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Author Topic: fanciful pets  (Read 2605 times)

BlackFlyme

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Re: fanciful pets
« Reply #30 on: April 09, 2014, 05:52:56 pm »

wont that give it three different bites, for each part of the jaw...?

Four, actually. The two jaws, the snout, and the nostril are all CATEGORY:JAW. To be fair, dwarves can also bite several times, because they can attack with each 'set' of teeth they have.

Though the way you set the attacks originally should be fine. Maybe you should double-check to make sure their [THOUGHT] body part is connected correctly? The body you posted above has the neural column connect to a CHEST, though there is no body part with the ID of CHEST.
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Talik

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Re: fanciful pets
« Reply #31 on: April 09, 2014, 06:28:21 pm »

OH
Thats why! Its because I forgot that the neural column was part of that. Ok I will fix that.

but about all the other stuff I need to do... I know its alot but hey, I am ambitious. Any help there?
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BlackFlyme

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Re: fanciful pets
« Reply #32 on: April 09, 2014, 06:51:17 pm »

This will be a bit lengthy, but I've tried commenting on everything that I could. I believe that most of this is possible.

OK! I will get back to testing that soon. But first, I want to work on castes and birth and all that.
things I need to do:
1) build a workshop which can generate new creatures. It really doesn't matter how this is done. I am thinking having it make an object which transforms into the creature

This will likely require DFHack's spawnunit script. You can get a material to trigger the script when it is created in a reaction. You would simply make a reaction that takes the transforming item and outputs the material that triggers the script. Howver, I haven't toyed around much with DFHack, so I'm not sure if that has changed since I last tried to make a spawning creature.

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2) make it so that there are two castes with genders, but that they have a reaction which turns them into the asexual version. This should be so common that its almost assured that anything I meet will be asexual by the time I actually look at it.

I think you mean an interaction? They get confused for each other a lot.

Anyways, this can be done, though you will have to be careful when selecting which creatures can be affected by the interaction, so that the wrong creatures or castes don't accidentally get targeted. If you don't give an interaction any usage hints, they will be used on anything that they can, so your basilisks should instantly target themselves and other basilisks.

The only problem is that transformations can only take effect once at a time. If a creature transforms, it cannot transform again until it changes back. I believe there is a DFHack script or plug-in that can fix this, though again, my experience with modding with DFHack is minimal.

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3) A workshop which transforms the normals into either a warrior or leader caste, at the cost of my Cyitaern for leader and Steel for warriors. Both are objectively better than normal ones. The warrior and leader gets tarsal spurs while others dont they get metal scales while others dont, the leader gets steel-level scales and the ability to breath... either fire, or preferably something that just ignites instantly. And finally the leader should have some form of natural ability other than that up for suggestions for that.

Again, there is the difficulty with how transformations work. Anyways, to make a reaction give a syndrome, you can have it create an item that instantly boils into a cloud, affecting anyone who is caught in it. Though you can make it exclusively select certain creatures.

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After all this, theres even more to do.

A specialized workshop for creating Aerkhims.
If possible, a specialized workshop to engrave runes into weapons. (if not possible, then making an object which was a weapon that was created with runes on it.)
A workshop to generate runestones and tablets.

I think it may be possible, though it would likely be more DFHack trickery. More specifically I'm thinking of the itemsyndrome script.. It depends on what you want the runes to do.

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a workshop to generate the approximate equivalent of 'explosives'. I know it isn't possible to actually detonate them but I was thinking something that would just have similar effects and ignition. Also creates some easily-produced easily-lite flammables

The problem with explosives is that you can't really control them. If they meet the proper temperature to boil, they will boil.

I suppose you could make a mock creature and call it a 'barrel of explosives' or somesuch, and just give them an interaction that makes them 'explode' when an enemy gets close enough. This has an added bonus in that as a pet, you can move them about using pastures.

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and finally, a workshop which can create sacred ashes with a corpse, flammable liquid, and stone. High value. Later on will add some religious stuff and im thinking simulate consecrated ground (using effects similar to gnomeblight)

I've heard that corpses being used as reagents can be a bit strange at times, but it is definitely a possibility.
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Talik

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Re: fanciful pets
« Reply #33 on: April 09, 2014, 07:00:54 pm »

well ok. Do you know where I could learn what I need to in order to do this?
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BlackFlyme

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Re: fanciful pets
« Reply #34 on: April 09, 2014, 07:24:22 pm »

well ok. Do you know where I could learn what I need to in order to do this?

[EDIT] There's also this utility which should help make creating a custom workshop quite a bit. It's a program that can be used to paint a workshop. It can't define certain things such as which skills or materials are used in building it though. That will have to be entered manually.

I can give an example of a transformation interaction and the type of material that would spawn a creature. Otherwise you would have to ask someone else in the DFHack thread, or attempt to take apart another mod that uses the scripts such as Genesis and Masterwork.

I'm not sure how trueTransformation works for DFHack, but here's an example of how a transformation interaction may work in vanilla. This example interaction assumes that there is a generic male and female caste that is turned into another sterile caste. This will go into an interaction file.
Code: (Interaction) [Select]
[INTERACTION:BASILISK_TRANSFORM]
[I_SOURCE:CREATURE_ACTION]
[I_TARGET:A:CREATURE]
[IT_AFFECTED_CREATURE:BASILISK:FEMALE]  <-First argument is the creature affected, and the second argument is the caste affected. You can put ALL in the caste spot to make all castes affected.
[IT_AFFECTED_CREATURE:BASILISK:MALE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:BASILISK_STERILE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CLASS:BASILISK_STERILE]
[CE_BODY_TRANSFORMATION:START:0]
  [CE:CREATURE:BASILISK:STERILE]

And here is an example of the creature's side of the interaction.
Code: [Select]
[CAN_DO_INTERACTION:BASILISK_TRANSFORM]
[CDI:ADV_NAME:Sterilize]
[CDI:TARGET:A:SELF_ALLOWED]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:25]
[CDI:WAIT_PERIOD:2000]

I used this in a mod to spawn living weapons. It wouldn't be hard to change some things around to make it work.
Code: (Spawning inorganic) [Select]
[INORGANIC:SPAWNUNIT_IRON_SWORD]
[USE_MATERIAL_TEMPLATE:STONE_VAPOR_TEMPLATE]
[STATE_NAME_ADJ:ALL:Spawn a creature]
[MATERIAL_VALUE:0]
[SYNDROME]
[SYN_CLASS:\COMMAND]       <- This lets that DFHack know that this triggers a script or command
[SYN_CLASS:spawnunit]      <- This is the script that will get triggered
[SYN_CLASS:ANIMATED_SWORD] <- This is the ID of the creature you want summoned
[SYN_CLASS:0]              <- This is the ID of the caste that is created. These start at zero and work their way up in order. For example, the caste 0 of a dwarf is female, and caste 1 is male.
[SYN_CLASS:animated sword] <- This is the name that the creature is given. It can be anything, really.
[SYN_CLASS:\LOCATION]      <- This lets it know that the source of the reaction is where the script takes place.

You may need the vapour material template to make this work, I don't completely know. But here it is, just in case.
Code: [Select]
[MATERIAL_TEMPLATE:STONE_VAPOR_TEMPLATE]
These are the state names, adjectives and colors for the material.
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:stone]
[STATE_ADJ:ALL_SOLID:stone]
[STATE_COLOR:LIQUID:ORANGE]
[STATE_NAME:LIQUID:magma]
[STATE_ADJ:LIQUID:magma]
[STATE_COLOR:GAS:ORANGE]
[STATE_NAME:GAS:boiling magma]
[STATE_ADJ:GAS:boiling magma]
[DISPLAY_COLOR:7:0:0]
The modifier used to all values involving the material.
[MATERIAL_VALUE:1]
Temperature information.
[SPEC_HEAT:800]
[IGNITE_POINT:NONE]
[MELTING_POINT:8998]
[BOILING_POINT:8999]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MAT_FIXED_TEMP:8999]
Density information.  Not used for very much, but it comes up in inventory weight and fighting.
[SOLID_DENSITY:2000000]
[LIQUID_DENSITY:2000000]
Not used.
[MOLAR_MASS:36000]
Used for blunt-force combat, measured in KPa.  Data scattered around the net (used compressive strength).  All very spotty.
[IMPACT_YIELD:120000] used marble
[IMPACT_FRACTURE:120000]
[IMPACT_STRAIN_AT_YIELD:100]
Not used.
[COMPRESSIVE_YIELD:120000]
[COMPRESSIVE_FRACTURE:120000]
[COMPRESSIVE_STRAIN_AT_YIELD:100]
[TENSILE_YIELD:15000]
[TENSILE_FRACTURE:15000]
[TENSILE_STRAIN_AT_YIELD:100]
[TORSION_YIELD:15000]
[TORSION_FRACTURE:15000]
[TORSION_STRAIN_AT_YIELD:100]
Used for cutting calculations in combat, measured in KPa.  Data scattered around the net (used tensile strength).  All very spotty.
[SHEAR_YIELD:15000] used marble
[SHEAR_FRACTURE:15000]
[SHEAR_STRAIN_AT_YIELD:100]
Not used.
[BENDING_YIELD:15000]
[BENDING_FRACTURE:15000]
[BENDING_STRAIN_AT_YIELD:100]
A unitless measure for how sharp the edge is for combat purposes.
[NO_STONE_STOCKPILE]
« Last Edit: April 09, 2014, 07:34:52 pm by BlackFlyme »
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Talik

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Re: fanciful pets
« Reply #35 on: April 09, 2014, 08:04:39 pm »

um, so I was doing castes in preparations for all the transformations and stuff. Then I got this:

Spoiler (click to show/hide)

For some reason, DF cant find any of my body detail plans or anything, so here they are as well:

Spoiler (click to show/hide)

and body:

Spoiler (click to show/hide)

and my new Kizaurun:

Spoiler (click to show/hide)
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BlackFlyme

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Re: fanciful pets
« Reply #36 on: April 09, 2014, 08:23:34 pm »

Alright, so the game can't seem to recognize the new detail plan and body.

What is the name of the file? I believe the detail plan will have to start with b_detail_plan_x, where x can be whatever, and body files have to be named body_x.

And the 'body' you posted is the exact same as the detail plan.

Also, your wraith and your legionnaire may have issues because they technically have two bodies: the one in the main body of the creature and another defined within their caste. They may face a similar issue with their tissues and materials.
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Talik

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Re: fanciful pets
« Reply #37 on: April 09, 2014, 08:33:59 pm »

oh oops I do have a body though. Um, I didnt know I had to name it like that I will do that now.

So how do I remove their old bodies and stuff...?
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nuget102

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Re: fanciful pets
« Reply #38 on: April 09, 2014, 08:36:59 pm »

From my understanding, for you to be able to take a creature on embark it needs to have the COMMON_DOMESTIC and PETS tags. If you want to test this that'll be great, because I would love to be able to embark with fanciful creatures?
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Talik

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Re: fanciful pets
« Reply #39 on: April 09, 2014, 08:40:26 pm »

and fixed that, heres the new errorlog.

...

Its too big to post. Ok, several posts of errorlog then.

Spoiler (click to show/hide)
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Talik

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Re: fanciful pets
« Reply #40 on: April 09, 2014, 08:41:58 pm »

Spoiler (click to show/hide)
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Talik

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Re: fanciful pets
« Reply #41 on: April 09, 2014, 08:43:00 pm »

Spoiler (click to show/hide)
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BlackFlyme

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Re: fanciful pets
« Reply #42 on: April 09, 2014, 08:57:47 pm »

From my understanding, for you to be able to take a creature on embark it needs to have the COMMON_DOMESTIC and PETS tags. If you want to test this that'll be great, because I would love to be able to embark with fanciful creatures?

Toying around has found that [FANCIFUL] creatures cannot be tamed in world-gen, even though we can tame them in fort mode. Though it may just be chance/luck, as it wasn't really extensive testing.

[COMMON_DOMESTIC] isn't needed, as things that simply have [PET] can be tamed in world-gen, though it isn't a guarantee. [PET_EXOTIC] can be tamed if the civilization has [USE_ANY_PET_RACE].



The first few errors are just spelling errors that messed with your raws. DEFULT_RELSIZE and CATEORY.

The tarsal jab attack isn't being recognized for some reason. It can't find the body part that's used in the attack.

The SPINED_LIZARD body detail plan isn't recognized for some reason.

The rest seems to be tissue recognition errors. Some tissues aren't recognized, and some body parts have no tissues.
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Talik

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Re: fanciful pets
« Reply #43 on: April 09, 2014, 09:59:48 pm »

Spoiler (click to show/hide)
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BlackFlyme

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Re: fanciful pets
« Reply #44 on: April 09, 2014, 10:15:14 pm »

Spoiler (click to show/hide)

The best I can suggest is to go through your body detail plans to make sure you haven't accidentally excluded those body parts. I don't believe I say anything in the detail plan like  BP_LAYERS:BY_CATEGORY:BACKHORNS
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