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Author Topic: [43.05] Kyubee's Expanded Races; Troglodytes, Kobolds, and alcoholic porcupines  (Read 9862 times)

Kyubee

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Re: [43.05] Trog Fortress
« Reply #30 on: January 23, 2017, 09:37:41 pm »

Yes, then add [TISSUE_LAYER:BY_CATEGORY:QUILL:QUILL] with the first being the body part you want to give a tissue, and the second being the name of your tissue. Here's an example from my own work;
Code: [Select]
[TISSUE:OLDBONE]
[TISSUE_NAME:weathered bone:NP]
[TISSUE_MATERIAL:INORGANIC:COPPER]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]

[TISSUE_LAYER:BY_CATEGORY:ALL:OLDBONE]

im still getting

Spoiler (click to show/hide)

speaking of, can you tell whats wrong with phantom scorpions?
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Arcvasti

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Re: [43.05] Trog Fortress
« Reply #31 on: January 23, 2017, 10:24:04 pm »

According to that errorlog, the quills are still trying to refer to a Quill tissue template. As for the Phantom Scorpion thing, I'm guessing you made the same mistake I did and named the syndrome-carrying material one thing and then attempted to call it another thing later.
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Kyubee

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Re: [43.05] Trog Fortress
« Reply #32 on: January 23, 2017, 10:40:36 pm »

According to that errorlog, the quills are still trying to refer to a Quill tissue template. As for the Phantom Scorpion thing, I'm guessing you made the same mistake I did and named the syndrome-carrying material one thing and then attempted to call it another thing later.

Code: [Select]
[USE_MATERIAL_TEMPLATE:VENOM:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen phantom scorpion venom]
[STATE_ADJ:ALL_SOLID:frozen phantom scorpion venom]
[STATE_NAME:LIQUID:phantom scorpion venom]
[STATE_ADJ:LIQUID:phantom scorpion venom]
[STATE_NAME:GAS:boiling phantom scorpion venom]
[STATE_ADJ:GAS:boiling phantom scorpion venom]
[PREFIX:NONE]
[ENTERS_BLOOD]
[SYNDROME]
[SYN_NAME:phantom scorpion sting]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:SCORPION_PHANTOM:ALL]
[SYN_INJECTED]
[CE_NUMBNESS:SEV:300:PROB:100:START:5:PEAK:10:END:33600]
[CE_DIZZINESS:SEV:65:PROB:100:START:5:PEAK:10:END:33600]
[ATTACK:STING:BODYPART:BY_CATEGORY:STINGER]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:sting:stings]
[ATTACK_CONTACT_PERC:5]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_PRIORITY:MAIN]
[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]

This is the code for their venom. Know how I can make it work?
« Last Edit: January 23, 2017, 10:57:59 pm by Kyubee »
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Arcvasti

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Re: [43.05] Trog Fortress
« Reply #33 on: January 23, 2017, 11:09:29 pm »

According to that errorlog, the quills are still trying to refer to a Quill tissue template. As for the Phantom Scorpion thing, I'm guessing you made the same mistake I did and named the syndrome-carrying material one thing and then attempted to call it another thing later.

This is the code for their venom. Know how I can make it work?

Yes, I made that exact mistake  myself. The wiki example detailing how injectable syndromes work is flawed. The error lies in these two lines:

[USE_MATERIAL_TEMPLATE:VENOM:CREATURE_EXTRACT_TEMPLATE]

This creates a new creature material using the EXTRACT_TEMPLATE with a material identifier of VENOM

[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]

This injects a local creature material whose identifier is POISON. As there is no local creature material with that identifier, it instead uses the default material[Which I think is probably blood]. Since blood doesn't have the [ENTERS_BLOOD] tag, it just splashes harmlessly against the victims skin when the scorpion stings.

Just change the bolded argument in SPECIALATTACK_INJECT_EXTRACT to both say "VENOM" and it should work fine.
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Kyubee

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Re: [43.05] Trog Fortress
« Reply #34 on: January 23, 2017, 11:19:03 pm »

According to that errorlog, the quills are still trying to refer to a Quill tissue template. As for the Phantom Scorpion thing, I'm guessing you made the same mistake I did and named the syndrome-carrying material one thing and then attempted to call it another thing later.

This is the code for their venom. Know how I can make it work?

Yes, I made that exact mistake  myself. The wiki example detailing how injectable syndromes work is flawed. The error lies in these two lines:

[USE_MATERIAL_TEMPLATE:VENOM:CREATURE_EXTRACT_TEMPLATE]

This creates a new creature material using the EXTRACT_TEMPLATE with a material identifier of VENOM

[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]

This injects a local creature material whose identifier is POISON. As there is no local creature material with that identifier, it instead uses the default material[Which I think is probably blood]. Since blood doesn't have the [ENTERS_BLOOD] tag, it just splashes harmlessly against the victims skin when the scorpion stings.

Just change the bolded argument in SPECIALATTACK_INJECT_EXTRACT to both say "VENOM" and it should work fine.

Danke, fraulein! Pardon my poorly spelled german!
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Kyubee

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Re: [43.05] Trog Fortress
« Reply #35 on: January 24, 2017, 04:30:40 am »

So, I spent today from the point after I had Phantom Scorpions fixed (I simply removed Quills from Zarekians for now due to repeated annoyances, use your imagination), testing out my mod. I started off by genning a small world, and cheating a ton to make what I'm calling "The Troglodyte Tower of Pride"; an around 6 z-level tall tower of Pine Wood, with a gigantic wall of Rubber Wood around it, and two separate moats. So far it's an empty shell, with nothing underground, and no military set up yet; I'm working on it. Thus far, however, the game works as intended, albiet with minor issues like a Giant Cave Bee from Creepycaverns trying to sneak attack my trade depot. Regardless, the game has a poor frame rate due to my usual large embarks, so i havent got my first migrant wave; I hope it goes well. Tomorrow, if I'm not hanging out with my friends, the few I have offscreen, I shall spend some time working on my own expansions to caverns and good biomes, as well as some races to accompany the Zarekians, and a "special surprise"... he he he.

Unrelatedly, has anyone tried making good entities and good slow learners, seeing if they work like Goblins and their slow learner servants?
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Kyubee

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Re: [43.05] Trog Fortress (Suggestions encouraged)
« Reply #36 on: January 26, 2017, 02:10:16 am »

So, today I got bored of not doing updates, and added six special new metals for you guys. Theres cobalt, in this mod a unique version of adamantine only refinable by Zarekians (It's heavier, but cant hold quite as much of an edge. It's about half the weight of steel, and 85% as sharp as adamantine. Does that need a buff? I didnt check steels sharpness) and five metals that have references behind them. Anybody who can identify the references, and the subreference within the same area of the same franchise (Much more subtle, needs you to find them in the raws and think about vanilla raws at the same time as a hint since nobody would get it normally) gets an artifact !☼Adamantine Star☼!
« Last Edit: January 26, 2017, 02:12:16 am by Kyubee »
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Kyubee

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I recently updated the mod; Now there are two kobold-based player races, one small, one large.
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Asin

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Nice!

Kyubee

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After a long, move-and-flood-and-adaptation-to-new-home induced break, i am preparing the next version for release; I'm just working a bit on the bigger kobolds who have been my main focus since making them
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Kyubee

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Finally did that update I mentioned; Now I suppose I should work on it again. Say if you encounter any bugs, mmkay guys?
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