Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: Problem Setting Custom Colossus Material  (Read 1925 times)

Orgeston

  • Bay Watcher
  • [SPHERE:BLIGHT] [SPHERE:DEFORMITY] [SPHERE:MURDER]
    • View Profile
Problem Setting Custom Colossus Material
« on: October 09, 2014, 11:01:37 pm »

Okay, so I'm new at this modding thing, and trying to make a hive colossus, which is made out of wax and has a honey interior/blood. I've done the best I can, but it doesn't melt when I load it in arena mode and turn up the temperature, like a bronze colossus. Here are my raws:

Code: [Select]
[CREATURE:COLOSSUS_HIVE]
[DESCRIPTION:A gigantic magic statue made of honeycomb and bent on mayhem.]
[NAME:hive colossus:hive colossi:hive colossus]
[CASTE_NAME:hive colossus:hive colossi:hive colossus]
[CREATURE_TILE:'C'][COLOR:6:0:1]
[MEGABEAST][DIFFICULTY:15] 11 or higher does not get assigned as adv mode quests
[ATTACK_TRIGGER:80:10000:100000]
[FANCIFUL]
[NOPAIN][EXTRAVISION][NOBREATHE][NOSTUN][NONAUSEA][NOEMOTION]
[NOTHOUGHT][NOEXERT]
[NO_DIZZINESS]
[NO_FEVERS]
[BUILDINGDESTROYER:2]
[LARGE_PREDATOR]
[NO_DRINK][NO_EAT][NO_SLEEP]
[SPHERE:FOOD]
[SPHERE:STRENGTH]
[SPHERE:CHAOS]
[NOT_LIVING]
[CANOPENDOORS]
[NOT_BUTCHERABLE]
[BIOME:ANY_LAND]
[EQUIPS]
[NOFEAR]
[PREFSTRING:height]
[NOBONES]
[ODOR_LEVEL:500000]
[SMELL_TRIGGER:10000] cannot smell
[BODY:HUMANOID_NECK:2EYES:2EARS:HUMANOID_JOINTS:5FINGERS:5TOES]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[USE_MATERIAL_TEMPLATE:HONEY:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen honey bee honey]
[STATE_NAME_ADJ:LIQUID:honey bee honey]
[STATE_NAME_ADJ:GAS:boiling honey bee honey]
[STATE_COLOR:ALL:AMBER]
[DISPLAY_COLOR:6:0:0]
[PREFIX:NONE]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[EDIBLE_RAW]
[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_CREATURE_MAT:MEAD]
[BLOOD:LOCAL_CREATURE_MAT:HONEY:LIQUID]
[USE_MATERIAL_TEMPLATE:WAX:WAX_TEMPLATE]
[TISSUE:LOCAL_CEATURE_MAT:WAX]
[TISSUE_NAME:wax:wax]
[TISSUE_MATERIAL:WAX]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:WAX:HONEY]
[BODY_SIZE:0:0:20000000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ITEMCORPSE:HIVE:NO_SUBTYPE:WAX]
[ITEMCORPSE_QUALITY:5]
[DIURNAL]
[LAIR:SHRINE:100]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:657:438:219:1900:2900] 40 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[SWIMS_LEARNED]

Also, I know that the wax hive item corpse attempt is really lazy. Is there a way I could get that to work?
« Last Edit: October 09, 2014, 11:15:02 pm by Orgeston »
Logged
And yet somehow amid the tanzanite buddha, the raining logs and the mysterious moods, the only thing that has me puzzled is why my Doctor/animal trainer Tekkud is taming eagles by feeding them eagle guts.

scamtank

  • Bay Watcher
    • View Profile
Re: Problem Setting Custom Colossus Material
« Reply #1 on: October 10, 2014, 03:34:41 am »

[TISSUE:LOCAL_CEATURE_MAT:WAX]
Logged

smakemupagus

  • Bay Watcher
  • [CANOPENDOORS]
    • View Profile
Re: Problem Setting Custom Colossus Material
« Reply #2 on: October 10, 2014, 10:58:05 am »

[ITEMCORPSE:HIVE:NO_SUBTYPE:WAX]
Also, I know that the wax hive item corpse attempt is really lazy. Is there a way I could get that to work?

http://dwarffortresswiki.org/index.php/DF2014:Creature_token#ITEMCORPSE
look here you'll see the syntax is
[ITEMCORPSE:<ITEM TOKEN>:<MATERIAL TOKEN>]
that is,
[ITEMCORPSE:ITEM_TYPE:ITEM_SUBTYPE:MATERIAL_TYPE:MATERIAL_ARGS]

so, already a red flag is that your thing doesn't have the right number of tokens.  lets look a little closer.  Here are the allowed item types
http://dwarffortresswiki.org/index.php/DF2014:Item_token

HIVE is not an item, so that means your "HIVE:NO_SUBTYPE" isn't right.

Following up on the hint under "tool" on that wiki page i searched a bit item_tool.txt to find that the Hive is a subtype of tool and it's identifier is ITEM_TOOL_HIVE. 
Therefore the correct item token is "TOOL:ITEM_TOOL_HIVE"

Now,
http://dwarffortresswiki.org/index.php/DF2014:Material_token

Again, "WAX" isn't on the list, so that's not a valid material token. 
What you probably want is LOCAL_CREATURE_MAT:XXXX where XXXX is some material that you've already defined within the creature definition.  Let me assume that you've correctly defined a local material called "WAX".  then the full material token is LOCAL_CREATURE_MAT:WAX

putting it together,
[ITEMCORPSE:TOOL:ITEM_TOOL_HIVE:LOCAL_CREATURE_MAT:WAX]

no guarantees but i hope that illustrates the process a little bit

Orgeston

  • Bay Watcher
  • [SPHERE:BLIGHT] [SPHERE:DEFORMITY] [SPHERE:MURDER]
    • View Profile
Re: Problem Setting Custom Colossus Material
« Reply #3 on: October 10, 2014, 12:34:40 pm »

Alright, I fixed the CEATURE typo and the item-corpse issue. Thanks a bunch, that all makes sense. Unfortunately I can't see if the item-corpse thing worked, because the colossus won't die. There's still something I did wrong. All attacks pass through it, and the game crashes whenever I try to view it. Did I load the wax from the materials right?
Will this work?
Code: [Select]
[TISSUE:LOCAL_CREATURE_MAT:WAX]
[TISSUE_NAME:wax:wax]
[TISSUE_MATERIAL:WAX]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
Or does it need to be this?
Code: [Select]
[TISSUE:LOCAL_CREATURE_MAT:WAX]
[TISSUE_NAME:wax:wax]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:WAX]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
I've tried it with either one, and it's the same thing.

Did I get this right?
Code: [Select]
[TISSUE_LAYER:BY_CATEGORY:WAX:HONEY]It still doesn't work even if I set it back to WAX:ALL like the bronze colossus, but is that the correct way I'd give it a honey interior?
Logged
And yet somehow amid the tanzanite buddha, the raining logs and the mysterious moods, the only thing that has me puzzled is why my Doctor/animal trainer Tekkud is taming eagles by feeding them eagle guts.

smakemupagus

  • Bay Watcher
  • [CANOPENDOORS]
    • View Profile
Re: Problem Setting Custom Colossus Material
« Reply #4 on: October 10, 2014, 12:55:08 pm »

[TISSUE:LOCAL_CREATURE_MAT:WAX]
is wrong because The argument for the token TISSUE is a name.  that is, you're just assigning a label to the new tissue that you're about to define -- you could call it "wax" or "foobar" or "orgestonsNewTissue" or whatever.  But by using the argument "LOCAL_CREATURE_MAT:WAX" it looks like you're trying to assign it a material.

Since TISSUE is a creature token you can see what arguments it expects, here:  http://dwarffortresswiki.org/index.php/DF2014:Creature_token#T


[TISSUE_MATERIAL:WAX]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:WAX]
The argument for tissue_material is a material, and all the valid materials are in this list:
http://dwarffortresswiki.org/index.php/v0.34:Material_token 
WAX is not on the list so the first one is wrong.  LOCAL_CREATURE_MAT is.  Therefore, as long as you've created WAX as a valid material locally, the second form should be OK.

,.... Do you not have anything helpful in your errorlog.txt?
« Last Edit: October 10, 2014, 12:57:46 pm by smakemupagus »
Logged

Quietust

  • Bay Watcher
  • Does not suffer fools gladly
    • View Profile
    • QMT Productions
Re: Problem Setting Custom Colossus Material
« Reply #5 on: October 10, 2014, 12:56:45 pm »

Did I get this right?
Code: [Select]
[TISSUE_LAYER:BY_CATEGORY:WAX:HONEY]It still doesn't work even if I set it back to WAX:ALL like the bronze colossus, but is that the correct way I'd give it a honey interior?
Of course it doesn't work - you specified BY_CATEGORY, but you didn't actually provide a category. Additionally, HONEY isn't a valid tissue location - it needs to be NORMAL, FRONT, LEFT, RIGHT, TOP, BOTTOM, ABOVE:[specifier], AROUND:[specifier], or simply nothing at all.

If you want to follow the Bronze Colossus example, you want to use [TISSUE_LAYER:BY_CATEGORY:ALL:WAX].

If you want your creature to leak honey when injured, you should probably look at the raws for the "iron man" creature - it contains gas instead of liquid, but it should be simple enough to adapt.


[TISSUE:LOCAL_CREATURE_MAT:WAX]
is wrong because The argument for the token TISSUE is a name.  that is, you're just assigning it a label.  But by using the argument "LOCAL_CREATURE_MAT:WAX" it looks like you're trying to assign it a material
In other words, it should just be [TISSUE:WAX].
Logged
P.S. If you don't get this note, let me know and I'll write you another.
It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.

smakemupagus

  • Bay Watcher
  • [CANOPENDOORS]
    • View Profile
Re: Problem Setting Custom Colossus Material
« Reply #6 on: October 10, 2014, 01:07:39 pm »

Quote
Did I get this right?
Code: [Select]
[TISSUE_LAYER:BY_CATEGORY:WAX:HONEY]It still doesn't work even if I set it back to WAX:ALL like the bronze colossus, but is that the correct way I'd give it a honey interior?

The bronze colossus must be TISSUE_LAYER:BY_CATEGORY:ALL:BRONZE, not TISSUE_LAYER:BY_CATEGORY:BRONZE:ALL, no?  Because the arguments should be
TISSUE_LAYER:BY_CATEGORY:<category>:<tissue>:<optional location>
"ALL" could be a valid category and "BRONZE" is the name of a tissue within the Bronze colossus, but the reverse wouldn't make sense

ninjaed by Quietust explaining better :)
« Last Edit: October 10, 2014, 01:09:12 pm by smakemupagus »
Logged

Orgeston

  • Bay Watcher
  • [SPHERE:BLIGHT] [SPHERE:DEFORMITY] [SPHERE:MURDER]
    • View Profile
Re: Problem Setting Custom Colossus Material
« Reply #7 on: October 10, 2014, 08:24:48 pm »

Alright, thanks, I understand a lot more than I did. I don't get error messages any more, and it gives/takes hits, dies, leaves behind a wax hive, and leaks honey, and melts.
I'm going to give it a breath attack where it breathes a yellow gas called 'killer bees' and it'll have the same aspects as bee venom. But, I won't do that if there's a way to make one animal create another animal, in which case I'll just make it breathe bees. Is that possible?
« Last Edit: October 11, 2014, 02:53:17 am by Orgeston »
Logged
And yet somehow amid the tanzanite buddha, the raining logs and the mysterious moods, the only thing that has me puzzled is why my Doctor/animal trainer Tekkud is taming eagles by feeding them eagle guts.

Orgeston

  • Bay Watcher
  • [SPHERE:BLIGHT] [SPHERE:DEFORMITY] [SPHERE:MURDER]
    • View Profile
Re: Problem Setting Custom Colossus Material
« Reply #8 on: October 10, 2014, 11:54:42 pm »

Should this work? When I try to use 'Emit bees' from my natural powers in arena nothing happens. The hive colossus has a mouth.

Code: [Select]
[USE_MATERIAL_TEMPLATE:GAS:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen killer bees]
[STATE_NAME_ADJ:ALL_SOLID:frozen killer bees]
[STATE_NAME:LIQUID:molten killer bees]
[STATE_NAME_ADJ:LIQUID:molten killer bees]
[STATE_NAME:GAS:killer bees]
[STATE_NAME_ADJ:GAS:killer bees]
[STATE_COLOR:ALL:YELLOW]
[MELTING_POINT:9870]
[BOILING_POINT:9930]
[PREFIX:NONE]
[SYNDROME]
[SYN_NAME:killer bee sting]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_INHALED]
[CE_PAIN:SEV:50:PROB:100:RESISTABLE:START:50:PEAK:500:END:1500]
[CE_SWELLING:SEV:75:PROB:100:RESISTABLE:START:50:PEAK:500:END:1500]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Emit bees]
[CDI:USAGE_HINT:ATTACK]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:GAS:GAS]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:50]
« Last Edit: October 11, 2014, 12:51:12 am by Orgeston »
Logged
And yet somehow amid the tanzanite buddha, the raining logs and the mysterious moods, the only thing that has me puzzled is why my Doctor/animal trainer Tekkud is taming eagles by feeding them eagle guts.

Quietust

  • Bay Watcher
  • Does not suffer fools gladly
    • View Profile
    • QMT Productions
Re: Problem Setting Custom Colossus Material
« Reply #9 on: October 11, 2014, 09:28:19 am »

Code: [Select]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:GAS:GAS]

The second GAS is not a valid breath attack type - you must use one of the types from this list, and the one you probably want is TRAILING_GAS_FLOW.
Logged
P.S. If you don't get this note, let me know and I'll write you another.
It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.

Orgeston

  • Bay Watcher
  • [SPHERE:BLIGHT] [SPHERE:DEFORMITY] [SPHERE:MURDER]
    • View Profile
Re: Problem Setting Custom Colossus Material
« Reply #10 on: October 11, 2014, 09:57:27 am »

Alright, awesome, thank you. I saw the magma-crab raws, which say liquid glob, and I thought I was just defining the state of the material, not the type of attack.
Logged
And yet somehow amid the tanzanite buddha, the raining logs and the mysterious moods, the only thing that has me puzzled is why my Doctor/animal trainer Tekkud is taming eagles by feeding them eagle guts.

smakemupagus

  • Bay Watcher
  • [CANOPENDOORS]
    • View Profile
Re: Problem Setting Custom Colossus Material
« Reply #11 on: October 11, 2014, 11:37:07 am »

http://dwarffortresswiki.org/index.php/DF2014:Interaction_token
tells you the format is

CDI:MATERIAL:<material token>:<Breath attack token>

You know somewhat about material tokens from above.
If you didn't know what the valid "Breath attack tokens" are you can follow the link to

http://dwarffortresswiki.org/index.php/DF2014:Syndrome#Breath_Attack_Types
and see all the allowed breath attack tokens and their description.

Quietust

  • Bay Watcher
  • Does not suffer fools gladly
    • View Profile
    • QMT Productions
Re: Problem Setting Custom Colossus Material
« Reply #12 on: October 11, 2014, 11:57:03 am »

I saw the magma-crab raws, which say liquid glob, and I thought I was just defining the state of the material, not the type of attack.
If you are uncertain, do not guess, because it is very likely that you will guess incorrectly - instead, check the wiki!
Logged
P.S. If you don't get this note, let me know and I'll write you another.
It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.

Orgeston

  • Bay Watcher
  • [SPHERE:BLIGHT] [SPHERE:DEFORMITY] [SPHERE:MURDER]
    • View Profile
Re: Problem Setting Custom Colossus Material
« Reply #13 on: October 11, 2014, 10:23:09 pm »

Yeah, when I first started doing this I had no idea the wiki had so much info on all the tokens and everything. I was just kinda frankenstiening the raws of different creatures.
Logged
And yet somehow amid the tanzanite buddha, the raining logs and the mysterious moods, the only thing that has me puzzled is why my Doctor/animal trainer Tekkud is taming eagles by feeding them eagle guts.

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Problem Setting Custom Colossus Material
« Reply #14 on: October 11, 2014, 11:05:58 pm »

I do not exaggerate when I say that the wiki has everything outside of the very fringes of weird-modding (the kind of thing that probably only works about 40% of the time).

Does TRAILING_ITEM_FLOW work with material emissions and vermin?
Pages: [1] 2