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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 682591 times)

Chax

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5370 on: October 23, 2023, 04:20:32 am »

Yes you can do adding with SELECT not removing or replacing.

nailed it somewhat. how do i target the specific part of plant with SELECT? i feel like it can be simplified even more.

Code: [Select]
[SELECT_PLANT:WATERMELON]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen watermelon juice]
[STATE_NAME_ADJ:LIQUID:watermelon juice]
[STATE_NAME_ADJ:GAS:boiling watermelon juice]
[STATE_COLOR:ALL:CRIMSON]
[MATERIAL_VALUE:2]
[DISPLAY_COLOR:4:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[USE_MATERIAL_TEMPLATE:FRUIT:FRUIT_TEMPLATE] <==== how do i target this using SELECT?
[STATE_COLOR:ALL:GREEN]
[DISPLAY_COLOR:2:0:0]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[STOCKPILE_PLANT_GROWTH]
[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK] <== the (two new) lines i want to add
[MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED] <=== somehow doesn't work if i don't redefine the whole fruit.
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joostheger

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5371 on: October 23, 2023, 05:00:16 am »

I tried this one, but SELECT_MATERIAL inside a plant doesn't work. So it's not that pretty, but functional :-)
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Chax

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5372 on: October 23, 2023, 05:09:03 am »

I tried this one, but SELECT_MATERIAL inside a plant doesn't work. So it's not that pretty, but functional :-)

oh well. good enough i guess. at least i don't have to rewrite the whole thing.
thanks again for the help, good sir :)

and sorry again about hijacking the wrong thread, lol.
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Herdo

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5373 on: October 29, 2023, 02:00:44 pm »

Trying to get all dwarves to have red hair.  I thought using the new [SELECT] system would make this easier, but no matter what I try, I can't get these changes to work.  The problem is, I don't know which tokens require the [SELECT] modifier. 

Here's what I have:

Code: [Select]

   creature_ginger
   
    [OBJECT:CREATURE]
   
    [SELECT_CREATURE:DWARF]
   
    [SELECT_BODY:HUMANOID_NECK:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:TONGUE:FACIAL_FEATURES:TEETH:RIBCAGE]
   
    [SELECT_CASTE:ALL]

SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
    [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
    [PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
    [PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
    [PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
    [PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
    [PLUS_TL_GROUP:BY_CATEGORY:EYELID:EYELASH]

    [TL_COLOR_MODIFIER:COPPER:1]

    I've tried various different iterations of this, including removing the [BODY] and [CASTE] tokens with no luck.  What am I missing here?  Any help appreciated!


EDIT: I'm realizing now that SELECT is used more to append to a file rather than remove tags.  For now I've just used CUT to cut the dwarf creature and then immediately recreated it in the same file with the desired changes. I'm sure there's a better way to do this, but it's better than just editing the raw and it works for now.
« Last Edit: October 29, 2023, 07:25:26 pm by Herdo »
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joostheger

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5374 on: October 30, 2023, 02:59:20 am »

maybe this?

Code: [Select]
[OBJECT:CREATURE]
    [SELECT_CREATURE:DWARF]
    [SELECT_CASTE:ALL]
        [SELECT_TISSUE_LAYER:HAIR:BY_CATEGORY:HAIR] <- this should be checked, but I expect it to work.
            [TL_COLOR_MODIFIER:COPPER:1]
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joostheger

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5375 on: October 30, 2023, 06:27:14 am »

Code: [Select]

[OBJECT:CREATURE]
    [SELECT_CREATURE:DWARF]
    [SELECT_CASTE:ALL]

[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:CHEEK:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[PLUS_TL_GROUP:BY_CATEGORY:EYELID:EYELASH]
[TL_COLOR_MODIFIER:AMBER:0:AUBURN:0:BLACK:0:BROWN:0:BUFF:0:BURNT_SIENNA:0:BURNT_UMBER:0:CHARCOAL:0:CHESTNUT:0:CHOCOLATE:0:CINNAMON:0:COPPER:1:DARK_BROWN:0:DARK_CHESTNUT:0:DARK_TAN:0:ECRU:0:FLAX:0:GOLD:0:GOLDEN_YELLOW:0:GOLDENROD:0:LIGHT_BROWN:0:MAHOGANY:0:OCHRE:0:PALE_BROWN:0:PALE_CHESTNUT:0:PUMPKIN:0:RAW_UMBER:0:RUSSET:0:SAFFRON:0:SEPIA:0:TAN:0:TAUPE_DARK:0:TAUPE_GRAY:0:TAUPE_MEDIUM:0:TAUPE_PALE:0:TAUPE_SANDY:0]


Or this perhaps. resetting all the colors to 0, except for copper.
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Herdo

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5376 on: October 30, 2023, 11:06:44 am »

Code: [Select]

[OBJECT:CREATURE]
    [SELECT_CREATURE:DWARF]
    [SELECT_CASTE:ALL]

[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:CHEEK:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[PLUS_TL_GROUP:BY_CATEGORY:EYELID:EYELASH]
[TL_COLOR_MODIFIER:AMBER:0:AUBURN:0:BLACK:0:BROWN:0:BUFF:0:BURNT_SIENNA:0:BURNT_UMBER:0:CHARCOAL:0:CHESTNUT:0:CHOCOLATE:0:CINNAMON:0:COPPER:1:DARK_BROWN:0:DARK_CHESTNUT:0:DARK_TAN:0:ECRU:0:FLAX:0:GOLD:0:GOLDEN_YELLOW:0:GOLDENROD:0:LIGHT_BROWN:0:MAHOGANY:0:OCHRE:0:PALE_BROWN:0:PALE_CHESTNUT:0:PUMPKIN:0:RAW_UMBER:0:RUSSET:0:SAFFRON:0:SEPIA:0:TAN:0:TAUPE_DARK:0:TAUPE_GRAY:0:TAUPE_MEDIUM:0:TAUPE_PALE:0:TAUPE_SANDY:0]


Or this perhaps. resetting all the colors to 0, except for copper.

No luck.  I thought for sure this second one would work.  It makes sense that it would anyways, but it's not applying.  Thank you for your suggestions!
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joostheger

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5377 on: October 31, 2023, 06:34:58 am »

Is it possible to make an elected non-landholder-position available, requiring a certain land-holder level?
example: when the baron arrives, the elected position of baron-advisor becomes available.
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Salvadaddy

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5378 on: November 04, 2023, 12:46:06 am »

I'm trying to mod in a humanoid with candy organs, but I don't understand how tissue works. Looking at the RAWS I see they all use pre-made templates, so it doesn't offer much insight into how to alter the tissue materials
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Putnam

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5379 on: November 07, 2023, 04:49:41 pm »

I'm trying to mod in a humanoid with candy organs, but I don't understand how tissue works. Looking at the RAWS I see they all use pre-made templates, so it doesn't offer much insight into how to alter the tissue materials

Check bronze colossus in creature_standard as a better example

joostheger

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5380 on: November 12, 2023, 12:27:35 pm »

Why can't I appoint nobles with some sort of SUCCESSION to a position that is a SQUAD-holding? Like baron and monarch cannot be militia commander?
And yes, i'am sure that it is because of these tokens.
But why?
« Last Edit: November 12, 2023, 02:50:35 pm by joostheger »
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teabasins

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5381 on: November 16, 2023, 07:37:13 pm »

Copying this question from Reddit since I didn't get an answer there:

I keep getting worldgen rejections for
Placed farming entity without orchard crops
Placed farming entity without non-orchard crops
I've modified both the entities and the plants a bunch, but I can't figure out which change caused the problem. I know from the wiki that
[INDOOR_FARMING]
[OUTDOOR_FARMING]
[INDOOR_ORCHARDS]
[OUTDOOR_ORCHARDS]
cause worldgen rejections if harvestable plants and fruit trees respectively aren't available in an entity's starting area, but the plants *should* be available, and when I went in and removed those tokens from the entities the worldgen rejections still happened. I even went through and changed the FREQUENCY to 100 for every plant and gave them extra biomes to appear in. What other reasons can cause that worldgen rejection type?

I'm really hoping it isn't due to the changes I made to the reactions to allow harvesting legumes and grinding flour from seeds. I can post an example of what the plants look like in the raws if that'll help diagnose the issue. The entities haven't been altered much so I can't think of any change there that would cause this issue.

Edit: I never figured out exactly what the problem was, but it's fixed now, somehow.
« Last Edit: November 20, 2023, 01:38:43 am by teabasins »
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joostheger

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5382 on: November 17, 2023, 02:57:09 am »

Hi!

Did you remove all the indoor_ outdoor_ tokens? maybe its another, like _gardens
When testing and correcting, are you sure those corrections are even used in your testround?
Did you remove vanilla plants?
these should work by default, and only would cause rejections if you removed vanilla plants?
 [INDOOR_FARMING]
 [OUTDOOR_ORCHARDS]
Do you have multiple modded enitties and are you sure you didn't miss one?

If this ist helping, you could post one of each type of plant you've made.
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teabasins

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5383 on: November 17, 2023, 12:19:38 pm »

Did you remove all the indoor_ outdoor_ tokens? maybe its another, like _gardens
When testing and correcting, are you sure those corrections are even used in your testround?
Did you remove vanilla plants?
these should work by default, and only would cause rejections if you removed vanilla plants?
 [INDOOR_FARMING]
 [OUTDOOR_ORCHARDS]
Do you have multiple modded enitties and are you sure you didn't miss one?

Upon further testing, the plants themselves aren't a problem at all. Replacing entity_default.txt with the vanilla version fixes the problem, so there's something about the changes I made to the entities that's at fault. However, as I said before, I've already tried removing [INDOOR_FARMING], [OUTDOOR_FARMING], [INDOOR_ORCHARDS], and [OUTDOOR_ORCHARDS] from all entities. Those are the ones that the wiki says can cause rejections. But doing that doesn't fix the problem. I haven't added any new entities, just modified the vanilla ones.

Here's a copy of the current state of the file: https://pastebin.com/DgCf1ZCb
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joostheger

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5384 on: November 17, 2023, 02:51:12 pm »

the only thing I see what could be making the difference, is
[START_BIOME:MOUNTAIN]
Vanilla uses:
[EXCLUSIVE_START_BIOME:MOUNTAIN]
It could mean, that your civ is trying to make multiple settlements in the mountains, but those settlements dont have the nescesary (outdoor)-crops that can grow there.

I dont know why, but I think its that.

What version are you working with?
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