Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 112 113 [114] 115 116 ... 357

Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 429609 times)

Musashi

  • Bay Watcher
  • cancels Work: distracted by Dwarf Fortress.
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1695 on: January 11, 2011, 06:59:27 pm »

Added the modded body to my previous post. Here's the error log:
Code: [Select]
*** Error(s) found in the file "data/save/region7/raw/objects/creature_apsaras.txt"
APSARA:Body Token Recognized But Could Not Connect: 3EYES
APSARA:Body Token Recognized But Could Not Connect: NOSE
APSARA:Body Token Recognized But Could Not Connect: THROAT
APSARA:Body Token Recognized But Could Not Connect: NECK
APSARA:Body Token Recognized But Could Not Connect: BRAIN
APSARA:Body Token Recognized But Could Not Connect: SKULL
APSARA:Body Token Recognized But Could Not Connect: MOUTH
APSARA:Body Token Recognized But Could Not Connect: FACIAL_FEATURES
APSARA:Body Token Recognized But Could Not Connect: TEETH
APSARA BP Mod DEEP_VOICE Was Not Used
APSARA BP Mod RASPY_VOICE Was Not Used
APSARA BP Mod THICKNESS Was Not Used
APSARA:Attack BITE seems to have correct format but could not find proper BPs in any caste, so not added
APSARA Color Mod Ending With (ECRU,1) Was Not Used
Logged
I don't mean to alarm you, but it appears that your Dwarves are all in fact elephants.

D_E

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1696 on: January 11, 2011, 07:08:35 pm »

You removed the [HEAD] tag from the head :).  The error messages are all the things that depend on the Head bodypart having the [HEAD] tag failing to figure out where they should attach themselves.  The suffocation is probably due to the creature not having a brain and also not having the NO_THOUGHT_CENTER_FOR_MOVEMENT (I think it is) tag.

If you put the [HEAD] tag back on the head, it should fix all your problems. 

Alternatively, if you want to keep the head as nonessential, the body parts listed in the errorlog are a complete list of the ones you'll need to duplicate and fix, as I mentioned in my earlier post.

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)

Musashi

  • Bay Watcher
  • cancels Work: distracted by Dwarf Fortress.
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1697 on: January 11, 2011, 07:14:54 pm »

*facepalms* I had completely forgotten about the head tag. Even though I was the one to bring up the idea of putting it back. Shouldn't fiddle with things past midnight. :'(
EDIT: the essential is done! But the hair colour still somehow doesn't show up.
« Last Edit: January 11, 2011, 07:32:40 pm by Musashi »
Logged
I don't mean to alarm you, but it appears that your Dwarves are all in fact elephants.

Starmantis

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1698 on: January 11, 2011, 07:31:19 pm »

Im having some raw issues, when I create a new txt file and put it in, it doesnt seem to read it, it ignores all the data within
Logged

D_E

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1699 on: January 11, 2011, 07:36:06 pm »

New text files have a couple of restrictions:

1) The names of body files must start body_, creature files must start creature_, item files item_, and so on.

2) The files must start as follows (example is for a body file):

Code: [Select]
body_whatever

[OBJECT:BODY]


That first line of text does nothing, but there seems to be some leftover code from 40d that makes the file not work if it doesn't have a line of plain text at the top.  In 40d, the text had to match the file name, but this seems to no longer be the case in 2010.  It seems like there just needs to be some text there.  Still, it's probably safest to make it match the file name.

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)

Starmantis

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1700 on: January 11, 2011, 07:38:55 pm »

Just figured out the problem I had [OBJECT_CREATURE] instead of [OBJECT:CREATURE], thanks for telling me
Logged

rephikul

  • Bay Watcher
  • [CURIOUSBEAST_IDEA]
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1701 on: January 13, 2011, 08:43:45 am »

How do I make elves butcherable and edible?
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.

MaximumZero

  • Bay Watcher
  • Stare into the abyss.
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1702 on: January 13, 2011, 01:49:33 pm »

Just elves, or everything sentient, like humans, goblins and kobolds, too?
Logged
  
Holy crap, why did I not start watching One Punch Man earlier? This is the best thing.
probably figured an autobiography wouldn't be interesting

rephikul

  • Bay Watcher
  • [CURIOUSBEAST_IDEA]
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1703 on: January 13, 2011, 02:32:59 pm »

Only elf.
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.

Tcei

  • Bay Watcher
  • Fear me! I am Bekat the Adorable Skull!
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1704 on: January 13, 2011, 06:30:01 pm »

Is there something special you have to do to get a creature to show up in arena mode ( or even at all for that matter). Im trying to make a forest cousin of the GCS but I cant seem to get it to show up.

right now all I've done is copied the GCS raws and replaced all instances of cave with forest. as well as remove ambusher (since I couldnt get it to show up in arena I wanted to know as soon as it showed in dwarf mode) changed biomes to forest and removed the deep tag.

but it still refuses to appear.

Here's the raw I plan to change it more after I get it to simply show up somewhere in the game.

Code: [Select]
tc_creatures

[OBJECT:CREATURE]

[CREATURE:SPIDER_FOREST_GIANT]
    [DESCRIPTION:A large forest monster with eight legs and sharp, venomous teeth.]
    [NAME:giant forest spider:giant forest spiders:giant forest spider]
    [CASTE_NAME:giant forest spider:giant forest spiders:giant forest spider]
    [CREATURE_TILE:'S'][COLOR:7:0:0]
    [PETVALUE:2500]
    [PET]
    [BIOME:ANY_FOREST]
    [THICKWEB][WEBIMMUNE][PARALYZEIMMUNE]
    [USE_MATERIAL_TEMPLATE:SILK:SILK_TEMPLATE]
    [WEBBER:LOCAL_CREATURE_MAT:SILK]
    [NO_SLEEP]
    [NOPAIN][EXTRAVISION][NOSTUN][NOEMOTION][NOFEAR]
    [LARGE_ROAMING][FREQUENCY:100][DIFFICULTY:3]
    [POPULATION_NUMBER:10:20]
    [CARNIVORE][NATURAL]
    [BUILDINGDESTROYER:1]
    [LARGE_PREDATOR]
    [SAVAGE]
    [GRASSTRAMPLE:10]
    [PREFSTRING:mystery]
    [NOBONES]
    [BODY:SPIDER:2EYES:HEART:GUTS:BRAIN:MOUTH]
    [BODY_DETAIL_PLAN:CHITIN_MATERIALS]
    [BODY_DETAIL_PLAN:CHITIN_TISSUES]
    [BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:CHITIN:FAT:MUSCLE]
    [SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
        [TL_MAJOR_ARTERIES]
    [BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
    [USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
    [TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
    [LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
    [HAS_NERVES]
    [USE_MATERIAL_TEMPLATE:ICHOR:ICHOR_TEMPLATE]
    [BLOOD:LOCAL_CREATURE_MAT:ICHOR: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:0:0:10000]
    [BODY_SIZE:1:0:50000]
    [BODY_SIZE:2:0:100000]
    [BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
    [BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
    [BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
    [MAXAGE:20:30]
    [USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]
        [STATE_NAME:ALL_SOLID:frozen giant forest spider venom]
        [STATE_ADJ:ALL_SOLID:frozen giant forest spider venom]
        [STATE_NAME:LIQUID:giant forest spider venom]
        [STATE_ADJ:LIQUID:giant forest spider venom]
        [STATE_NAME:GAS:boiling giant forest spider venom]
        [STATE_ADJ:GAS:boiling giant forest spider venom]
        [PREFIX:NONE]
        [ENTERS_BLOOD]
        [SYNDROME]
            [SYN_NAME:giant forest spider bite]
            [SYN_AFFECTED_CLASS:GENERAL_POISON]
            [SYN_IMMUNE_CREATURE:SPIDER_CAVE:ALL]
            [SYN_INJECTED]
            [CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]
    [ATTACK:STING:BODYPART:BY_CATEGORY:MOUTH]
        [ATTACK_SKILL:BITE]
        [ATTACK_VERB:bite:bites]
        [ATTACK_CONTACT_PERC:100]
        [ATTACK_FLAG_EDGE]
        [ATTACK_PRIORITY:MAIN]
        [SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]
        [ATTACK_FLAG_CANLATCH]
    [ALL_ACTIVE]
    [HOMEOTHERM:10040]
    [CASTE:FEMALE]
        [FEMALE]
    [CASTE:MALE]
        [MALE]
    [SELECT_CASTE:ALL]
        [SET_TL_GROUP:BY_CATEGORY:ALL:CHITIN]
            [TL_COLOR_MODIFIER:BROWN:1]
                [TLCM_NOUN:chitin:SINGULAR]
        [SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
            [TL_COLOR_MODIFIER:BLACK:1]
                [TLCM_NOUN:eyes:PLURAL]
    [SELECT_MATERIAL:ALL]
        [MULTIPLY_VALUE:4]
Logged
....They just refuse to stay down unless butchered, in which case their skins will haunt you until you subdue and tan them. Never has legendary butcher and legendary tanner seemed so valueable as in this release.

D_E

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1705 on: January 13, 2011, 07:05:26 pm »

The name of a creature file must start with creature_
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)

Fullmoon

  • Bay Watcher
  • Elfless
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1706 on: January 14, 2011, 04:50:45 am »

Uh, sorry for asking, wasn't playing DF for few month.

What about reactions with liquid products? Still doesn't work?
Logged
Quote from: Fishbulb
I got an artifact cave spider silk sock this morning. It's worth 5,720 dwarfbucks, and it doesn't menace with spikes of anything.
Quote
Dwarfs don't have issues.  Dwarfs merely have inspiration for the legendary artifact they will one day make.
Quote from: Urist son of Urist
Considering the general state of DF, I think Einstein and Newton are already rotating fast enough that you could hook them up to pumps and use them to kill Elves.

Iados

  • Bay Watcher
  • Back from the Dead
    • View Profile
    • deviantArt
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1707 on: January 14, 2011, 12:18:39 pm »

adding the [TRANCES] tag to a creature will make it go in martial trances and strange moods, right?

how i can make a creature that only have the trances but not the moods?
Logged

3

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1708 on: January 14, 2011, 12:23:06 pm »

Creatures of the player race will go into moods regardless of whether they have TRANCES or not. There's no way to prevent it.
Logged

Iados

  • Bay Watcher
  • Back from the Dead
    • View Profile
    • deviantArt
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1709 on: January 14, 2011, 12:35:17 pm »

i'm not creating a controlled creature, but a wild animal, and i want some kind of "rage mode". martial trances are simply perfect for that :).
if i don't give them [CAN_LEARN] and [CAN_SPEAK], they shouldn't create artifacts, right?
Logged
Pages: 1 ... 112 113 [114] 115 116 ... 357