Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 117 118 [119] 120 121 ... 357

Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 431773 times)

Robert

  • Bay Watcher
  • The Librarian.
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1770 on: January 22, 2011, 03:57:30 pm »

@D_E THANK YOU!
Logged

Iados

  • Bay Watcher
  • Back from the Dead
    • View Profile
    • deviantArt
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1771 on: January 23, 2011, 11:44:00 am »

posting here the same question in my project thread:

ok I have 2 problems.

first: the giant enemy crab Daimyo Hermitaur is very, very weak. I want to give him a tougher skin, so it will give some little protection at the weakpoint. Actually, even a cow can inflict massive damage mortal wounds to a Daymio!
But the tissues/material modding confuse me a bit, how i can do it?

second: the errorlog is full of "CEPHALOS:MALE:upper body: No tissue thickness" messages.
what i did wrong?

Code for the Cephalos:
Spoiler (click to show/hide)

Any help? :)
Logged

D_E

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1772 on: January 23, 2011, 06:47:48 pm »

It's the materials that have the most influence on how tough a creature is.  Here is the TOUGHSKIN material from Deon's genesis mod, as an example.

Code: [Select]
[MATERIAL_TEMPLATE:TOUGHSKIN_TEMPLATE] --2x numbers.
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:skin]
[STATE_ADJ:ALL_SOLID:skin]
[STATE_COLOR:LIQUID:GRAY]
[STATE_NAME:LIQUID:n/a]
[STATE_ADJ:LIQUID:n/a]
[STATE_COLOR:GAS:GRAY]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:7:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:4181]
[IGNITE_POINT:10508]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:1000]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:20000]
[IMPACT_FRACTURE:20000]
[IMPACT_STRAIN_AT_YIELD:35000] --custom
[COMPRESSIVE_YIELD:20000]
[COMPRESSIVE_FRACTURE:20000]
[COMPRESSIVE_STRAIN_AT_YIELD:40000]
[TENSILE_YIELD:20000]
[TENSILE_FRACTURE:20000]
[TENSILE_STRAIN_AT_YIELD:40000]
[TORSION_YIELD:20000]
[TORSION_FRACTURE:20000]
[TORSION_STRAIN_AT_YIELD:40000]
[SHEAR_YIELD:40000] used data for human skin
[SHEAR_FRACTURE:40000]
[SHEAR_STRAIN_AT_YIELD:40000]
[BENDING_YIELD:20000]
[BENDING_FRACTURE:20000]
[BENDING_STRAIN_AT_YIELD:40000]
[MAX_EDGE:0]
[ABSORPTION:100]
This lets the game know to use this item to determine the exact material type for the leather product in the tanning reaction.
[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]
This lets the game know that an animal was likely killed in the production of this item.
[IMPLIES_ANIMAL_KILL]
[ROTS]

In general, the higher the YIELD values the tougher the material.  Materials with low STRAIN values are more vulnerable to bludgeoning damage (and will display messages saying they fracture when damaged), while materials with high STRAIN values resist bludgeoning damage, but will (I think) transmit more of the damage to the tissues below them (so their internal organs will be more vulnerable to bludgeoning).
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)

TSB

  • Bay Watcher
  • It's the TSB experience.
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1773 on: January 24, 2011, 12:42:17 am »

Really quick question. I started my first expedition into the raws today, and began a creature with it's face on it's chest (With no head.)
For whatever reason, the face is not there in arena testing.
The creature's (in progress) entry in creature_standard.
Spoiler (click to show/hide)


Any quick thoughts on what I did wrong? (Or if the incomplete creature_default entry is to blame, I was just trying to get the bodyparts down pat before I moved on.)

Apologies if the columns are messed up as they appear to be in my post preview..

« Last Edit: January 24, 2011, 02:25:25 am by TSB »
Logged

rephikul

  • Bay Watcher
  • [CURIOUSBEAST_IDEA]
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1774 on: January 24, 2011, 01:22:59 am »

@TSB
are you sure the file was defined correctly?
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.

TSB

  • Bay Watcher
  • It's the TSB experience.
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1775 on: January 24, 2011, 01:57:57 am »

Which file, specifically? Both of the above are amended to their respective base files (body_default.txt/creature_standard.txt)
Logged

rephikul

  • Bay Watcher
  • [CURIOUSBEAST_IDEA]
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1776 on: January 24, 2011, 02:17:46 am »

never mind then, you mentioned creature_default so I thought...
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.

TSB

  • Bay Watcher
  • It's the TSB experience.
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1777 on: January 24, 2011, 02:24:51 am »

Whoops! Looks like I did. But it was safely in creature_standard the whole time. I guess this is why I shouldn't post after midnight. Heh.

As an aside, I finished out the entry in creature_standard with a quick C&P from the human entry, and still no face on the upperbody.
Logged

Iados

  • Bay Watcher
  • Back from the Dead
    • View Profile
    • deviantArt
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1778 on: January 24, 2011, 10:29:16 am »

It's the materials that have the most influence on how tough a creature is.  Here is the TOUGHSKIN material from Deon's genesis mod, as an example.

Code: [Select]
[MATERIAL_TEMPLATE:TOUGHSKIN_TEMPLATE] --2x numbers.
[STATE_COLOR:ALL_SOLID:GRAY]
[STATE_NAME:ALL_SOLID:skin]
[STATE_ADJ:ALL_SOLID:skin]
[STATE_COLOR:LIQUID:GRAY]
[STATE_NAME:LIQUID:n/a]
[STATE_ADJ:LIQUID:n/a]
[STATE_COLOR:GAS:GRAY]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:7:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:4181]
[IGNITE_POINT:10508]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:1000]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:20000]
[IMPACT_FRACTURE:20000]
[IMPACT_STRAIN_AT_YIELD:35000] --custom
[COMPRESSIVE_YIELD:20000]
[COMPRESSIVE_FRACTURE:20000]
[COMPRESSIVE_STRAIN_AT_YIELD:40000]
[TENSILE_YIELD:20000]
[TENSILE_FRACTURE:20000]
[TENSILE_STRAIN_AT_YIELD:40000]
[TORSION_YIELD:20000]
[TORSION_FRACTURE:20000]
[TORSION_STRAIN_AT_YIELD:40000]
[SHEAR_YIELD:40000] used data for human skin
[SHEAR_FRACTURE:40000]
[SHEAR_STRAIN_AT_YIELD:40000]
[BENDING_YIELD:20000]
[BENDING_FRACTURE:20000]
[BENDING_STRAIN_AT_YIELD:40000]
[MAX_EDGE:0]
[ABSORPTION:100]
This lets the game know to use this item to determine the exact material type for the leather product in the tanning reaction.
[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]
This lets the game know that an animal was likely killed in the production of this item.
[IMPLIES_ANIMAL_KILL]
[ROTS]

In general, the higher the YIELD values the tougher the material.  Materials with low STRAIN values are more vulnerable to bludgeoning damage (and will display messages saying they fracture when damaged), while materials with high STRAIN values resist bludgeoning damage, but will (I think) transmit more of the damage to the tissues below them (so their internal organs will be more vulnerable to bludgeoning).

thanks a lot, and i have also corrected the other error :)
Logged

Shook

  • Bay Watcher
  • ◦ ◡ ◦
    • View Profile
    • DeviantArt page
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1779 on: January 24, 2011, 02:37:28 pm »

Hey folks, new guy here and all that jazz. I've been trying to get into modding (i do love me some modding!), and thus made a sturgeon for a weapon.
Code: [Select]
[ITEM_WEAPON:ITEM_WEAPON_STURGEON]
[NAME:sturgeon:sturgeons]
[SIZE:2500]
[SKILL:HAMMER]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:40000:100:smack:smacks:NO_SUB:1500]
[ATTACK:EDGE:100:3000:prod:prods:nose:1000]
I'm pretty sure it works, since it's just a modified warhammer. Why yes, i do compare a large fish to a warhammer. I've also made a steel dude (literally) for use in adventure mode, whom i'd like to wield the sturgeon upon spawning.
Code: [Select]
[CREATURE:STEEL_DUDE]
[DESCRIPTION:A dude made of steel.]
[NAME:steel dude:steel dudes:steel dude]
[CASTE_NAME:steel dude:steel dudes:steel dude]
[FANCIFUL]
[NOPAIN][EXTRAVISION][NOBREATHE][NOSTUN][NONAUSEA]
[NOEXERT]
[NO_DIZZINESS]
[NO_FEVERS]
[BUILDINGDESTROYER:2]
[LARGE_PREDATOR]
[NO_DRINK][NO_EAT][NO_SLEEP]
[SPHERE:METALS]
[SPHERE:STRENGTH]
[SPHERE:WAR]
[CANNOT_UNDEAD]
[CANOPENDOORS]
[INTELLIGENT]
[NOT_BUTCHERABLE]
[BIOME:ANY_LAND]
[EQUIPS]
[NOFEAR]
[PREFSTRING:height]
[NOBONES]
[BODY:HUMANOID:2EYES:2EARS:NOSE:HUMANOID_JOINTS:5FINGERS:5TOES]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[TISSUE:STEEL]
[TISSUE_NAME:steel:steel]
[TISSUE_MATERIAL:INORGANIC:steel]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:STEEL]
[BODY_SIZE:0:0:70000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[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:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:poke:pokes]
[ATTACK_CONTACT_PERC:5]
[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]
[DIURNAL]
[SWIMS_LEARNED][SWIM_SPEED:2500]
[PROFESSION_NAME:HAMMERMAN:hammerguy:hammerguys]
Totally a bronze colossus modification, but hey. And, thanks to JoRo (who posted the following somewhere), i've made him playable in adventure mode:
Code: [Select]
[ENTITY:DUMMY]
[INDIV_CONTROLLABLE]
[CREATURE:STEEL_DUDE]
[TRANSLATION:DWARF]
[WEAPON:ITEM_WEAPON_STURGEON]
[ADVENTURE_TIER:3]
However, he's incapable of learning the hammerguy skill, and he starts with a copper spear and dagger, as everyone else does. How would i add this skill to his repetoire, and is it possible to make him start with the sturgeon in hand? The notion of being a guy made of steel who batters people with a sturgeon amuses me greatly, to say the least. Maybe i'll give him a whale too, just for the sheer what-the-fuck-is-going-on-here factor. =P

I do apologize if it's already written somewhere, but honestly, i don't want to look through 100 pages to find it.
« Last Edit: January 24, 2011, 02:52:17 pm by Shook »
Logged
Twitter i guess
also deviantART page
Quote from: Girlinhat
It may be worthwhile to have the babies fall into ring of fortifications or windows, to prevent anyone from catching and saving them.
Quote
[01:27] <Octomobile> MMM THATS GOOD FIST BUTTER

martinuzz

  • Bay Watcher
  • High dwarf
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1780 on: January 24, 2011, 06:27:36 pm »

Try adding the [CAN_LEARN] flag (in it's creature raws). This should enable him to learn hammer skill, and any other skill for that matter.
Don't know about how to get him to start with a hammer though. Quite possibly by making sure hammer skill is his highest skill at character creation.

If all else fails, you could try and mod in an adventure mode reaction that turns your starting spear into a sturgeon ;)

Edit: I'm not sure what [NO_THOUGHT_CENTER_FOR_MOVEMENT] does. Try removing that, see if it helps.
« Last Edit: January 24, 2011, 06:33:30 pm by martinuzz »
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

D_E

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1781 on: January 24, 2011, 06:58:21 pm »

Sadly, individual_controllable ignores the equipment listings in the entity.  It basically allows you to create an individual who isn't linked to any entity.

To get them to start with a sturgeon, you'll have to give them a slightly more complex entity.  In addition, they must start with hammerer as their highest skill.

Try adding these tags to the entity:
Code: [Select]
[ADVENTURE_TIER:13] Or any other unused number
[DEFAULT_SITE_TYPE:CITY]
[LIKES_SITE:CITY]
[TOLERATES_SITE:CITY]
[TOLERATES_SITE:DARK_FORTRESS]
[TOLERATES_SITE:CITY]
[START_BIOME:ANY_TEMPERATE_FOREST] for example
[MAX_STARTING_CIV_NUMBER:3]
[VARIABLE_POSITIONS:ALL]

You can force hammerer to be the highest skill using the NATURAL_SKILL tag (in the creature.  [NATURAL_SKILL:10] is legendary).

EDIT:  note that these entity settings will make a civ of this creature type, which must survive worldgen in order for you to be able to play as a member.  Given that the civ will be composed of steel colossi, I do not anticipate this being a problem.  But you might want to keep worldgen on the shortest setting (5 years) when first testing it.  Just in case they genocide the dwarves or something.
« Last Edit: January 24, 2011, 07:03:35 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)

Shook

  • Bay Watcher
  • ◦ ◡ ◦
    • View Profile
    • DeviantArt page
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1782 on: January 25, 2011, 10:46:42 am »

Ah, great, thanks. Looks like it won't be as simple as i thought. Oh well, modding always ends up screwing your thoughts over. =P
I'll give it a try, see what happens. It's just a bit weird that a construct made of steel can get broken by human punches and scratches, but hey, that's dwarf fortress in an nutshell. Also, wouldn't adding [BENIGN] make them less likely to attack dwarves?

I'm also trying to add a couple more attacks (yeah, it has a ton of natural attacks); a skewering move (implying that he rams his fist through the enemy, rather than punching their surface) and a body slam. I've already added a headbutt (quite effective!), and making the skewer work shouldn't be hard, but is it possible to make the body slam attack with the entire body/torso? I've made the attack like so:
Code: [Select]
[ATTACK:BODYSLAM:BODYPART:BY_CATEGORY:BODY]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:body slam:slam into]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
But it doesn't show up when i do an aimed attack. Halp?

@martinuzz: I'm thinking that this [NO_THOUGHT_CENTER_FOR_MOVEMENT] thing means that the creature doesn't have a central nervous system, which is responsible for movement. The wiki more or less says so, too. I think this makes nerve damage not affect movement, but i could be horribly wrong. Also, doesn't [INTELLIGENT] imply both [CAN_LEARN] and [CAN_SPEAK]?

Edit: Dammit, still doesn't work. And i find it rather irksome that those blasted bogeymen can damage a huge steel/adamantine/slade golem with unarmed combat. It makes so little sense that it annoys me! Also, it still suffers from the limited skillset.



How very irksome. Here's the newer code:
Spoiler: creature (click to show/hide)
Spoiler: entity (click to show/hide)
Still no sturgeon pounding, either. :c
Gonna try making a new material, which is obscenely tough. Maybe that'll prevent silly bogeymen from chipping pieces of metal off with their puny little hands.
« Last Edit: January 25, 2011, 12:54:04 pm by Shook »
Logged
Twitter i guess
also deviantART page
Quote from: Girlinhat
It may be worthwhile to have the babies fall into ring of fortifications or windows, to prevent anyone from catching and saving them.
Quote
[01:27] <Octomobile> MMM THATS GOOD FIST BUTTER

D_E

  • Bay Watcher
    • View Profile
Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #1783 on: January 25, 2011, 01:21:34 pm »

   [ATTACK:BODYSLAM:BODYPART:BY_CATEGORY:BODY_UPPER] should work.

The easy fractures for living metal is caused by having low STRAIN_AT_YIELD values.  There must be some bug in the attack code that causes this.

Anywho, make a copy of the STEEL material and throw some extra 00s onto the end of all the STRAIN_AT_YIELD tags.  Also, your tissue token has steel lowercase, are you sure that's not causing problems?
      [TISSUE_MATERIAL:INORGANIC:steel]

Finally, about the skill thing, are you starting creatures from one of the civs?  You should delete the [INDIV_CONTROLLABLE] tag from the entity, just to make sure.
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 #1784 on: January 25, 2011, 02:35:00 pm »

is there any way to set specific castes to hold specific positions?  like, only the emperor caste can be king, the royal caste can be barons, etc?

also, how crazily can you modify the creatures through castes?  like, could i essentially make a dragon as a caste of a species of rabbits?  would the dragon bunnies appear as "rabbits" on screen, or as their caste name, "dragon bunnies"?

i don't really understand the castes thing
« Last Edit: January 25, 2011, 02:43:54 pm by gauld »
Logged
Pages: 1 ... 117 118 [119] 120 121 ... 357