Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 109 110 [111] 112 113 ... 357

Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 419276 times)

rephikul

  • Bay Watcher
  • [CURIOUSBEAST_IDEA]
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1650 on: January 01, 2011, 11:23:30 pm »

remove verminhunter tag from cats (which also remove their ability to hunt vermin, btw)
Logged
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.

D_E

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1651 on: January 01, 2011, 11:24:08 pm »

The adoption system is hard-coded as part of the VERMINEHUNTER tag.  The good news is that the tag is caste-specific, so you can mod it so females don't have the tag.  To do so, move the tag inside the MALE caste definition.

The cat raws are located in the creature_domestic file.

The VERMINEHUNTER tag is currently here:
Spoiler (click to show/hide)

Move it to here
Spoiler (click to show/hide)

As a side effect, female cats will no longer hunt vermin.

Edit: semi-ninja'd
« Last Edit: January 01, 2011, 11:25:51 pm by D_E »
Logged
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)

Krelian

  • Bay Watcher
  • Hola
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1652 on: January 01, 2011, 11:29:20 pm »

wow, awesome news... I planned to keep the females in cages anyways so...

btw this change would affect old save games?

edit: Thanks btw!
Logged

rephikul

  • Bay Watcher
  • [CURIOUSBEAST_IDEA]
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1653 on: January 01, 2011, 11:35:48 pm »

if you do it in save then it'd indeed affect saved games. All unadopted female cats will stop claiming owners.
Logged
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.

cartmann

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1654 on: January 02, 2011, 06:18:45 pm »

I was just wondering, is there a quick way to add a new body part to all creatures?
I just wanted to do it without adding the body part to something like [BRAIN].

D_E

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1655 on: January 02, 2011, 09:06:02 pm »

Not really.  Or rather: Yes, by adding it to something like BRAIN :D

You should add it to whatever body plans it makes most sense in.  Ie, if it's an organ add it to the internal organs, if it's an external body part, adding it to HUMANOID/QUADRAPED/etc might make the most sense.
Logged
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)

cartmann

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1656 on: January 02, 2011, 09:16:58 pm »

Well the problem is, is that I've tried adding Veins.
Sorta like arteries, but I can't use the tags. I've been trying to make bleeding a little more realistic, such as a few good stab wounds to the upper/lower body and you're in some deep shit..

It's ok for now, I made a new creature to test them :D

I'm assuming the [NUMBER:#] tag isn't working? I really don't want to can't be bothered to put in each individual vein O_o

D_E

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1657 on: January 02, 2011, 09:21:54 pm »

Yeah, as far as I know NUMBER hasn't been fixed yet.
Logged
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)

TuefelHundenIV

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1658 on: January 04, 2011, 01:11:04 am »

How do you make sure a new item shows up in a shop in adventure mode?  Like for example a new ammo type.
Logged

rephikul

  • Bay Watcher
  • [CURIOUSBEAST_IDEA]
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1659 on: January 04, 2011, 01:37:52 am »

if human entities have access to it, there's a good chance it'd be there.
Logged
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.

TomiTapio

  • Bay Watcher
  • OldGenesis since 2012
    • View Profile
    • My Flickr animal photos
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1660 on: January 04, 2011, 09:15:59 am »

Well the problem is, is that I've tried adding Veins.
Sorta like arteries, but I can't use the tags. I've been trying to make bleeding a little more realistic, such as a few good stab wounds to the upper/lower body and you're in some deep shit..
I have things like
muscle_template [VASCULAR:22]
bone [VASCULAR:20] (shattered bone messes up nearby tissues)
skin    [VASCULAR:11]  [PAIN_RECEPTORS:6]
Brain    [VASCULAR:90]  [PAIN_RECEPTORS:60] --hurts to have brain bruised! Animal should faint from brain area pain.
Lung    [VASCULAR:80] [PAIN_RECEPTORS:15]
Heart [VASCULAR:120] [PAIN_RECEPTORS:20]
Guts    [VASCULAR:30] [PAIN_RECEPTORS:50]
And Genesis mod's values are pretty similar.
Logged
==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1661 on: January 04, 2011, 09:38:24 am »

Actually brain does not have real pain receptors at all. Only concussions knock creatures out, if it's just something through the brain and it didn't touch vital spots, you may not notice it at all. My grandpa got a bayonet in his forehead and he survived it despite of the fact that it touched the brain. He said it was not painful, at least the pain was only in the forehead.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

kilakan

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1662 on: January 04, 2011, 10:53:44 am »

Ya, it's just the bone around the brain with all the pain receptors.
Logged
Nom nom nom

!!crundle!!

  • Bay Watcher
  • EVERYONE, I AM ON FIRE
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1663 on: January 04, 2011, 09:38:10 pm »

I'm trying to make a creature that can be beheaded without dying.

I've already relocated the brain, but it still dies after losing its head.

Help.
Logged
w̷̦̬̹̣͕̙͖͑̓̌̓̑̄͒͋͜͝h̙̩͈̱͚̳̳̪͖̙͕̥̳ͥ̍̔͂̑̿̓̍̑ͣ͆̅̀͢y̧̼̭͎͓̟̺͉̰͎̱̜ͫ̂́͗̐̑́w̢̬̪͈̲̽̋́̈̓ͨ̄͐̿̓ͧ̇ͩ̏ͫ̑̎͟͡ḩ̡͍̫̣̹̬̙̭͊ͯͯ̉͡y̔ͥ̏͛̀̂̎̆ͥͮ̐̍̈̏͆̓̅̒҉̢̘͚͎̠̻̣̯̥̠̙̤̪̮̝̲̜̪́̕̕ͅw̸̗̻̱ͭͣͦͤ̇̑̅͗ͨͬ͋̉͊ͨ͂͜hͩͪ̋ͣ̇̔͂ͧ̍̾͂͏̨̠͕̼̟͙̳̺͕̥͔̜̮̩̰̲̞̼y̴̸̵̪͕̜̪̙̦̘ͧ̽̇ͭͭͬͯ̾̈́̐̂̉͆͒ͤ̌̀̕w̺̟͙͙̭͇̟̮͉̯͈͖̩͔͊͛ͧͯ̀̿ͣͪ͂ͪ͘̕͠ͅh̷̴̷̢͉͖̺̦̣͙̓ͧ̅͋ͪ̾̓͒̌̒ͯ̇́ͯ̕y̋ͪ̓̒̈́͞͏̤̗̞̲̪͚̮̤̫̪̺̪̫̕w̸͔̺̱̼̪̮̘̟͖̭̱͓͈̜͇͚͉̙͊̈́ͦ̅̋̂ͩ̓͗́̚͡ͅĥ̶̨̟̺͕̌͆͒͑ͦͨ̉͆͜͜ý̧͓̼̘̯͉̘̺̩͇̻͈͔̖͎̜͍ͭ̌ͩ͟͝͞

rephikul

  • Bay Watcher
  • [CURIOUSBEAST_IDEA]
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1664 on: January 04, 2011, 10:57:12 pm »

I'm trying to make a creature that can be beheaded without dying.

I've already relocated the brain, but it still dies after losing its head.

Help.
either remove [HEAD] from head BP or [NOTHOUGHT] I believe.
Logged
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.
Pages: 1 ... 109 110 [111] 112 113 ... 357