Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 116 117 [118] 119 120 ... 357

Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 427184 times)

D_E

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1755 on: January 21, 2011, 07:00:50 pm »

Their blood would damage anyone near them.  Creatures with gaseous blood release clouds of the stuff when they get hit.  And since they wouldn't be immune to their own blood, they'd start to bleed all over, thereby releasing even more blood, until they bled out.

Syndromes are possible, but I think less reliable.

You can't add syndromes to templates.  However, you could add one immediately after you invoke the template:
Code: [Select]
   [USE_MATERIAL_TEMPLATE:BLOOD:METAL_TEMPLATE]
     [SYNDROME] etc

   [BLOOD:LOCAL_CREATURE_MAT:BLOOD:GAS]
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)

gauld

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1756 on: January 21, 2011, 07:55:20 pm »

thanks i got it working, though i had to make them immune to their own poison because they'd die as soon as they spawned
Logged

martinuzz

  • Bay Watcher
  • High dwarf
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1757 on: January 21, 2011, 07:58:01 pm »

I've tried to create a species of colonial giant hornets. They should appear in groups of 15-30, in forested areas.
I hope the caste settings I gave them allows them to breed succesfully during worldgen, and ingame. ALso, for realism, if they work as I intend, only the infertile workers and soldiers will be able to sting. The queens and drones should only be able to bite.
Please, can someone check and see if I made any mistakes?

Spoiler (click to show/hide)

I've added
Code: [Select]
[BODY:INSECT_STINGER]
    [BP:INSECT_STINGER:stinger:STP][CON:LB][CATEGORY:STINGER]
        [DEFAULT_RELSIZE:300]
to the body_default.txt, to account for the new insect stinger bodypart. (I didn't want to use the existing one, for it connects to a tail, and hornets do not have tails). I hope I did that right.
Logged
Friendly and polite reminder for optimists: Hope is a finite resource

We can ­disagree and still love each other, ­unless your disagreement is rooted in my oppression and denial of my humanity and right to exist - James Baldwin

http://www.bay12forums.com/smf/index.php?topic=73719.msg1830479#msg1830479

Robert

  • Bay Watcher
  • The Librarian.
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1758 on: January 21, 2011, 09:00:14 pm »

Im trying to make a venom that causes full body profuse bleeding. I think this is the part where theres a problem. Halp? The venom is applied properly, it shows up upon creature examination, but there no full body bleeding to be had.

   [USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]
      [STATE_NAME:ALL_SOLID:trog venom]
      [STATE_ADJ:ALL_SOLID:trog venom]
      [STATE_NAME:LIQUID:trog venom]
      [STATE_ADJ:LIQUID:trog venom]
      [STATE_NAME:GAS:boiling trog venom]
      [STATE_ADJ:GAS:boiling trog venom]
      [PREFIX:NONE]
      [ENTERS_BLOOD]
      [SYNDROME]
         [SYN_NAME:trog venom]
         [SYN_AFFECTED_CLASS:GENERAL_POISON]
         [SYN_IMMUNE_CREATURE:TROG:ALL]
         [SYN_INJECTED]
         [CE_BLEEDING:SEV:100:PROB:100:START:5:PEAK:500:END:1500]
« Last Edit: January 21, 2011, 09:01:46 pm by Robert »
Logged

D_E

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1759 on: January 21, 2011, 09:29:15 pm »

thanks i got it working, though i had to make them immune to their own poison because they'd die as soon as they spawned

That's actually really neat, I didn't know creatures were affected by their own blood-born syndromes.  Opens up some possibilities....
____________________________________________________________
@Robert
Try adding BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY to the CE tag.  Bleeding may require you to specify a tissue in some way.
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)

rephikul

  • Bay Watcher
  • [CURIOUSBEAST_IDEA]
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1760 on: January 21, 2011, 11:52:17 pm »

Im trying to make a venom that causes full body profuse bleeding. I think this is the part where theres a problem. Halp? The venom is applied properly, it shows up upon creature examination, but there no full body bleeding to be had.
[SNIP]
the reason being this poison doesnt make contact with full body. You need some sort of liquid spraying attack to make it stick to every part of the creature, and add the poison to do contact damage. Only then you'd get full body bleeding.
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.

gauld

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1761 on: January 22, 2011, 01:52:11 am »

this may be a stupid question, but if i delete a bunch of items,creatures, etc will the game experience problems?  should i leave the text files or just delete those too?  i'm working on a total overhaul mod and over 90% of the monsters and items don't fit in with the setting...
Logged

Schmlok

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1762 on: January 22, 2011, 02:10:35 am »

It shouldn't, It just wont affect an already existing world.
Logged

rephikul

  • Bay Watcher
  • [CURIOUSBEAST_IDEA]
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1763 on: January 22, 2011, 02:11:32 am »

this may be a stupid question, but if i delete a bunch of items,creatures, etc will the game experience problems?  should i leave the text files or just delete those too?  i'm working on a total overhaul mod and over 90% of the monsters and items don't fit in with the setting...
sometimes the game consider certain item types as hard coded. In example I have run into problems when I did not have any instrument types or toy types. But for the most part, you can delete most objects within a specific type without any issues, just leave or make 1-2 samples to keep the game happy.
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.

Musashi

  • Bay Watcher
  • cancels Work: distracted by Dwarf Fortress.
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1764 on: January 22, 2011, 06:37:02 am »

Heya, I'm back  :D
I'm trying to mod in a dryad civilization. I'm having a bit of difficulty to make it so that they have wood instead of bone, skin and organ tissues, sap* instead of blood, and leaves/flowers* on their head.
I've been trying to copy parts of the mushroom man's raws and using the elf's as a base, but being a noob, I didn't go very far. A little help here?
I didn't change the tokens that describe details in appearances since they are, well, details. They are not supposed to have facial hair, eyes of these colors, etc.
Code: [Select]
[CREATURE:DRYAD]
[DESCRIPTION:An incarnation of trees. Dryads were taught most of their language by the elves. A humanoid with leafy antlers growing out of its skull that seeks revenge for their fallen family.]
[NAME:dryad:dryads:dryadic]
[CASTE_NAME:dryad:dryads:dryadic]
[CREATURE_TILE:'Y'][COLOR:3:0:0]
[INTELLIGENT]
[BENIGN]
[PREFSTRING:warmth when they burn]
[SPEECH:dryad.txt]
[PERSONALITY:IMAGINATION:0:55:100]
[PERSONALITY:ARTISTIC_INTEREST:0:60:100]
[PERSONALITY:INTELLECTUAL_CURIOSITY:0:55:100]
[PERSONALITY:SELF_DISCIPLINE:0:45:100]
[PERSONALITY:ACTIVITY_LEVEL:0:40:100]
[NOT_BUTCHERABLE]
[NONAUSEA]
[MISCHIEVIOUS]
[NO_WINTER]
[GRASSTRAMPLE:0]
[USE_MATERIAL_TEMPLATE:PH_TISSUE:STRUCTURAL_PLANT_TEMPLATE]
[STATE_NAME:ALL_SOLID:dryad tissue]
[STATE_ADJ:ALL_SOLID:dryad tissue]
[STATE_NAME:LIQUID:melted dryad tissue]
[STATE_ADJ:LIQUID:melted dryad tissue]
[STATE_NAME:GAS:boiling dryad tissue]
[STATE_ADJ:GAS:boiling dryad tissue]
[PREFIX:NONE]
[BODY:HUMANOID:2EYES:2EARS:2HEAD_ANTLER:2LUNGS:HEART:GUTS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:3TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]
[BODYGLOSS:BRANCH_ARM]
[BODYGLOSS:ROOTS_FOOT]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUES]
[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]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[PHYS_ATT_RANGE:AGILITY:450:950:1150:1250:1350:1550:2250]               +
[PHYS_ATT_RANGE:RECUPERATION:450:950:1150:1250:1350:1550:2250]          +
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:1250:1500:1750:2000:2500:3000:5000]  +++
[MENT_ATT_RANGE:INTUITION:450:950:1150:1250:1350:1550:2250]             +
[MENT_ATT_RANGE:PATIENCE:150:600:800:900:1000:1100:1500]                -
[MENT_ATT_RANGE:MEMORY:5000:5000:5000:5000:5000:5000:5000]              max
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:1250:1500:1750:2000:2500:3000:5000]  +++
[MENT_ATT_RANGE:SPATIAL_SENSE:450:950:1150:1250:1350:1550:2250]         +
[MENT_ATT_RANGE:MUSICALITY:450:950:1150:1250:1350:1550:2250]            +
[MENT_ATT_RANGE:KINESTHETIC_SENSE:700:1200:1400:1500:1600:1800:2500]    ++
[MENT_ATT_RANGE:EMPATHY:450:950:1150:1250:1350:1550:2250]               +
[MENT_ATT_RANGE:SOCIAL_AWARENESS:450:950:1150:1250:1350:1550:2250]      +
[BODY_SIZE:0:0:3000]
[BODY_SIZE:1:168:15000]
[BODY_SIZE:12:0:60000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:50:80:95:100:105:120:150]
[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]
[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: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]
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]
[BABY:3]
[CHILD:7]
[EQUIPS]
[DIURNAL]
[HOMEOTHERM:10067]
[IGNITE_POINT:10417]
[MANNERISM_FINGERS:finger:fingers]
[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_FEET:feet]
[MANNERISM_ARMS:arms]
[MANNERISM_HANDS:hands]
[MANNERISM_TONGUE:tongue]
[MANNERISM_LEG:leg]
[MANNERISM_LAUGH]
[MANNERISM_SMILE]
[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:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
[TL_COLOR_MODIFIER:GOLDEN_YELLOW:1:GOLDENROD:1:MOSS_GREEN:1:ORANGE:1:PUMPKIN:1:RED:1:SAFFRON:1:SCARLET:1:SILVER:1:WHITE:1]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:EYEBROW]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyebrows:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:EYELASH]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:50:80:90:100:110:120:150]
[APP_MOD_NOUN:eyelashes:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHEEK_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:CHIN_WHISKERS]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:MOUSTACHE]
[PLUS_TL_GROUP:BY_CATEGORY:HEAD:SIDEBURNS]
[TISSUE_LAYER_APPEARANCE_MODIFIER:LENGTH:0:0:0:0:0:0:0]
[APP_MOD_RATE:1:DAILY:0:1000:0:0:NO_END]
[APP_MOD_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_AQUA:1:IRIS_EYE_AQUAMARINE:1:IRIS_EYE_AZURE:1:IRIS_EYE_BLUE:1:IRIS_EYE_CERULEAN:1:IRIS_EYE_DARK_BLUE:1:IRIS_EYE_DARK_GREEN:1:IRIS_EYE_DARK_OLIVE:1:IRIS_EYE_EMERALD:1:IRIS_EYE_FERN_GREEN:1:IRIS_EYE_GREEN:1:IRIS_EYE_JADE:1:IRIS_EYE_LIGHT_BLUE:1:IRIS_EYE_MINT_GREEN:1:IRIS_EYE_MOSS_GREEN:1:IRIS_EYE_OLIVE:1:IRIS_EYE_PALE_BLUE:1:IRIS_EYE_PINE_GREEN:1:IRIS_EYE_SEA_GREEN:1:IRIS_EYE_SKY_BLUE:1:IRIS_EYE_SPRING_GREEN:1:IRIS_EYE_TEAL:1:IRIS_EYE_TURQUOISE:1:IRIS_EYE_AMBER:1:IRIS_EYE_GOLD:1:IRIS_EYE_GOLDEN_YELLOW:1:IRIS_EYE_YELLOW:1]
[TLCM_NOUN:eyes:PLURAL]


*the important part is not so much changing the actual material, as both behave like base blood/hair anyway; my priority is changing the label. If appearance/actual material can actually be changed into the relevant ones, then I'd like to know!
Logged
I don't mean to alarm you, but it appears that your Dwarves are all in fact elephants.

TolyK

  • Bay Watcher
  • Nowan Ilfideme
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1765 on: January 22, 2011, 06:48:10 am »

Can someone tell me all the important creatures in Starcraft? (Thinking mostly 1, but 2 is good too).

Spoiler (click to show/hide)
Plus how could I mod in Creep? Just evil biome?
Logged
My Mafia Stats
just do whatevery tolyK and blame it as a bastard mod
Shakerag: Who are you personally suspicious of?
At this point?  TolyK.

rephikul

  • Bay Watcher
  • [CURIOUSBEAST_IDEA]
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1766 on: January 22, 2011, 06:56:08 am »

I'm trying to mod in a dryad civilization. I'm having a bit of difficulty to make it so that they have wood instead of bone, skin and organ tissues, sap* instead of blood, and leaves/flowers* on their head.
Instead of using default material set for your dryad, define a set of material with the same name and the default tissue template would pick up for you. Check b_detail_plan_default to see which material you need to define. I modified mine so I cant spell it out exactly.

Can someone tell me all the important creatures in Starcraft? (Thinking mostly 1, but 2 is good too).
uh, JFGI? Also, blood is DF's equivalent of creep and it's nigh impossible to duplicate starcraft's unit systems in DF.
« Last Edit: January 22, 2011, 06:58:20 am by rephikul »
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.

Musashi

  • Bay Watcher
  • cancels Work: distracted by Dwarf Fortress.
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1767 on: January 22, 2011, 09:10:10 am »

Thanks, that did the trick. However, there is something left to do. I don't know how I can "force" layers to be of a certain material.
Looked at the wiki and all, but I always stumble upon these kinds of strings:
Code: [Select]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:SKIN]I have the feeling this is where I can make the desired changes, but... how?
Just so you know, I made a material template just for the dryad that include templates such as
Code: [Select]
[MATERIAL_TEMPLATE:DRYAD_WOOD_TEMPLATE].
I made the following changes to the creature's raws:
Code: [Select]
[BODY_DETAIL_PLAN:DRYAD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:MUSCLE:BONE]
[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[USE_MATERIAL_TEMPLATE:SINEW:DRYAD_SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[USE_MATERIAL_TEMPLATE:BLOOD:SAP_TEMPLATE]
And, of course, I made a corresponding tissue template for this creature, with strings such as this one:
Code: [Select]
[TISSUE_TEMPLATE:DRYAD_SKIN_TEMPLATE]
[TISSUE_NAME:bark:NP]
[SCARS]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:SKIN]
[RELATIVE_THICKNESS:1]
[HEALING_RATE:50]
[VASCULAR:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
... which contains the [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:SKIN] I don't know how to change. If that's the thing I should change. ???
Logged
I don't mean to alarm you, but it appears that your Dwarves are all in fact elephants.

3

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1768 on: January 22, 2011, 09:31:05 am »

   [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:MUSCLE:BONE]

Your dryads have muscle the thickness of fat and bone the thickness of muscle. Was this intended? If not, try this:

Code: [Select]
[BODY_DETAIL_PLAN:DRYAD_TISSUES]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE]
[REMOVE_MATERIAL:FAT]
[BODY_DETAIL_PLAN:HEAD_HAIR_TISSUE_LAYERS]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[USE_MATERIAL_TEMPLATE:SINEW:DRYAD_SINEW_TEMPLATE]

It's important to understand that the order in which perameters are listed in a detail plan determines the thickness of each individual tissue. Omit FAT and you'll be replacing FAT with MUSCLE.

As for the other issue: Change LOCAL_CREAURE_MAT:SKIN to LOCAL_CREATURE_MAT:(whatever wood/bark material you want to use in place of regular skin). This material has to be part of the creature entry (so you should make it part of DRYAD_TISSUES or otherwise define it if you haven't already).

Also, read this.
Logged

Musashi

  • Bay Watcher
  • cancels Work: distracted by Dwarf Fortress.
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1769 on: January 22, 2011, 09:37:06 am »

Duh, forgot there was that guide on the wiki. *facepalms*
Thanks!
Logged
I don't mean to alarm you, but it appears that your Dwarves are all in fact elephants.
Pages: 1 ... 116 117 [118] 119 120 ... 357