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Author Topic: Island of Urist McMoreau (Creature Modding Thread)  (Read 3723 times)

Itnetlolor

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Island of Urist McMoreau (Creature Modding Thread)
« on: March 28, 2010, 01:37:42 pm »

I know, I already made a thread regarding the Carippo, but that's an independent project semi-related to this.

However, I ask, what bizarre creatures of your own craft have you made before? What experiments do you want run? What kinds of creatures do you want to see that could be possible by editing raws, or building from raws?

Well, here's the thread to discuss some creations that should not exist, but do because Armok beckons them to be.

Examples:
My Carippo (link (Updated to more proper forum))
Sentient Wagons (trainable pets that you could bring with you on embark (aside pack-wagon) and butcherable and etc.; failed, but was an interesting idea. I wanted to see how wagon meat would taste.)

Oh, and feel free to post the raws in the 'Code' tags.

Raw editing experience is not required; anyone with experience can test them out for you. This is mostly an idea thread and if any of us have the free time, we'll also try them out, or make something that can work.
« Last Edit: March 28, 2010, 02:09:26 pm by Itnetlolor »
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dwarfguy2

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Re: Island of Urist McMoreau (Creature Modding Thread)
« Reply #1 on: March 28, 2010, 01:47:21 pm »

my 2 cents:
[CREATURE:BLOB]
         [NAME:blob:blobs:blobine]
         [TILE:'b'][COLOR:2:0:0]
         [GENPOWER:7]
         [FREQUENCY:100]
         [PREFSTRING:simple shape]
         [DIURNAL]
         [PETVALUE:1]
         [BODY:BIPED:2EYES]
         [CHILD:1][CHILDNAME:junior blob:junior blobs]
         [MUNDANE]
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LordSlowpoke

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Re: Island of Urist McMoreau (Creature Modding Thread)
« Reply #2 on: March 28, 2010, 01:48:44 pm »

my 2 cents:
[CREATURE:BLOB]
         [NAME:blob:blobs:blobine]
         [TILE:'b'][COLOR:2:0:0]
         [GENPOWER:7]
         [FREQUENCY:100]
         [PREFSTRING:simple shape]
         [DIURNAL]
         [PETVALUE:1]
         [BODY:BIPED:2EYES]
         [CHILD:1][CHILDNAME:junior blob:junior blobs]
         [MUNDANE]
I replied in the other thread, but what the hell. Add the following to body_default.txt and you should be set:
Code: [Select]
[BODY:BIPED]
[BP:UB:biped][UPPERBODY][LOWERBODY]
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dwarfguy2

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Re: Island of Urist McMoreau (Creature Modding Thread)
« Reply #3 on: March 28, 2010, 01:49:27 pm »

okay, do i have to gen a new world?
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LordSlowpoke

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Re: Island of Urist McMoreau (Creature Modding Thread)
« Reply #4 on: March 28, 2010, 01:50:17 pm »

I guess you have to, use some basic logic - if this isn't supposed to spawn from a chasm, it has to be created at worldgen.
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Itnetlolor

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Re: Island of Urist McMoreau (Creature Modding Thread)
« Reply #5 on: March 28, 2010, 01:50:23 pm »

I think so, and I suppose the child blob name could instead be bloblet. It just rolls off the tongue better.

Oh, and I think you forgot to include location tags so they spawn more frequently in certain biome(s).
« Last Edit: March 28, 2010, 01:53:16 pm by Itnetlolor »
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LordSlowpoke

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Re: Island of Urist McMoreau (Creature Modding Thread)
« Reply #6 on: March 28, 2010, 01:53:17 pm »

Shouldn't this thread be moved over to the DF Modding section, anyway?
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Itnetlolor

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Re: Island of Urist McMoreau (Creature Modding Thread)
« Reply #7 on: March 28, 2010, 01:53:59 pm »

Shouldn't this thread be moved over to the DF Modding section, anyway?
Crap, I forgot there was one.

One second please...

EDIT:
There we go. Can't believe I forgot about that.
« Last Edit: March 28, 2010, 01:57:42 pm by Itnetlolor »
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LordSlowpoke

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Re: Island of Urist McMoreau (Creature Modding Thread)
« Reply #8 on: March 28, 2010, 01:57:54 pm »

Yay, proper forum. So, will you post the raws for your wagon-thing? Maybe I could help you out.
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dwarfguy2

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Re: Island of Urist McMoreau (Creature Modding Thread)
« Reply #9 on: March 28, 2010, 01:59:38 pm »

there is no option for me to purchase a blob/junior blob!
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Itnetlolor

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Re: Island of Urist McMoreau (Creature Modding Thread)
« Reply #10 on: March 28, 2010, 02:00:31 pm »

Code: [Select]
[CREATURE:EQUIPMENT_WAGON]
    [NAME:wagon:wagons:wagon]
    [TILE:'W'][COLOR:6:0:0]
    [EQUIPMENT_WAGON][COMMON_DOMESTIC]
    [TRAINABLE][PET]
    [BUTCHERABLE]
    [HAS_RACEGLOSS:WOOD]
    [ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:USE_RACEGLOSS]
    [NOSMELLYROT]
    [BODY:WAGON]
    [SIZE:12]
    [ALL_ACTIVE]
    [NO_GENDER]
    [MATERIAL:WOOD:USE_RACEGLOSS]
    [TRADE_CAPACITY:15000]
    [MUNDANE]
I merely copied a few tags from the domestic file and erased NOT from BUTCHERABLE. I wanted to be able to purchase them on embark as well. Kinda also wanted them to be full scale as you see in game, and not a bunch of brown Ws. But yeah, results = not good.
« Last Edit: March 28, 2010, 02:06:08 pm by Itnetlolor »
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LordSlowpoke

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Re: Island of Urist McMoreau (Creature Modding Thread)
« Reply #11 on: March 28, 2010, 02:13:08 pm »

Code: [Select]
[CREATURE:EQUIPMENT_WAGON]
    [NAME:wagon:wagons:wagon]
    [TILE:'W'][COLOR:6:0:0]
    [EQUIPMENT_WAGON][COMMON_DOMESTIC]
    [TRAINABLE][PET]
    [BUTCHERABLE]
    [HAS_RACEGLOSS:WOOD]
    [ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:USE_RACEGLOSS]
    [NOSMELLYROT]
    [BODY:WAGON]
    [SIZE:12]
    [ALL_ACTIVE]
    [NO_GENDER]
    [MATERIAL:WOOD:USE_RACEGLOSS]
    [TRADE_CAPACITY:15000]
    [MUNDANE]
I merely copied a few tags from the domestic file and erased NOT from BUTCHERABLE. I wanted to be able to purchase them on embark as well. Kinda also wanted them to be full scale as you see in game, and not a bunch of brown Ws.
You will have to make a separate wagon entity for the butcherable part, unless you don't really need the trading wagons, then you can just modify the regulars.
First, take off those: [EQUIPMENT_WAGON] [HAS_RACEGLOSS:WOOD] [ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:USE_RACEGLOSS] [MATERIAL:WOOD:USE_RACEGLOSS] and [trADE_CAPACITY:15000]. Dunno what the [MUNDANE] tag does.
However, if you plan on just butchering them and recieving some substance, you can use the [ITEMCORPSE:WOOD:NO_SUBTYPE] tag - here, you 'kill' the wagon and recieve some random wood. If you feel like breeding wagons, you need to give them genders, thus deleting the [NO_GENDER] tag. From what I see there is no [GENDER_MALE] etc. etc. tag, so if you don't have a [NO_GENDER] tag, the game takes it as granted that you can have...due to inhumane mental images, I'll stay away from an explaination.
You might also want: [LAYERING:700] (or higher, so your new pets don't freeze in the tundra) [HOMEOTHERM:10067] (regular creature temperature) [MAXAGE:80:90] (unless you want wagons that don't die of old age, then just copy the tag off the elves). Oh, and [CHILD:2][CHILDNAME:junior wagon:junior wagons].
Can't think of anything else right now.
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Itnetlolor

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Re: Island of Urist McMoreau (Creature Modding Thread)
« Reply #12 on: March 28, 2010, 02:28:02 pm »

Code: [Select]
[CREATURE:EQUIPMENT_WAGON]
    [NAME:wagon:wagons:wagon]
    [TILE:'W'][COLOR:6:0:0]
    [EQUIPMENT_WAGON][COMMON_DOMESTIC]
    [TRAINABLE][PET]
    [BUTCHERABLE]
    [HAS_RACEGLOSS:WOOD]
    [ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:USE_RACEGLOSS]
    [NOSMELLYROT]
    [BODY:WAGON]
    [SIZE:12]
    [ALL_ACTIVE]
    [NO_GENDER]
    [MATERIAL:WOOD:USE_RACEGLOSS]
    [TRADE_CAPACITY:15000]
    [MUNDANE]
I merely copied a few tags from the domestic file and erased NOT from BUTCHERABLE. I wanted to be able to purchase them on embark as well. Kinda also wanted them to be full scale as you see in game, and not a bunch of brown Ws.
You will have to make a separate wagon entity for the butcherable part, unless you don't really need the trading wagons, then you can just modify the regulars.
First, take off those: [EQUIPMENT_WAGON] [HAS_RACEGLOSS:WOOD] [ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:USE_RACEGLOSS] [MATERIAL:WOOD:USE_RACEGLOSS] and [trADE_CAPACITY:15000]. Dunno what the [MUNDANE] tag does.
However, if you plan on just butchering them and recieving some substance, you can use the [ITEMCORPSE:WOOD:NO_SUBTYPE] tag - here, you 'kill' the wagon and recieve some random wood. If you feel like breeding wagons, you need to give them genders, thus deleting the [NO_GENDER] tag. From what I see there is no [GENDER_MALE] etc. etc. tag, so if you don't have a [NO_GENDER] tag, the game takes it as granted that you can have...due to inhumane mental images, I'll stay away from an explaination.
You might also want: [LAYERING:700] (or higher, so your new pets don't freeze in the tundra) [HOMEOTHERM:10067] (regular creature temperature) [MAXAGE:80:90] (unless you want wagons that don't die of old age, then just copy the tag off the elves). Oh, and [CHILD:2][CHILDNAME:junior wagon:junior wagons].
Can't think of anything else right now.
So, if I'm reading this correctly you want this to be input?:
Code: [Select]
[CREATURE:SENTIENT_WAGON]
    [NAME:wagon:wagons:wagon]
    [TILE:'W'][COLOR:6:0:0]
    [COMMON_DOMESTIC]
    [TRAINABLE][PET]
    [BUTCHERABLE]
    [ITEMCORPSE:WOOD:NO_SUBTYPE]
    [NOSMELLYROT]
    [BODY:WAGON]
    [MAXAGE:80:90]
    [CHILD:2][CHILDNAME:Wheelbarrow:Wheelbarrows]
    [LAYERING:700]
    [HOMEOTHERM:10067]
    [SIZE:12]
    [ALL_ACTIVE]
    [MUNDANE]
[MUNDANE] (according to the wiki) just means they'll ignore you unless threatened or feel cruel.

But yeah, I kinda hope/wish they would be the full 3x3 scale wagons instead of just brown Ws when made.

EDIT:
I find it funny with the [trAINABLE] tag, we'll have War Wagons ;D.
« Last Edit: March 28, 2010, 02:35:19 pm by Itnetlolor »
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LordSlowpoke

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Re: Island of Urist McMoreau (Creature Modding Thread)
« Reply #13 on: March 28, 2010, 02:40:33 pm »

Code: [Select]
[CREATURE:EQUIPMENT_WAGON]
    [NAME:wagon:wagons:wagon]
    [TILE:'W'][COLOR:6:0:0]
    [EQUIPMENT_WAGON][COMMON_DOMESTIC]
    [TRAINABLE][PET]
    [BUTCHERABLE]
    [HAS_RACEGLOSS:WOOD]
    [ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:USE_RACEGLOSS]
    [NOSMELLYROT]
    [BODY:WAGON]
    [SIZE:12]
    [ALL_ACTIVE]
    [NO_GENDER]
    [MATERIAL:WOOD:USE_RACEGLOSS]
    [TRADE_CAPACITY:15000]
    [MUNDANE]
I merely copied a few tags from the domestic file and erased NOT from BUTCHERABLE. I wanted to be able to purchase them on embark as well. Kinda also wanted them to be full scale as you see in game, and not a bunch of brown Ws.
You will have to make a separate wagon entity for the butcherable part, unless you don't really need the trading wagons, then you can just modify the regulars.
First, take off those: [EQUIPMENT_WAGON] [HAS_RACEGLOSS:WOOD] [ITEMCORPSE:WOOD:NO_SUBTYPE:WOOD:USE_RACEGLOSS] [MATERIAL:WOOD:USE_RACEGLOSS] and [trADE_CAPACITY:15000]. Dunno what the [MUNDANE] tag does.
However, if you plan on just butchering them and recieving some substance, you can use the [ITEMCORPSE:WOOD:NO_SUBTYPE] tag - here, you 'kill' the wagon and recieve some random wood. If you feel like breeding wagons, you need to give them genders, thus deleting the [NO_GENDER] tag. From what I see there is no [GENDER_MALE] etc. etc. tag, so if you don't have a [NO_GENDER] tag, the game takes it as granted that you can have...due to inhumane mental images, I'll stay away from an explaination.
You might also want: [LAYERING:700] (or higher, so your new pets don't freeze in the tundra) [HOMEOTHERM:10067] (regular creature temperature) [MAXAGE:80:90] (unless you want wagons that don't die of old age, then just copy the tag off the elves). Oh, and [CHILD:2][CHILDNAME:junior wagon:junior wagons].
Can't think of anything else right now.
So, if I'm reading this correctly you want this to be input?:
Code: [Select]
[CREATURE:SENTIENT_WAGON]
    [NAME:wagon:wagons:wagon]
    [TILE:'W'][COLOR:6:0:0]
    [COMMON_DOMESTIC]
    [TRAINABLE][PET]
    [BUTCHERABLE]
    [ITEMCORPSE:WOOD:NO_SUBTYPE]
    [NOSMELLYROT]
    [BODY:WAGON]
    [MAXAGE:80:90]
    [CHILD:2][CHILDNAME:Trailer:Trailers]
    [LAYERING:700]
    [HOMEOTHERM:10067]
    [SIZE:12]
    [ALL_ACTIVE]
    [MUNDANE]
[MUNDANE] (according to the wiki) just means they'll ignore you unless threatened or feel cruel.
Then [MUNDANE] can stay.
And now, some tweaks to make them actually appear in nature:
[LARGE_PREDATOR]
[BIOME:ANY_LAND]
[LARGE_ROAMING][FREQUENCY:15]
[POPULATION_NUMBER:5:30]
[CLUSTER_NUMBER:1:2]
[SWIMS_INNATE][SWIM_SPEED:2000]
[DAMBLOCK:5]
[ATTACK:MAIN:BYTYPE:STANCE:smash:smashes:5:9:BLUDGEON][ATTACKFLAG_WITH]
[NOFEAR]


Add all of those and congratulations! Your new wagon should be in a new generated world, probably a bastard worthy the name of the King of Beasts. But hey, the thing's 3x3, it deserves some power.
And I think I made it's attack power simillar to a demon's, so I dunno - it might be overpowered a notch? Field testing is needed.
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Itnetlolor

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Re: Island of Urist McMoreau (Creature Modding Thread)
« Reply #14 on: March 28, 2010, 02:50:12 pm »

Testing it now, and I already have some options.

Wagon, Wheelbarrow, Hunting Wagon, and War Wagon. Priced 1 and 2 respectively. That'll be dealt with later.

UPDATE:
Bad news, upon embark, they're all Ws for one, and second off, they're dying on the spot (or blinking in pain or bleeding or something, though the wounds screen says nothing about it). However, they are moving around.
« Last Edit: March 28, 2010, 02:53:57 pm by Itnetlolor »
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