY:HAND]
[DEFAULT_RELSIZE:40]
[BP:RUL:right upper leg:STP][CON:LB][LIMB][RIGHT][CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:LUL:left upper leg:STP][CON:LB][LIMB][LEFT][CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:RLL:right lower leg:STP][CON:RUL][LIMB][RIGHT][CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:400]
[BP:LLL:left lower leg:STP][CON:LUL][LIMB][LEFT][CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:400]
[BP:RF:right foot:right feet][CON:RLL][STANCE][RIGHT][CATEGORY:FOOT]
[DEFAULT_RELSIZE:120]
[BP:LF:left foot:left feet][CON:LLL][STANCE][LEFT][CATEGORY:FOOT]
[DEFAULT_RELSIZE:120]TP][CONTYPE:GRASP][DIGIT][SMALL][CATEGORY:FINGER]
[DEFAULT_RELSIZE:3]

[BODY:THREE_HORNS]
[BP:UR_HORN:first horn:STP][CONTYPE:HEAD][SMALL][RIGHT][SKELETON][CATEGORY:HORN]
[DEFAULT_RELSIZE:500]
[BP:UL_HORN:second horn:STP][CONTYPE:HEAD][SMALL][LEFT][SKELETON][CATEGORY:HORN]
[DEFAULT_RELSIZE:500]
[BP:L_HORN:third horn:STP][CONTYPE:HEAD][SMALL][SKELETON][CATEGORY:BEAK]
[DEFAULT_RELSIZE:10]
[BODY:LARGE_CREST]
[BP:LCREST:head crest:STP][CONTYPE:HEAD][SKELETON][CATEGORY:SKULL]
[DEFAULT_RELSIZE:400]
[BODY:MEDIUM_CREST]
[BP:MCREST:head crest:STP][CONTYPE:HEAD][SKELETON][CATEGORY:SKULL]
[DEFAULT_RELSIZE:100]
[BODY:S_CREST]
[BP:SCREST:head crest:STP][CONTYPE:HEAD][SKELETON][CATEGORY:SKULL]
[DEFAULT_RELSIZE:50]
[BODY:TINY_CREST]
[BP:TCREST:head crest:STP][CONTYPE:HEAD][SMALL][SKELETON][CATEGORY:SKULL]
[DEFAULT_RELSIZE:10]
[BODY:SAIL]
[BP:SAIL:sail:STP][CONTYPE:UPPERBODY][CATEGORY:WING]
[DEFAULT_RELSIZE:500]
[BODY:RAPTOR_TOES]
[BP:TOE0:claw toe:STP][CONTYPE:STANCE][DIGIT][SMALL][CATEGORY:TOE]
[DEFAULT_RELSIZE:25]
[BP:TOE1:first toe:STP][CONTYPE:STANCE][DIGIT][SMALL][CATEGORY:TOE]
[DEFAULT_RELSIZE:7]
[BP:TOE2:second toe:STP][CONTYPE:STANCE][DIGIT][SMALL][CATEGORY:TOE]
[DEFAULT_RELSIZE:7]

[BODY:S2FINGERS]
[BP:FINGER2:first finger:STP][CONTYPE:GRASP][DIGIT][SMALL][CATEGORY:FINGER]
[DEFAULT_RELSIZE:2]
[BP:FINGER3:second finger:STP][CONTYPE:GRASP][DIGIT][SMALL][CATEGORY:FINGER]
[DEFAULT_RELSIZE:2]

T-rex
Code: [Select]
Trex 70 yrs (30 grown) 8,000,00
[CREATURE:TYRANNOSAURUS]
[DESCRIPTION:A large scaled creature with tiny arms. It as a small amount of feathers on its back and tends to hunt either alone or with its current mate.]
[NAME:tyrannosaurus:tyrannosauruses:tyrannosaurus]
[CASTE_NAME:tyrannosaurus:tyrannosauruses:tyrannosaurus]
[CREATURE_TILE:'T'][COLOR:2:0:0]
[PETVALUE:500]
[NATURAL]
[PET_EXOTIC]
[MOUNT_EXOTIC]
[TRAINABLE]
[SAVAGE]
[LARGE_ROAMING]
[LARGE_PREDATOR]
[BIOME:ANY_TROPICAL]
[POPULATION_NUMBER:2:5]
[CLUSTER_NUMBER:1:2]
[PREFSTRING:mighty roar]
[PREFSTRING:stubby arms]
[BODY:HUMANOID_NECK_SARMS:GIZZARD:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:S2FINGERS:3TOES:MOUTH:TONGUE:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:SKIN]
[REMOVE_MATERIAL:LEATHER]
[REMOVE_MATERIAL:PARCHMENT]
[REMOVE_MATERIAL:HAIR]
[USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[REMOVE_TISSUE:SKIN]
[REMOVE_TISSUE:HAIR]
[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_FEATHER_TISSUE_LAYERS:FEATHER]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[BODY_DETAIL_PLAN:LEATHERY_EGG_MATERIALS]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SCALE: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]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:447:298:149:1900:2900] 59 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:6561:6115:5683:1755:7456:8567] 5 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
[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:0:0:58]
[BODY_SIZE:3:0:43000]
[BODY_SIZE:6:0:86000]
[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:15:20]
[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:NAIL]
[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:SECOND]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:slash:slashes]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_EDGE
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_BAD_MULTIATTACK]
[DIURNAL]
[MUNDANE]
[CASTE:FEMALE]
[FEMALE]
[LAYS_EGGS]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
[EGG_SIZE:90]
[CLUTCH_SIZE:3:6]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SCALE]
[TL_COLOR_MODIFIER:GRAY:1:BROWN:1:GREEN:1:STRIPES_BROWN_WHITE:1:STRIPES_BROWN_BLACK:1:STRIPES_WHITE_CHESTNUT:1]
[TLCM_NOUN:scales:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:eyes:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:ALL:FEATHER]
[TL_COLOR_MODIFIER:GRAY:1:BROWN:1:GREEN:1:STRIPES_BROWN_WHITE:1:STRIPES_BROWN_BLACK:1:STRIPES_WHITE_CHESTNUT:1]
[TLCM_NOUN:feathers:PLURAL]
« Last Edit: February 24, 2021, 06:33:12 pm by locustgate »
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Eric Blank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4940 on: February 24, 2021, 08:02:02 pm »

You've used the contype:GRASP for the fingers, so they're trying to attach to a grasping part, but the hands in the T-Rex body plan dont have the GRASP tag. If you switch the connection token on the fingers to CON_CAT:HAND it should then recognize the hands and put fingers on them
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Rekov

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4941 on: February 25, 2021, 11:05:05 pm »

I've created the following interaction for my flamey fire horse. This gets used all the time in arena mode testing, but I can't seem to get these creatures to snort fire in fortress mode. What gives? Is there a known difference in behavior between arena and fortress?
Code: [Select]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Snort flames]
[CDI:USAGE_HINT:ATTACK]
[CDI:USAGE_HINT:DEFEND]
[CDI:BP_REQUIRED:BY_CATEGORY:NOSE]
[CDI:VERB:snort a jet of flame:snorts a jet of flame:NA]
[CDI:FLOW:FIREJET]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:3]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]
« Last Edit: February 26, 2021, 12:02:23 am by Rekov »
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Eric Blank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4942 on: February 26, 2021, 04:52:46 am »

Try removing the defend usage hint? Thats supposed to be used to target a friendly unit, but attack is for targeting an enemy, so it might be confusing the ai about what its supposed to use it on
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Rekov

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4943 on: February 26, 2021, 11:32:35 am »

I initially started out with only the ATTACK usage, but I couldn't get it to work either. I added the second usage because supposedly that only gives more opportunities.

I also briefly gave the GREETING usage just to see if it would work at all, and yes, it does work in Fort mode. It's just that the attack usage doesn't seem to trigger it, or at least not nearly as regularly as in arena mode.
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Eric Blank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4944 on: February 27, 2021, 03:57:30 am »

I initially started out with only the ATTACK usage, but I couldn't get it to work either. I added the second usage because supposedly that only gives more opportunities.

I also briefly gave the GREETING usage just to see if it would work at all, and yes, it does work in Fort mode. It's just that the attack usage doesn't seem to trigger it, or at least not nearly as regularly as in arena mode.

No idea. Delete it and start again maybe? The interaction in fire imps works fine, try copying that
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Rekov

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4945 on: February 27, 2021, 11:23:25 am »

My reaction is basically a copy of the fire imp one.

Anyways, a few people on the discord suggested that stray tame animals might not use breath attacks against wild animals, and that it would work if my fort gets sieged, so I'm going to wait and see.
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UselessMcMiner

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4946 on: February 28, 2021, 08:45:41 pm »

Is it possible to force an entity to always have anvils?

I dont want to put steelmaking on all my civs but I don't want to have to use dfhack/other shenanigans to compensate for having no anvil
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Quote
The scouts have been fighting a giant capuchin for the past month now. They still haven't killed it.

Obsidian 1053

The Sentries are still fighting the capuchin. For two monthes they have done nothing but punch this monkey.

Rekov

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4947 on: February 28, 2021, 09:23:05 pm »

Is it possible to force an entity to always have anvils?

I dont want to put steelmaking on all my civs but I don't want to have to use dfhack/other shenanigans to compensate for having no anvil

It's kind of janky, but to guarantee an anvil, you need to guarantee an anvil-capable metal. That means you need a reaction that produces that metal. For steel and other alloys, this is already the case. You could create a reaction that produces iron, and your civ would always have access to iron, and iron anvils.
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TomiTapio

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4948 on: March 02, 2021, 06:16:25 am »

Put [ITEMS_ANVIL] on BILLON and let the civ have a billon-reaction.

Or, make an anvil out of rock blocks:
Spoiler (click to show/hide)

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

Madde

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4949 on: March 03, 2021, 02:50:39 am »

I'm trying to make elves have better wooden weapons and armor, and I've read that giving the entity a custom reaction that produces a specific kind of log and removing [OUTDOOR_WOOD] allows them to make and use only that specific wood material. I've tried to replicate this by giving them a test reaction that requires no reagents and produces one carambola log, but for some reason this doesn't seem to work at all. If I embark with them to test if it works, they simply have no armor or weapons available, even though the reaction itself works fine and produces a log so it should work during world-gen too.

Was this changed in some version or did it never work? I could make them use a fake metal reaction to produce weapon- and armor-grade "wood" stuff, but I don't really want wooden weapons that can be melted into wood bars.
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