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Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 331903 times)

BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3420 on: September 26, 2015, 11:13:18 pm »

Anything in the errorlog?

Also, if the code you posted above hasn't been changed, then the diamond is incorrect.

[TISSUE_MATERIAL:INORGANIC:DIAMOND]

Should be:

[TISSUE_MATERIAL:INORGANIC:DIAMOND_CLEAR]
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endlessblaze

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3421 on: September 26, 2015, 11:22:48 pm »

yha I fixed the tissue a while ago.

Mmmmm............wait....well well, well. what do we have here?

"data/save/region2/raw/objects/creature_a_working_on.txt"
CRYSTIN:Tissue layer not added because no BP found: BY_CATEGORY:EYES:DIAMOND_CLEAR
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ArKFallen

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3422 on: September 26, 2015, 11:26:08 pm »

yha I fixed the tissue a while ago.

Mmmmm............wait....well well, well. what do we have here?

"data/save/region2/raw/objects/creature_a_working_on.txt"
CRYSTIN:Tissue layer not added because no BP found: BY_CATEGORY:EYES:DIAMOND_CLEAR
You changed the tissue's name, not the tissue's material. Please facepalm yourself for brushing off BlackFlyme's criticism.
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BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3423 on: September 26, 2015, 11:27:24 pm »

A quick search through the body file tells me you want CATEGORY:EYE, not EYES.
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endlessblaze

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3424 on: September 26, 2015, 11:31:54 pm »

yha I fixed the tissue a while ago.

Mmmmm............wait....well well, well. what do we have here?

"data/save/region2/raw/objects/creature_a_working_on.txt"
CRYSTIN:Tissue layer not added because no BP found: BY_CATEGORY:EYES:DIAMOND_CLEAR
You changed the tissue's name, not the tissue's material. Please facepalm yourself for brushing off BlackFlyme's criticism.

I did not brush off his criticism. I just did not notice my mistake in naming.  >:(


A quick search through the body file tells me you want CATEGORY:EYE, not EYES.

yha once I saw that I went to check. :P ah well. losing is fun.
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ArKFallen

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3425 on: September 26, 2015, 11:36:26 pm »

yha once I saw that I went to check. :P ah well. losing is fun.
I felt very silly when I realized that my own criticism didn't quiet the errorlog.
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Bearskie

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3426 on: September 27, 2015, 11:17:44 am »

Well, after many many many tests, what stopped the local wildlife from spawning turned out to be... *dun dun dun* the CURIOUSBEAST tags! Yes, all of them. Which makes literally no sense whatsoever. Seriously, I'm so confused as to how those tags actually affect spawning in any way - let alone how keas and other curious beasts don't seem to have any of these problems in vanilla. Argh.

Does anyone know any other tags will make the creatures go towards the fortress? Sort of like how Werebeasts track towards the nearest victim. Right now, the hostile wildlife is just meandering about until they happen to stumble across a nearby dwarf, which... isn't really threatening at all.


Edit - Come to think of it, what makes cats wander about everywhere, while other pets stay near meeting areas?
« Last Edit: September 27, 2015, 11:50:52 am by Bearskie »
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Arcvasti

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3427 on: September 27, 2015, 01:20:48 pm »

Edit - Come to think of it, what makes cats wander about everywhere, while other pets stay near meeting areas?

Probably [HUNTS_VERMIN] or whatever. Vermin move around. Cats follow.
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CulixCupric

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3428 on: September 27, 2015, 08:03:22 pm »

If i use
Code: [Select]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
will
Code: [Select]
[USE_MATERIAL_TEMPLATE:BONE:EXAMPLEMATERIAL]overwrite what the bone tissue or cause an error?
« Last Edit: September 27, 2015, 08:07:01 pm by CulixCupric »
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BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3429 on: September 27, 2015, 08:09:54 pm »

In my experience, it will overwrite the body detail plan. So long as the USE_MATERIAL_TEMPLATE tag comes after the body detail plan, that is.

This is because the last tag will (usually) overwrite earlier tags.
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CulixCupric

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3430 on: September 27, 2015, 08:13:44 pm »

In my experience, it will overwrite the body detail plan. So long as the USE_MATERIAL_TEMPLATE tag comes after the body detail plan, that is.

This is because the last tag will (usually) overwrite earlier tags.
thanks, now, if i overwrite the raws of a current save that already contains a creature, but i change what a tissue material is made of, will it retcon it on existing creatures, or will it require a new world to function?
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BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3431 on: September 27, 2015, 08:17:29 pm »

Varies. So long as you don't add entirely new things, or completely remove things, then an existing world should be fine. I'd recommend not altering active syndromes or entities though. Syndromes tend to crash on me, and we don't entirely know what can and can't be changed on an entity in a save.

I don't know what would or wouldn't get retconned on existing creatures, but newly created units should reflect changes.
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CulixCupric

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3432 on: September 27, 2015, 08:44:52 pm »

Varies. So long as you don't add entirely new things, or completely remove things, then an existing world should be fine. I'd recommend not altering active syndromes or entities though. Syndromes tend to crash on me, and we don't entirely know what can and can't be changed on an entity in a save.

I don't know what would or wouldn't get retconned on existing creatures, but newly created units should reflect changes.
added new material templates... so i am going to need a new world.
two sets templates of bone/nail/horn/hoof/cartilage/leather/tooth/shell/chitin , one with the impact/torsion/compressive/bend/standard yeild/strain/fracture or steel, another with that of adamant, which the adamant i am not planning on using, but may make all of these available to random gen monsters if i can figure out how... didn't alter densities/absorption/heats/etc, did give them all    [ITEMS_HARD] if they didn't have it already.
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Urlance Woolsbane

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3433 on: September 28, 2015, 01:02:13 pm »

What is it that makes something spawnable in the Arena, that magma crabs and prodcedurally-generated creatures lack?
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Hugo_The_Dwarf

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #3434 on: September 28, 2015, 01:04:24 pm »

[ARENA_RESTRICTED]??

So it's more of "What do they have, that prevent them from being spawnable"
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