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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 697870 times)

Mobbstar

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5175 on: May 22, 2022, 02:14:50 am »

What about creatures such as centaurs, satyrs, and my beastmen, that have hooves instead of feet. Any way so they don't get bad thoughts about not wearing socks ?

I'm not sure, but maybe they could wear hipposandals / horseshoes.

Kat

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5176 on: May 22, 2022, 06:54:18 am »

What about creatures such as centaurs, satyrs, and my beastmen, that have hooves instead of feet. Any way so they don't get bad thoughts about not wearing socks ?

I'm not sure, but maybe they could wear hipposandals / horseshoes.

Well, yes, I could make their own boots items, with appropriate name, so that they'd wear them.

It's just that, for hooved creatures, ordinarily they don't need footwear, because their hooves are tough enough.
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IndigoFenix

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5177 on: May 22, 2022, 03:12:29 pm »

Ideally, I'd like them to have different colours of head hair, and body wool, if that's even possible ?

If you're talking about descriptor text, that is easy and is done by many creatures.  If you want them to drop different colors of wool that retain their color when turned into items, this is possible, but much more difficult. You have to define a different material for each color wool and then manually assign the appropriate wool to the particular body part, splitting the colors up into different castes if you want different individuals to have different colors.  I did this to make different color Yoshi leather; it's a fair amount of extra work.

Magmacube_tr

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5178 on: May 22, 2022, 06:02:19 pm »

How do I make a race only wear trinkets and armor, but not casual clothing?
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Kat

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5179 on: May 23, 2022, 12:47:51 am »

How do I make a race only wear trinkets and armor, but not casual clothing?

Try checking their entity file, and look for these kind of things:
   [ARMOR:ITEM_ARMOR_MAIL_SHIRT:COMMON]
   [ARMOR:ITEM_ARMOR_SHIRT:COMMON]

removing the shirt, but keeping the mail shirt, for example, should mean they won't have shirts, but will have armour, I think.
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satan

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5180 on: June 05, 2022, 05:10:15 pm »

If I give [STRANGE_MOODS] to animal men, would they go extinct from insanity due to the fact that their civilizations don't build workshops? Would giving the [AMPHIBIOUS] tag to dwarves let them build underwater?
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Magmacube_tr

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5181 on: June 06, 2022, 08:27:47 am »

If I give [STRANGE_MOODS] to animal men, would they go extinct from insanity due to the fact that their civilizations don't build workshops? Would giving the [AMPHIBIOUS] tag to dwarves let them build underwater?

For underwater dwarves thing, I don't think the game allows anything to generate underwater.
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Ziusudra

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5182 on: June 06, 2022, 11:13:06 pm »

If I give [STRANGE_MOODS] to animal men, would they go extinct from insanity due to the fact that their civilizations don't build workshops? Would giving the [AMPHIBIOUS] tag to dwarves let them build underwater?

For underwater dwarves thing, I don't think the game allows anything to generate underwater.
Pretty sure the pathing code in fort mode doesn't allow amphibious creatures to path in water either.
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FantasticDorf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5183 on: June 07, 2022, 01:27:55 am »

If I give [STRANGE_MOODS] to animal men, would they go extinct from insanity due to the fact that their civilizations don't build workshops? Would giving the [AMPHIBIOUS] tag to dwarves let them build underwater?

For underwater dwarves thing, I don't think the game allows anything to generate underwater.
Pretty sure the pathing code in fort mode doesn't allow amphibious creatures to path in water either.

Sites are generated well above the waterline, and amphibious races (or least a amphibious army, or amphibious pack animals with amphibious people leading them/amphibious wagons + pullers) are required for them to ever leave the site, unless they can fly because of pathing rules for terrain. In fortress mode they might survive in water but they wont be able to path through it well (or at all)

The Naga people of the Masterwork mod are a good archetype for showing this off, since technically they live on the interior of major lakes that are inaccessible.
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Krisnack

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5184 on: June 12, 2022, 01:48:20 pm »

Does "SKILL_RATES:percentage:unused:rust:demotion" have the same effect a as combination of "SKILL_LEARN_RATES:percentage" and "SKILL_RUST_RATES:unused:rust:demotion"? The wiki doesn't explicitly say so, but it appears as if it does.
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Urist McShire

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5185 on: June 13, 2022, 03:59:17 pm »

Probably a really simple question that I just cannot wrap my head around at the moment.

How do I take a single body part and change what material it is made of? Say I want an elephant with steel tusks, or a lion with copper skin, but all of the other materials stay the same, how would I do that?
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Atkana

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5186 on: June 14, 2022, 01:45:46 am »

Probably a really simple question that I just cannot wrap my head around at the moment.

How do I take a single body part and change what material it is made of? Say I want an elephant with steel tusks, or a lion with copper skin, but all of the other materials stay the same, how would I do that?
If you want the entire existing tissue to be a specific material, it's nice and easy. You can just use SELECT_TISSUE to select the tissue whose material you want to change, then use TISSUE_MATERIAL to change what material it's made of. For the copper-skinned lions, you could do:
Code: [Select]
[SELECT_TISSUE:SKIN]
[TISSUE_MATERIAL:INORGANIC:COPPER]

If you want to get trickier and only have certain areas have a different material for their tissue, you can do that too quite easily. One way to do this is by creating the body + tissue layers as normal, then using SELECT_TISSUE_LAYER and SET_TISSUE_LAYER to swap the tissue with a different one. Here's an example from one of my mods that I always reference - it's for a creature who is a regular humanoid, but has a scaly tail:
Code: [Select]
-- Make tail scaled rather than skinned
[SELECT_TISSUE_LAYER:SKIN:BY_CATEGORY:TAIL]
[SET_LAYER_TISSUE:SCALE]

brewer bob

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5187 on: June 14, 2022, 04:26:38 am »

If you want to get trickier and only have certain areas have a different material for their tissue, you can do that too quite easily. One way to do this is by creating the body + tissue layers as normal, then using SELECT_TISSUE_LAYER and SET_TISSUE_LAYER to swap the tissue with a different one. Here's an example from one of my mods that I always reference - it's for a creature who is a regular humanoid, but has a scaly tail:
Code: [Select]
-- Make tail scaled rather than skinned
[SELECT_TISSUE_LAYER:SKIN:BY_CATEGORY:TAIL]
[SET_LAYER_TISSUE:SCALE]

Any idea if this works with changing the body part's tissue type partially, like making it scaly only on the back?

Like this:

Code: [Select]
[SELECT_TISSUE_LAYER:SKIN:BY_CATEGORY:TAIL:BACK]
[SET_LAYER_TISSUE:SCALE]

I tried something like that a while back. It didn't spit any errors, but I couldn't figure out how to check it in the Arena if it changed the whole layer or only the back.

Graysire

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5188 on: June 15, 2022, 08:43:44 pm »

Adding [UNDERGROUND_DEPTH:3:3] to a creature that is part of a civ seems to be crashing my world gen. I'd like renegade creatures of that type to appear deep underground, is it possible to do this without duplicating the raws?

I have a decently large number of modded creatures I'd like to add at varying underground levels, some of which are currently parts of entities and some ofwhich are already part of outdoor populations.
Is there any good way for me to add those to various underground layers without duplication? For instance, is it possible to have a creature exist in deserts on the surface, but also on cavern layers 2-3 (possibly regardless of biome)?
« Last Edit: June 15, 2022, 09:07:00 pm by Graysire »
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Atkana

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5189 on: June 16, 2022, 01:28:53 am »

If you want to get trickier and only have certain areas have a different material for their tissue, you can do that too quite easily. One way to do this is by creating the body + tissue layers as normal, then using SELECT_TISSUE_LAYER and SET_TISSUE_LAYER to swap the tissue with a different one. Here's an example from one of my mods that I always reference - it's for a creature who is a regular humanoid, but has a scaly tail:
Code: [Select]
-- Make tail scaled rather than skinned
[SELECT_TISSUE_LAYER:SKIN:BY_CATEGORY:TAIL]
[SET_LAYER_TISSUE:SCALE]

Any idea if this works with changing the body part's tissue type partially, like making it scaly only on the back?

Like this:

Code: [Select]
[SELECT_TISSUE_LAYER:SKIN:BY_CATEGORY:TAIL:BACK]
[SET_LAYER_TISSUE:SCALE]

I tried something like that a while back. It didn't spit any errors, but I couldn't figure out how to check it in the Arena if it changed the whole layer or only the back.
I've never been able to work out how the directional tissue layers work, or if they even work at all, so I wouldn't know. If it's not throwing errors then it's best to assume that it's probably working and not look too much into it to see if it's actually doing anything. Ignorance is bliss, after all :P
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