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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 419289 times)

kilakan

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1605 on: December 27, 2010, 12:26:46 pm »

ah awesome thanks, that'll make the zombie hordes look some much better.
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vaaern

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1606 on: December 27, 2010, 12:32:26 pm »

And then another question. How do you make humans have a steel skin? (or other inorganic stuff) I've taken some things out of the material list (can't tell which, it's on the other pc) but I don't really think it works well (the creature still gets bruised and teared skin things.
Add this to them:
   [TISSUE:STEEL]
      [TISSUE_NAME:steel:steel]
      [TISSUE_MATERIAL:INORGANIC:STEEL]
      [MUSCULAR]
      [FUNCTIONAL]
      [STRUCTURAL]
      [RELATIVE_THICKNESS:3]
      [CONNECTS]
      [TISSUE_SHAPE:LAYER]
Does it matter where I put this?
As long as it is in the raw, it should work. Also, add this:
   [TISSUE_LAYER:BY_CATEGORY:ALL:STEEL]
thanks, at first it didn't work, but I removed ([BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]) and now it's working. At least with the test I did. Thanks again!
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D_E

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1607 on: December 27, 2010, 02:14:11 pm »

Anyone know how to do truly unique creatures? 

More than one of a given species of Megabeast can be created at worldgen, and I don't think there's a way to prevent this?

I was trying to do it with a genderless creature and an entity with a starting pop of 1, but this doesn't seem to work.  Which is odd, because I thought I got it working before.  Maybe the site/population changeover broke the relevant tokens?

Here is the relevant portion of the entity (I think):
Code: [Select]
[MAX_STARTING_CIV_NUMBER:1]
[START_GROUP_NUMBER:1]
[MAX_POP_NUMBER:1]
[MAX_SITE_POP_NUMBER:1]

Here's the whole entity, if you want to see:
Code: [Select]
entity_unique

[OBJECT:ENTITY]

[ENTITY:HEROS_SHADOW]
[CREATURE:HERO_SHADOW]
INDIV_CONTROLLABLE]
[ADVENTURE_TIER:20]
[TRANSLATION:GOBLIN]
[WEAPON:ITEM_WEAPON_SWORD]
[ARMOR:ITEM_ARMOR_BREASTPLATE:COMMON]
[ARMOR:ITEM_ARMOR_MAIL_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_LEATHER:COMMON]
[ARMOR:ITEM_ARMOR_CLOAK:COMMON]
[ARMOR:ITEM_ARMOR_VEST:COMMON]
[ARMOR:ITEM_ARMOR_TUNIC:COMMON]
[ARMOR:ITEM_ARMOR_ROBE:COMMON]
[HELM:ITEM_HELM_HOOD:COMMON]
[HELM:ITEM_HELM_CAP:COMMON]
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]
[SHIELD:ITEM_SHIELD_SHIELD]
[CLOTHING]
[SUBTERRANEAN_CLOTHING]
[CULL_SYMBOL:ALL:DOMESTIC]
[CULL_SYMBOL:ALL:SUBORDINATE]
[CULL_SYMBOL:ALL:EVIL]
[CULL_SYMBOL:ALL:FLOWERY]
[CULL_SYMBOL:ALL:UGLY]
[INDOOR_WOOD]
[INDOOR_FARMING]
[USE_ANIMAL_PRODUCTS]
[EQUIPMENT_IMPROVEMENTS]
[FRIENDLY_COLOR:0:7:0]
[DEFAULT_SITE_TYPE:CITY]
[LIKES_SITE:CITY]
[TOLERATES_SITE:CITY]
[START_BIOME:MOUNTAIN]
[START_BIOME:ANY_FOREST]
[BIOME_SUPPORT:ANY_FOREST:4]
[BIOME_SUPPORT:MOUNTAIN:4]
[SIEGER]
[MAX_STARTING_CIV_NUMBER:1]
[START_GROUP_NUMBER:1]
[MAX_POP_NUMBER:1]
[MAX_SITE_POP_NUMBER:1]
[RELIGION:REGIONAL_FORCE]
WANDERER
BEAST_HUNTER
SCOUT
[PERMITTED_REACTION:STEEL_MAKING]
[ETHIC:KILL_NEUTRAL:JUSTIFIED_IF_SELF_DEFENSE]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:JUSTIFIED_IF_SELF_DEFENSE]
[POSITION:MONARCH]
[NAME:your shadow:your shadows]
[NUMBER:1]
[SUCCESSION:BY_HEIR]
[PRECEDENCE:1]
[RULES_FROM_LOCATION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[COLOR:0:0:1]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

krisslanza

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1608 on: December 27, 2010, 05:30:21 pm »

What token is it that makes cotton candy not show up as a trade good for merchants and stuff? I made a reaction involving it, and the merchants and migrants keep bringing the new cotton candy along as starting goods or trade goods.

GaxkangtheUnbound

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1609 on: December 27, 2010, 05:56:49 pm »

What token is it that makes cotton candy not show up as a trade good for merchants and stuff? I made a reaction involving it, and the merchants and migrants keep bringing the new cotton candy along as starting goods or trade goods.
[DEEP_SPECIAL] is the token. However, if you have a reaction for it, then the cotton candy becomes a readily available trade good.
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krisslanza

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1610 on: December 27, 2010, 07:23:52 pm »

What token is it that makes cotton candy not show up as a trade good for merchants and stuff? I made a reaction involving it, and the merchants and migrants keep bringing the new cotton candy along as starting goods or trade goods.
[DEEP_SPECIAL] is the token. However, if you have a reaction for it, then the cotton candy becomes a readily available trade good.

Ah I see. If I use the [DEEP_SPECIAL] token won't the world gen with it then? The reactioned new metal isn't natural and I wouldn't want it cropping up in worldgen, but it kind of kills some balance if you happen to embark with some super crossbows and stuff.

kilakan

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1611 on: December 27, 2010, 07:36:36 pm »

hum along with that, is there any way to make a deep metal not spawn in the well.... deep, Like just not show up anywhere.
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LOSNR

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1612 on: December 28, 2010, 12:48:15 am »

hum along with that, is there any way to make a deep metal not spawn in the well.... deep, Like just not show up anywhere.

Don't give it an ore. Metals only spawn underground because they have stone types defined for them.
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rephikul

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1613 on: December 28, 2010, 02:08:25 am »

somehow this guy refuse to spawn. Any idea?

Spoiler: raw (click to show/hide)
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Intensifying Mod v0.23 for 0.31.25. Paper tigers are white.
Prepacked Dwarf Fortress with Intensifying mod v.0.23, Phoebus graphics set, DFhack, Dwarf Therapist, Runesmith and a specialized custom worldgen param.

rephikul

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1614 on: December 28, 2010, 02:10:42 am »

hum along with that, is there any way to make a deep metal not spawn in the well.... deep, Like just not show up anywhere.
the game only spawn the first mineral with that tag. So if you have other stuff like    oridecon/elunium with deep tag the game simply never spawn them.
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Prepacked Dwarf Fortress with Intensifying mod v.0.23, Phoebus graphics set, DFhack, Dwarf Therapist, Runesmith and a specialized custom worldgen param.

vaaern

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1615 on: December 28, 2010, 07:47:42 am »

Anyone know how to do truly unique creatures? 

More than one of a given species of Megabeast can be created at worldgen, and I don't think there's a way to prevent this?

I was trying to do it with a genderless creature and an entity with a starting pop of 1, but this doesn't seem to work.  Which is odd, because I thought I got it working before.  Maybe the site/population changeover broke the relevant tokens?

Here is the relevant portion of the entity (I think):
Code: [Select]
[MAX_STARTING_CIV_NUMBER:1]
[START_GROUP_NUMBER:1]
[MAX_POP_NUMBER:1]
[MAX_SITE_POP_NUMBER:1]

Here's the whole entity, if you want to see:
Code: [Select]
entity_unique

[OBJECT:ENTITY]

[ENTITY:HEROS_SHADOW]
[CREATURE:HERO_SHADOW]
INDIV_CONTROLLABLE]
[ADVENTURE_TIER:20]
[TRANSLATION:GOBLIN]
[WEAPON:ITEM_WEAPON_SWORD]
[ARMOR:ITEM_ARMOR_BREASTPLATE:COMMON]
[ARMOR:ITEM_ARMOR_MAIL_SHIRT:COMMON]
[ARMOR:ITEM_ARMOR_LEATHER:COMMON]
[ARMOR:ITEM_ARMOR_CLOAK:COMMON]
[ARMOR:ITEM_ARMOR_VEST:COMMON]
[ARMOR:ITEM_ARMOR_TUNIC:COMMON]
[ARMOR:ITEM_ARMOR_ROBE:COMMON]
[HELM:ITEM_HELM_HOOD:COMMON]
[HELM:ITEM_HELM_CAP:COMMON]
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]
[SHIELD:ITEM_SHIELD_SHIELD]
[CLOTHING]
[SUBTERRANEAN_CLOTHING]
[CULL_SYMBOL:ALL:DOMESTIC]
[CULL_SYMBOL:ALL:SUBORDINATE]
[CULL_SYMBOL:ALL:EVIL]
[CULL_SYMBOL:ALL:FLOWERY]
[CULL_SYMBOL:ALL:UGLY]
[INDOOR_WOOD]
[INDOOR_FARMING]
[USE_ANIMAL_PRODUCTS]
[EQUIPMENT_IMPROVEMENTS]
[FRIENDLY_COLOR:0:7:0]
[DEFAULT_SITE_TYPE:CITY]
[LIKES_SITE:CITY]
[TOLERATES_SITE:CITY]
[START_BIOME:MOUNTAIN]
[START_BIOME:ANY_FOREST]
[BIOME_SUPPORT:ANY_FOREST:4]
[BIOME_SUPPORT:MOUNTAIN:4]
[SIEGER]
[MAX_STARTING_CIV_NUMBER:1]
[START_GROUP_NUMBER:1]
[MAX_POP_NUMBER:1]
[MAX_SITE_POP_NUMBER:1]
[RELIGION:REGIONAL_FORCE]
WANDERER
BEAST_HUNTER
SCOUT
[PERMITTED_REACTION:STEEL_MAKING]
[ETHIC:KILL_NEUTRAL:JUSTIFIED_IF_SELF_DEFENSE]
[ETHIC:KILL_ENEMY:ACCEPTABLE]
[ETHIC:KILL_ANIMAL:JUSTIFIED_IF_SELF_DEFENSE]
[POSITION:MONARCH]
[NAME:your shadow:your shadows]
[NUMBER:1]
[SUCCESSION:BY_HEIR]
[PRECEDENCE:1]
[RULES_FROM_LOCATION]
[PUNISHMENT_EXEMPTION]
[FLASHES]
[BRAG_ON_KILL]
[CHAT_WORTHY]
[DO_NOT_CULL]
[KILL_QUEST]
[EXPORTED_IN_LEGENDS]
[COLOR:0:0:1]
[ACCOUNT_EXEMPT]
[DUTY_BOUND]

The creature I've made recently (my first) is now a totally unique megabeast. I simply made it one gender. But I'm not sure that is what you need?
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Max White

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1616 on: December 28, 2010, 07:16:29 pm »

Hi all. Question of the day: Why is it, that in the object testing arena, It dosn't show the colour of there scales in the description.

Code: [Select]
[CREATURE:ENCANTADO]
[DESCRIPTION:A little, scaled humanoid with a tail.]
[NAME:enchantado:enchantado:enchantado]
[CASTE_NAME:enchantado:enchantado:enchantado]
[CREATURE_TILE:'e'][COLOR:1:0:0][AMPHIBIOUS]
[LOCKPICKER][TRAPAVOID][FLEEQUICK]
[CAN_LEARN][CAN_SPEAK]
[CANOPENDOORS]
[PREFSTRING:shiney scales]
[BODY:HUMANOID:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:3TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:HAIR]
[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[REMOVE_TISSUE:HAIR]
[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE][BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]

[BODY_SIZE:0:0:1000]
[BODY_SIZE:1:168:5000]
[BODY_SIZE:12:0:20000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[SET_BP_GROUP:BY_CATEGORY:EYE]
[BP_APPEARANCE_MODIFIER:CLOSE_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:DEEP_SET:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[BP_APPEARANCE_MODIFIER:ROUND_VS_NARROW:0:70:90:100:110:130:200]
[APP_MOD_NOUN:eyes:PLURAL]
[SET_BP_GROUP:BY_CATEGORY:LIP]
[BP_APPEARANCE_MODIFIER:THICKNESS:50:70:90:100:110:130:200]
[APP_MOD_NOUN:lips:PLURAL]
[SET_BP_GROUP:BY_CATEGORY:NOSE]
[BP_APPEARANCE_MODIFIER:BROADNESS:25:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:LENGTH:25:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:UPTURNED:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:CONVEX:0:70:90:100:110:130:200]
[APP_MOD_NOUN:nose bridge:SINGULAR]
[SET_BP_GROUP:BY_CATEGORY:EAR]
[BP_APPEARANCE_MODIFIER:SPLAYED_OUT:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:HANGING_LOBES:0:70:90:100:110:130:200]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[APP_MOD_NOUN:ears:PLURAL]
[SET_BP_GROUP:BY_CATEGORY:TOOTH]
[BP_APPEARANCE_MODIFIER:GAPS:0:70:90:100:110:130:200]
[APP_MOD_NOUN:teeth:PLURAL]
[SET_BP_GROUP:BY_CATEGORY:SKULL]
[BP_APPEARANCE_MODIFIER:HIGH_CHEEKBONES:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:BROAD_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:JUTTING_CHIN:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:SQUARE_CHIN:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:THROAT]
[BP_APPEARANCE_MODIFIER:DEEP_VOICE:0:70:90:100:110:130:200]
[BP_APPEARANCE_MODIFIER:RASPY_VOICE:0:70:90:100:110:130:200]
[SET_BP_GROUP:BY_CATEGORY:HEAD]
[BP_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[BP_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[APP_MOD_IMPORTANCE:700]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[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_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[BABY:1]
[CHILD:12]
[EQUIPS]
[NOCTURNAL]
[HOMEOTHERM:10067]
[SWIMS_LEARNED][SWIM_SPEED:2500]
[MANNERISM_FINGERS:finger:fingers]
[MANNERISM_NOSE:nose]
[MANNERISM_EAR:ear]
[MANNERISM_HEAD:head]
[MANNERISM_EYES:eyes]
[MANNERISM_MOUTH:mouth]
[MANNERISM_HAIR:hair]
[MANNERISM_KNUCKLES:knuckles]
[MANNERISM_LIPS:lips]
[MANNERISM_CHEEK:cheek]
[MANNERISM_NAILS:nails]
[MANNERISM_FEET:feet]
[MANNERISM_ARMS:arms]
[MANNERISM_HANDS:hands]
[MANNERISM_TONGUE:tongue]
[MANNERISM_LEG:leg]
[MANNERISM_WALK]
[MANNERISM_SIT]
[MANNERISM_BREATH]
[MANNERISM_POSTURE]
[MANNERISM_STRETCH]
[MANNERISM_EYELIDS]
[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SCALE]
[TL_COLOR_MODIFIER:DARK_GREEN:1:DARK_INDIGO:1:DARK_SCARLET:1:TEAL:1:DARK_BLUE:1]
[TLCM_NOUN:scales:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:eyes:PLURAL]

3

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1617 on: December 28, 2010, 07:25:56 pm »

The creature doesn't actually have any scales. I'm surprised about how many people get hung up on this: defining a material or tissue only defines it. Doing so doesn't make it an actual part of the creature.

One possible fix:
Code: [Select]
...
[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE][BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]
...

Keeping skin and adding scales would be a little difficult to do correctly. You could use TISSUE_LAYER:SCALE:ALL after the detail plan, but that would result in a layer of scales over everything, including eyes and such.
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Max White

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1618 on: December 28, 2010, 07:42:32 pm »

Ah, I see the error of my ways. I was under the impression that using the tissue play also implyed it's position. Thanks for the heads up!

Urist McScoopbeard

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1619 on: December 28, 2010, 09:04:24 pm »

does anyine know where i can find the raws for the metalsmith's forge and the reactiona for it?
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This conversation is getting disturbing fast, disturbingly erotic.
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