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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 430475 times)

Seriyu

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1305 on: December 13, 2010, 01:45:05 am »

Huh. I could've sworn I checked that, buuut apparently not. Thanks!  :D

As a second and hopefully final (for now) question, is there a tutorial out there for making body templates? I know I've seen one somewhere but I can't recall where.

Edit: This is for a vermin as a note, which seem to have far less complicated bodies from what I can see.
« Last Edit: December 13, 2010, 01:49:05 am by Seriyu »
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3

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1306 on: December 13, 2010, 01:49:33 am »

What do you mean by "body templates"? If you mean explaining detail plans or body parts, you'll probably be able to find what you want here.
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Max White

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1307 on: December 13, 2010, 01:51:47 am »

Well I'm sure there are a few guides out there, BUT for a little extra support, you might want to think about the alternitive. VBase is a mod made by Mayday, and it allows you to make creatures more quickly and effectivly, so you could leearn to use that instead. I'm sure the people in that thread would be willing to support you in use for that perticular body set.

http://www.bay12forums.com/smf/index.php?topic=62500.0

Seriyu

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1308 on: December 13, 2010, 01:56:29 am »

That was exactly what I was looking for, thanks 3, and I'll look into VBASE too, thanks Max.

Korbac

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1309 on: December 13, 2010, 02:43:56 am »

[BODY:SOULGEM]
   [BP:SOULGEM:soul gem:STP][CONTYPE:HEAD][THOUGHT][CATEGORY:BRAIN]
      [DEFAULT_RELSIZE:50]
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Seriyu

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1310 on: December 13, 2010, 03:20:24 am »

One last question (hopefully), my created creature wouldn't show up in the testing arena until I put it, unchanged, from my own large temperate file, into the normal creature_large_temperate file.

Are any new additions required to be there, and if not what do I do to my own text files to make the game recognize them?

I already put [CREATURE:OBJECT] at the top of the file along with the file's name.

Thanks in advance.

Max White

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1311 on: December 13, 2010, 03:29:58 am »

Your first three lines should look like this.

creature_file_name

[OBJECT:CREATURE]

[CREATURE:"creature tag"]

Do you have all that?

Seriyu

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1312 on: December 13, 2010, 03:39:42 am »

If the [CREATURE:"creature tag"] is, for example [CREATURE:BEAR_BROWN], then yes.

If not, then I'm missing something.

Edit: WAIT I'M A DUMMY, the first word in the filename has to be creature.

My bad, problem solved.
« Last Edit: December 13, 2010, 03:45:54 am by Seriyu »
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rephikul

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1313 on: December 13, 2010, 03:45:41 am »

the top line of your file must match the file name discounting type. In example your file name is animal_seriyu.txt then put this on top:

animal_seriyu

[OBJECT:CREATURE]

[CREATURE:BEAR_BROWN]

As you can see, file name can be anything.
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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.

Seriyu

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1314 on: December 13, 2010, 03:47:03 am »

I just edited my post, but I just changed it from "xiadem_large_temperate" to "creature_xiadem_temperate" and now it works.

Thanks everyone!

Nihilist

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1315 on: December 13, 2010, 04:33:02 pm »

Still can't get secretions to work from teeth but build a work around.

First I modded in tongues

Code: [Select]
[BODY:TONGUE]
[BP:TONG:tongue:STP][CONTYPE:HEAD][CATEGORY:TONGUE][SMALL][INTERNAL]
[DEFAULT_RELSIZE:60]
--------------------------------------------------------------------------------------------------------
[BP_RELATION:BY_CATEGORY:TEETH:AROUND:BY_CATEGORY:TONGUE:75]
Then changed the secretions to be from the tongue
Code: [Select]
[SECRETION:LOCAL_CREATURE_MAT:TOXIC_SALIVA:LIQUID:BY_CATEGORY:TONGUE:TONGUE]and finished by giving the creature a secondary attack ... lick
Code: [Select]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TONGUE]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:lick:licks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
Now the creatures will lick their targets spreading the tongues contact poison ^.^
« Last Edit: December 13, 2010, 08:29:41 pm by Nihilist »
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Seriyu

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1316 on: December 13, 2010, 04:43:33 pm »

How can I make a creature not give out anything on butchering except vanilla meat? (IE, no organs.)

If that isn't possible without removing the organs, then how do I make it yield nothing at all?

I tried placing the [NOMEAT][NOSKULL][NOBONES] etc tags but they didn't seem to do anything.


E: figured it out, who would've imagined the [NOT_BUTCHERABLE] tag would make a creature not butcherable

Craziness I say
« Last Edit: December 13, 2010, 08:23:29 pm by Seriyu »
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D_E

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1317 on: December 13, 2010, 08:21:31 pm »

Quote from: Korbac
   [TISSUE:ADAMANTINE]
      [TISSUE_NAME:adamantine:adamantine]
      [TISSUE_MATERIAL:INORGANIC:ADAMANTINE]
      [MUSCULAR]
      [FUNCTIONAL]
      [STRUCTURAL]
      [RELATIVE_THICKNESS:1]
      [CONNECTS]
      [TISSUE_SHAPE:LAYER]
   [TISSUE:GAS]
      [TISSUE_NAME:adamantine gas:NP]
      [TISSUE_MATERIAL:INORGANIC:ADAMANTINE]
      [TISSUE_MAT_STATE:GAS]
      [RELATIVE_THICKNESS:25]
      [TISSUE_LEAKS]
      [TISSUE_SHAPE:LAYER]
   [TISSUE:CLAY]
      [TISSUE_NAME:clay:clay]
      [TISSUE_MATERIAL:INORGANIC:CLAY]
      [FUNCTIONAL]
      [STRUCTURAL]
      [RELATIVE_THICKNESS:1]
      [PAIN_RECEPTORS:500000]
      [TISSUE_SHAPE:LAYER]
   [TISSUE_LAYER:BY_CATEGORY:ALL:ADAMANTINE]
   [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:GAS]
   [TISSUE_LAYER:BY_TOKEN:SOULGEM:CLAY]

You're bodypart is fine.  The problem is probably some interplay with FUNCTIONAL tissues.  Both your Adamantine and your Clay are marked as FUNCTIONAL, and both are on the SOULGEM (adamantine is put their by [TISSUE_LAYER:BY_CATEGORY:ALL:ADAMANTINE], and you add clay specifically). 

What I think is happening is this:  When the Soulgem is struck, the clay is destroyed, knocking out the construct, but the adamantine layer is not.  So the creature doesn't die because it still has a working FUNCTIONAL layer on its SOULGEM.  To fix this, try removing FUNCTIONAL from you adamantine tissue, or add the adamantine in a more controlled manner.
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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)

Max White

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1318 on: December 13, 2010, 10:54:06 pm »

Nobles modding is so much fun.
I'm reworking the dwarf nobles, and so far my new nobles section alone is looking to be longer then the vanilla dwarf entity. If I can get this to work, this is going to rock.  8)

No question, just wanted to share.

EDIT: Ok, so now I need help. Basicaly trying to assign higher up nobles squads, as a personal guard. Can this be done on all nobles?

For some reason this dosn't work...
Spoiler (click to show/hide)

I untagged some things for testing reasons...

EDIT 2: Umm, I think I got it. For anybody wondering, I added [MILITARY_SCREEN_ONLY]

EDIT 3: Although while I'm here, for some reason I'm getting random masons and planters as my outpost liason, while I should be getting a merchant. Any reason why this is? Heres the raw

Spoiler (click to show/hide)

rephikul

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1319 on: December 14, 2010, 09:07:28 am »

EDIT 3: Although while I'm here, for some reason I'm getting random masons and planters as my outpost liason, while I should be getting a merchant. Any reason why this is?
Do you still have the old liason position? it might cause conflict if the responsibilities are the same. And on that note, liason has always been random jobs. Maybe it has something to do with it?

My question: Are there any way to list creature extracts neatly into a file like we can do with gems or stone? Right now I can only use object:inorganic which caused the extracts to appear both on the stone menu and the extract menu. Kinda unsightly.
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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.
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