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Author Topic: [MODDING] 0.43.x QUESTIONS THREAD  (Read 201235 times)

dennislp3

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #120 on: December 12, 2015, 12:02:45 pm »

Quote
I assume one could use the proper tags to plant something in a farm and instead of harvest it, it would drop its products?

Nope.

Quote
unless there is a way to harvest a plants products without pulling it out of the ground.

Nope.


Bringing this back up because I was curious about a few tags that seem to do exactly the things I was talking about:
GROWTH_DROPS_OFF      Growths drop from the plant, producing a cloud of items which fall on the ground, which herbalists can collect.
GROWTH_DROPS_OFF_NO_CLOUD      Growths drop collectable items from the plant without producing item clouds.

http://dwarffortresswiki.org/index.php/DF2014:Plant_token#GROWTH_DROPS_OFF

Do these not mean that plants could grow growths that drop over time to be collected as opposed to harvesting a crop and uprooting it for the products?
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Bearskie

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #121 on: December 12, 2015, 12:27:53 pm »

I think that's for trees, not crops as per se. Haven't got around to testing anvils growing from trees yet though. I've heard various different opinions on whether non-plant-growth GROWTHS are properly harvestable in Fortress mode...

dennislp3

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #122 on: December 12, 2015, 12:43:21 pm »

The wiki states:
Growth Tokens

These tokens are used for all plants and specify growths growing on a plant.
Edible or otherwise usable growths should have [STOCKPILE_PLANT_GROWTH] in their material definitions for proper stockpiling, and must have both [STOCKPILE_PLANT_GROWTH] and [STRUCTURAL_PLANT_MAT] to be picked in fortress mode. This also lets them be collected from plant gathering and farming jobs, unless the growth is linked to the plant itself through a reaction, as in quarry bushes.

And tree tags are in a different section with a primary focus on tree growth and size
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hagr

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #123 on: December 12, 2015, 12:48:31 pm »

Is that the entire file?

If it is the entire file, you are missing the proper headers. You need [OBJECT:INTERACTION] at the top, above all [INTERACTION:X] tokens, and another header above [OBJECT:INTERACTION] that has the name of the file, such as interaction_custom.
Thank you so much. That worked. The first slab I came across was lost in a bronze colossus attack, but at least it works now.
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Button

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #124 on: December 12, 2015, 01:11:18 pm »

The wiki states:
Growth Tokens

These tokens are used for all plants and specify growths growing on a plant.
Edible or otherwise usable growths should have [STOCKPILE_PLANT_GROWTH] in their material definitions for proper stockpiling, and must have both [STOCKPILE_PLANT_GROWTH] and [STRUCTURAL_PLANT_MAT] to be picked in fortress mode. This also lets them be collected from plant gathering and farming jobs, unless the growth is linked to the plant itself through a reaction, as in quarry bushes.

And tree tags are in a different section with a primary focus on tree growth and size

The GROWTH_DROPS_OFF tags are only expressed on wild plants. In a farm plot, nothing drops off. The plant is whole until it is harvested, and the act of harvesting turns it into one of its usable parts.

Plants growing in a field are fundamentally divorced from plants growing in the wild, and the tokens that were new as of 40.01 don't apply to farming. Hell, it wasn't until 40.14 that plants with growths were farmable - originally, planting blueberry seeds would grow only a useless "blueberry bush" object.

You think what you want to change is plants, but you're incorrect. What you want to change is farming mechanics. Which is great: farming mechanics are outdated and don't really make sense with the way plants work now. But you're not going to find a solution to farming mechanics in the plant raws.
« Last Edit: December 12, 2015, 01:19:50 pm by Button »
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palu

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #125 on: December 12, 2015, 01:23:04 pm »

Here's the full file:
Code: [Select]
creature_materialmen

# Automatically generated, do not edit!
# Source: addons:dir:Palu/Material Men/creature_materialmen.txt



[CREATURE:ELEMENTMAN_STONE]

[NAME:stone man:stone men:stone man]
[CREATURE_TILE:'M']
[LARGE_ROAMING]
[BIOME:SUBTERRANEAN_CHASM]
[UNDERGROUND_DEPTH:3:3]
[FREQUENCY:1]
[POPULATION_NUMBER:15:30]
[NOPAIN][EXTRAVISION][NOBREATHE][NOSTUN][NONAUSEA][NOEMOTION]
[NOTHOUGHT][NOEXERT]
[NO_DIZZINESS]
[NO_FEVERS]
[BUILDINGDESTROYER:2]
[LARGE_PREDATOR]
[NO_DRINK][NO_EAT][NO_SLEEP]
[NOT_LIVING]
[CANOPENDOORS]
[NOT_BUTCHERABLE]
[NOFEAR]
[PREFSTRING:rockiness]
[ODOR_LEVEL:0] no smell
[SMELL_TRIGGER:10000] cannot smell
[NOBONES]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:750:600:439:1900:2900] 20 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[BODY:HUMANOID_SIMPLE]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[TISSUE:STONE_GABBRO]
    [TISSUE_NAME:gabbro:NP]
    [TISSUE_MATERIAL:INORGANIC:GABBRO]
    [MUSCULAR]
    [FUNCTIONAL]
    [STRUCTURAL]
    [RELATIVE_THICKNESS:1]
    [CONNECTS]
    [TISSUE_SHAPE:LAYER]
  [TISSUE:STONE_GNEISS]
    [TISSUE_NAME:gneiss:NP]
    [TISSUE_MATERIAL:INORGANIC:GNEISS]
    [MUSCULAR]
    [FUNCTIONAL]
    [STRUCTURAL]
    [RELATIVE_THICKNESS:1]
    [CONNECTS]
    [TISSUE_SHAPE:LAYER]
[BODY_SIZE:0:0:70000]
[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]
[ALL_ACTIVE]
  [CASTE:STONE_GABBRO]
    [CASTE_NAME:gabbro man:gabbro men:gabbro man]
    [CASTE_TILE:'M']
    [DESCRIPTION:Living gabbro in the shape of a guy.  These strange creatures are found deep underground.]
    [CASTE_COLOR:0:1]
    [TISSUE_LAYER:BY_CATEGORY:ALL:STONE_GABBRO]
    [ITEMCORPSE:BOULDER:NO_SUBTYPE:INORGANIC:GABBRO]
  [CASTE:STONE_GNEISS]
    [CASTE_NAME:gneiss guy:gneiss guy:gneiss guy]
    [CASTE_TILE:'G']
    [DESCRIPTION:Living gneiss in the shape of a man.  These strange creatures are found deep underground.]
    [CASTE_COLOR:7:0]
    [TISSUE_LAYER:BY_CATEGORY:ALL:STONE_GNEISS]
    [ITEMCORPSE:BOULDER:NO_SUBTYPE:INORGANIC:GNEISS]
Still not showing up
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Roses

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #126 on: December 12, 2015, 02:25:33 pm »

Here's the full file:
Code: [Select]
creature_materialmen

# Automatically generated, do not edit!
# Source: addons:dir:Palu/Material Men/creature_materialmen.txt



[CREATURE:ELEMENTMAN_STONE]

[NAME:stone man:stone men:stone man]
[CREATURE_TILE:'M']
[LARGE_ROAMING]
[BIOME:SUBTERRANEAN_CHASM]
[UNDERGROUND_DEPTH:3:3]
[FREQUENCY:1]
[POPULATION_NUMBER:15:30]
[NOPAIN][EXTRAVISION][NOBREATHE][NOSTUN][NONAUSEA][NOEMOTION]
[NOTHOUGHT][NOEXERT]
[NO_DIZZINESS]
[NO_FEVERS]
[BUILDINGDESTROYER:2]
[LARGE_PREDATOR]
[NO_DRINK][NO_EAT][NO_SLEEP]
[NOT_LIVING]
[CANOPENDOORS]
[NOT_BUTCHERABLE]
[NOFEAR]
[PREFSTRING:rockiness]
[ODOR_LEVEL:0] no smell
[SMELL_TRIGGER:10000] cannot smell
[NOBONES]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:750:600:439:1900:2900] 20 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[BODY:HUMANOID_SIMPLE]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[TISSUE:STONE_GABBRO]
    [TISSUE_NAME:gabbro:NP]
    [TISSUE_MATERIAL:INORGANIC:GABBRO]
    [MUSCULAR]
    [FUNCTIONAL]
    [STRUCTURAL]
    [RELATIVE_THICKNESS:1]
    [CONNECTS]
    [TISSUE_SHAPE:LAYER]
  [TISSUE:STONE_GNEISS]
    [TISSUE_NAME:gneiss:NP]
    [TISSUE_MATERIAL:INORGANIC:GNEISS]
    [MUSCULAR]
    [FUNCTIONAL]
    [STRUCTURAL]
    [RELATIVE_THICKNESS:1]
    [CONNECTS]
    [TISSUE_SHAPE:LAYER]
[BODY_SIZE:0:0:70000]
[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]
[ALL_ACTIVE]
  [CASTE:STONE_GABBRO]
    [CASTE_NAME:gabbro man:gabbro men:gabbro man]
    [CASTE_TILE:'M']
    [DESCRIPTION:Living gabbro in the shape of a guy.  These strange creatures are found deep underground.]
    [CASTE_COLOR:0:1]
    [TISSUE_LAYER:BY_CATEGORY:ALL:STONE_GABBRO]
    [ITEMCORPSE:BOULDER:NO_SUBTYPE:INORGANIC:GABBRO]
  [CASTE:STONE_GNEISS]
    [CASTE_NAME:gneiss guy:gneiss guy:gneiss guy]
    [CASTE_TILE:'G']
    [DESCRIPTION:Living gneiss in the shape of a man.  These strange creatures are found deep underground.]
    [CASTE_COLOR:7:0]
    [TISSUE_LAYER:BY_CATEGORY:ALL:STONE_GNEISS]
    [ITEMCORPSE:BOULDER:NO_SUBTYPE:INORGANIC:GNEISS]
Still not showing up

Need
Code: [Select]
[OBJECT:CREATURE]In between the creature_materialmen and the creature itself
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RavenZ

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #127 on: December 12, 2015, 06:23:11 pm »

I hope it is good place to ask the question. My question are not about RAW but about changing params for world generations.
Basically what im trying to do is a param set that will create more like tropical world - more jungles/tropical forests and so on but to no avail. Giving the fact that we are able to do proper temples i was thinking... Why not to build temples like those builded by Aztecs... But whats the point building them in temperate or cold biomes which lack the atmosphere ;)

I was trying to modify rainfall and temperature didnt touch anything else (changed years to generate - that basical stuff) but i didnt touched meshes and other more advanced options - because truth to be said... I dont know too much what they do...

Maybe someone would like to help out?
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Lord Allagon

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #128 on: December 12, 2015, 08:25:13 pm »

I hope it is good place to ask the question. My question are not about RAW but about changing params for world generations.
Basically what im trying to do is a param set that will create more like tropical world - more jungles/tropical forests and so on but to no avail. Giving the fact that we are able to do proper temples i was thinking... Why not to build temples like those builded by Aztecs... But whats the point building them in temperate or cold biomes which lack the atmosphere ;)

I was trying to modify rainfall and temperature didnt touch anything else (changed years to generate - that basical stuff) but i didnt touched meshes and other more advanced options - because truth to be said... I dont know too much what they do...

Maybe someone would like to help out?
I'd recommend you look at Perfect World. It's a good tool to gen specific kinds of worlds, and it's way more user-friendly than the advanced worldgen settings menu.
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palu

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #129 on: December 12, 2015, 10:52:30 pm »

Here's the full file:
Code: [Select]
creature_materialmen

# Automatically generated, do not edit!
# Source: addons:dir:Palu/Material Men/creature_materialmen.txt



[CREATURE:ELEMENTMAN_STONE]

[NAME:stone man:stone men:stone man]
[CREATURE_TILE:'M']
[LARGE_ROAMING]
[BIOME:SUBTERRANEAN_CHASM]
[UNDERGROUND_DEPTH:3:3]
[FREQUENCY:1]
[POPULATION_NUMBER:15:30]
[NOPAIN][EXTRAVISION][NOBREATHE][NOSTUN][NONAUSEA][NOEMOTION]
[NOTHOUGHT][NOEXERT]
[NO_DIZZINESS]
[NO_FEVERS]
[BUILDINGDESTROYER:2]
[LARGE_PREDATOR]
[NO_DRINK][NO_EAT][NO_SLEEP]
[NOT_LIVING]
[CANOPENDOORS]
[NOT_BUTCHERABLE]
[NOFEAR]
[PREFSTRING:rockiness]
[ODOR_LEVEL:0] no smell
[SMELL_TRIGGER:10000] cannot smell
[NOBONES]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:750:600:439:1900:2900] 20 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[BODY:HUMANOID_SIMPLE]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[TISSUE:STONE_GABBRO]
    [TISSUE_NAME:gabbro:NP]
    [TISSUE_MATERIAL:INORGANIC:GABBRO]
    [MUSCULAR]
    [FUNCTIONAL]
    [STRUCTURAL]
    [RELATIVE_THICKNESS:1]
    [CONNECTS]
    [TISSUE_SHAPE:LAYER]
  [TISSUE:STONE_GNEISS]
    [TISSUE_NAME:gneiss:NP]
    [TISSUE_MATERIAL:INORGANIC:GNEISS]
    [MUSCULAR]
    [FUNCTIONAL]
    [STRUCTURAL]
    [RELATIVE_THICKNESS:1]
    [CONNECTS]
    [TISSUE_SHAPE:LAYER]
[BODY_SIZE:0:0:70000]
[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]
[ALL_ACTIVE]
  [CASTE:STONE_GABBRO]
    [CASTE_NAME:gabbro man:gabbro men:gabbro man]
    [CASTE_TILE:'M']
    [DESCRIPTION:Living gabbro in the shape of a guy.  These strange creatures are found deep underground.]
    [CASTE_COLOR:0:1]
    [TISSUE_LAYER:BY_CATEGORY:ALL:STONE_GABBRO]
    [ITEMCORPSE:BOULDER:NO_SUBTYPE:INORGANIC:GABBRO]
  [CASTE:STONE_GNEISS]
    [CASTE_NAME:gneiss guy:gneiss guy:gneiss guy]
    [CASTE_TILE:'G']
    [DESCRIPTION:Living gneiss in the shape of a man.  These strange creatures are found deep underground.]
    [CASTE_COLOR:7:0]
    [TISSUE_LAYER:BY_CATEGORY:ALL:STONE_GNEISS]
    [ITEMCORPSE:BOULDER:NO_SUBTYPE:INORGANIC:GNEISS]
Still not showing up

Need
Code: [Select]
[OBJECT:CREATURE]In between the creature_materialmen and the creature itself
Well derp. I am an idiot. I could have sworn that I put that in. Thanks!
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Demonic Gophers

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #130 on: December 13, 2015, 02:46:17 am »

Any tips on making ordinary clothing less effective as armor?  Because when a creature over ten times your size hits you in the head with a giant hammer so hard that the impact sends you flying through the air, you shouldn't come out of it with nothing but bruised skin just because you had a leather hood on.  Also, a scrap of cotton or silk cloth should not turn a steel axe into a cardboard tube that bounces off harmlessly.
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Bearskie

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #131 on: December 13, 2015, 08:16:22 am »

Also, a scrap of cotton or silk cloth should not turn a steel axe into a cardboard tube that bounces off harmlessly.

Wait, they do? O_o

Because when a creature over ten times your size hits you in the head with a giant hammer so hard that the impact sends you flying through the air, you shouldn't come out of it with nothing but bruised skin just because you had a leather hood on.

I'm... not sure if that's the leather hood. Think its just dwarves being hardy buggers.

Anyway, if you want, you could tweak the YIELD and FRACTURE numbers to ridiculously low values on the relevant material templates (leather, plant thread & silk), so it should be basically non-existant in combat.
« Last Edit: December 13, 2015, 08:28:26 am by Bearskie »
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endlessblaze

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #132 on: December 13, 2015, 01:45:25 pm »

does anyone know the values for fire as a material?

I want to make a creature with wings of energy.
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Button

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #133 on: December 13, 2015, 01:48:56 pm »

does anyone know the values for fire as a material?

I want to make a creature with wings of energy.

Check the raws for the fire man.
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endlessblaze

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Re: [MODDING] 0.42.x QUESTIONS THREAD
« Reply #134 on: December 13, 2015, 02:09:38 pm »

thanks. ok now here is where I fail completely.

I need this creature

Code: [Select]
[OBJECT:CREATURE]

[NAME:starborn:starborn:starlight]
[DESCRIPTION:a creature of the stars, it was made by endlessblaze but is still incomplete.]
[PREFSTRING:light]

[CASTE:MALE_STAR]
[CASTE_NAME:starborn:starborn:starborn]
[MALE]
[POP_RATIO:1]
[CREATURE_TILE:'S'][COLOR:7:0:0]
[CASTE:FEMALE_STAR]
[CASTE_NAME:starborn:starborn:starborn]
[FEMALE]
[POP_RATIO:1]
[CREATURE_TILE:'S'][COLOR:7:0:0]
[SELECT_CASTE:FEMALE_STAR]
[FLIER]
[BODY:HUMANOID_NECK:SPINE:SKULL:BRAIN:2EYES:2WINGS:MOUTH:4FINGERS:EYELIDS:RIBCAGE:5TOES:ORGANS:HEART]


[SELECT_CASTE:MALE_STAR]

[BODY:HUMANOID_ARMLESS:8_SIMPLE_BODY_ARMS_GRASP:NECK:SPINE:SKULL:BRAIN:2EYES:BODY_EYE:BODY_EYELID:MOUTH:4FINGERS:EYELIDS:RIBCAGE:5TOES:ORGANS:HEART]

to be made out of flesh and bone like normal EXCEPT the tentacles/wings.

they need to be mad out of this
Code: [Select]
[MATERIAL_TEMPLATE:STARLIGHT_TEMPLATE]
[STATE_COLOR:GAS:YELLOW]
[STATE_NAME:GAS:STARLIGHT]
[STATE_ADJ:GAS:STARLIGHT]
[DISPLAY_COLOR:4:0:1]
[MATERIAL_VALUE:1]
[IGNITE_POINT:NONE]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:NONE]
[COLDDAM_POINT:NONE]
[MOLAR_MASS:1]
and nothing else. and starlight needs to heal in about an hour.

how do I do?
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