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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 429416 times)

Doro

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2580 on: April 07, 2011, 08:17:02 am »

ill post this in this thread also as this seems more active than the other questions thread:

1. How does it work to create a skeletal creature. im making a megabeast that is automatically a skeleton. does it work if i just remove all the tissue layers?

2. How can i make that creature have same equipment (for example, robe, scythe and a sword) every time i gen a world. Do i need to edit bodyfile and replace it's arms with scythe and a sword?

and also, how do syndromes work? if i want someone's attacks to paralyze when hit, where do i need to put that syndrome thing and what does it need to have to work?
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Starmantis

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2581 on: April 07, 2011, 12:24:02 pm »

I would check the wiki, it has a page on syndromes which should be helpfull to you
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billybobfred

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2582 on: April 07, 2011, 01:28:42 pm »

You remember that story about a goose that laid golden eggs?

Well. Here's something for you.

Code: [Select]
[CREATURE:BIRD_GOOSE]
[DESCRIPTION:A small migratory bird.  It has a very long neck and can be found in lakes and other bodies of water.]
[NAME:goose:geese:goose]
[CHILD:1][GENERAL_CHILD_NAME:gosling:goslings]
[CREATURE_TILE:'g'][COLOR:7:0:1]
[BIOME:ANY_TEMPERATE_LAKE]
[BIOME:ANY_TEMPERATE_MARSH]
[POPULATION_NUMBER:15:30]
[CLUSTER_NUMBER:3:7]
[NATURAL]
[LARGE_ROAMING]
[PETVALUE:10]
[BENIGN][MEANDERER][PET]
[DIURNAL]
[HOMEOTHERM:10067]
[SWIMS_INNATE][SWIM_SPEED:2500]
[PREFSTRING:formation flying]
[FLIER]
[BODY:HUMANOID_ARMLESS:2WINGS:2EYES:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:SKULL:4TOES:BILL:RIBCAGE]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:HAIR]
[USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[REMOVE_TISSUE:HAIR]
[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:FEATHER]
[BODY_DETAIL_PLAN:EGG_MATERIALS]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD: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:0:0:150]
[BODY_SIZE:0:168:2250]
[BODY_SIZE:1:0:4500]
[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:10:24]
[ATTACK:BITE:BODYPART:BY_CATEGORY:BEAK]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[MUNDANE]
[CASTE:FEMALE]
[CASTE_NAME:goose:geese:goose]
[FEMALE]
[COMMON_DOMESTIC]
[POP_RATIO:1000]
[LAYS_EGGS]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
[EGG_SIZE:152]
[CLUTCH_SIZE:3:8]
[CASTE:GOLD_FEMALE]
[CASTE_NAME:goose:geese:goose]
[FEMALE]
[POP_RATIO:1]
[LAYS_UNUSUAL_EGGS:BAR:NONE:INORGANIC:GOLD]
[CASTE:MALE]
[CASTE_NAME:gander:ganders:gander]
[MALE]
[COMMON_DOMESTIC]
[POP_RATIO:1000]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:FEATHER]
[TL_COLOR_MODIFIER:BROWN:1]
[TLCM_NOUN:feathers:PLURAL]
[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:BLACK:1]
[TLCM_NOUN:eyes:PLURAL]
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TolyK

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2583 on: April 07, 2011, 01:51:10 pm »

bumping above walls of text  :D
accessing the "flame" material - how?
also: any ideas on making a flamethrower with this (well, a plasma gun really :D) without it burning the user?
The 'flame' material can't really be weaponised in the sense of being used as ammo. To make it loadable into a weapon you'd have to make it solid, and then it wouldn't be the template as written. I've been working on flamethrowers and have the reactions and products sorted, I just need to set the ammo and material properties (just, lol). The easy part is setting the material's boiling point to just below the homeotherm of whatever you're dealing with. The harder part, assuming you want a syndrome delivery system that won't kill a target by itself, is making the ammo have a high rate of stuckins without it going through too many tissue layers. I believe that making it extremely sharp with a small contact area and low penetration is the best place to start, mostly because I don't know exactly what the velocity multiplier and material density would do in this situation.

A secondary concern is getting the right visual effect. Obscene weapon skill would create enough flying bolts to mimic a stream of material, but then the ammo runs out very quickly. I have tried creating ammo directly into a quiver using a reaction (afaik, this protects it from temperature or something), but it gets created on the floor even when I order a stack of only 25.
Hmm well animals have a good visual effect...
hmm, maybe we could use and throw auto-burning vermin that we make from reactions?  :o
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just do whatevery tolyK and blame it as a bastard mod
Shakerag: Who are you personally suspicious of?
At this point?  TolyK.

billybobfred

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2584 on: April 07, 2011, 02:08:33 pm »

Oh, and while I'm here, if I want to do the thing where I use a reaction to give various civs guaranteed metal access, will this be enough?

Code: [Select]
[REACTION:GENERATE_ENTITY_IRON]
[NAME:fabricate iron from nothing]
[PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:IRON][PRODUCT_DIMENSION:150]

Or will I need something else? I don't intend it to be usable in fortress mode.
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Sutremaine

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2585 on: April 07, 2011, 02:49:19 pm »

hmm, maybe we could use and throw auto-burning vermin that we make from reactions?  :o
That would work in Adventure mode, probably. But in Fortress mode weapons will take only from the item_ammo file.
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

Keldane

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2586 on: April 07, 2011, 03:28:36 pm »

Thanks to the folks who replied to my last question a few days ago. I have a new one now, of course. :P

I want to make a playable civ race that kidnaps and converts members of other races using the [NIGHT_CREATURE_HUNTER] and [SPOUSE_CONVERTER] tags. I was hoping someone else might have already tried this - or at least have studied night creatures - and thus be able to tell me:

1) Can a race such as this have both male and female castes with the above tags?
2) If so, will said castes be able to marry/have offspring?
3) How do castes with [CONVERTED_SPOUSE] work? Are they fully defined, including gender, or do they retain the gender of the kidnapped and converted creature?
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3

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2587 on: April 07, 2011, 03:55:29 pm »

Night creature/conversion tags only work if they're on a lair creature.
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Keldane

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2588 on: April 07, 2011, 04:06:33 pm »

Night creature/conversion tags only work if they're on a lair creature.

And using the Lair tags on a civ creature has what sort of effect, if any? >_>
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3

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2589 on: April 07, 2011, 04:34:21 pm »

Probably nothing at all. I don't think it's something anyone's tried.
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D_E

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2590 on: April 07, 2011, 05:18:06 pm »

I think you'd get two populations, one that lived in lairs and acted like night creatures, and one that lived in civilizations and acted like the other civilized races.  Not what you want, of course.
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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)

narhiril

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2591 on: April 07, 2011, 05:19:02 pm »

Night creature/conversion tags only work if they're on a lair creature.

And using the Lair tags on a civ creature has what sort of effect, if any? >_>

It wouldn't do anything because stock civ creatures do not occur naturally outside of civilizations (no BIOME tokens in their creature RAWs).  You could tweak this to make them behave as D_E described, but it will involve more than just a [LAIR] token.

Keldane

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2592 on: April 07, 2011, 05:33:54 pm »

Night creature/conversion tags only work if they're on a lair creature.

And using the Lair tags on a civ creature has what sort of effect, if any? >_>

It wouldn't do anything because stock civ creatures do not occur naturally outside of civilizations (no BIOME tokens in their creature RAWs).  You could tweak this to make them behave as D_E described, but it will involve more than just a [LAIR] token.

Indeed, the Lair tokens, regardless of whether or not they're combined with the night creature tokens, have no effect when used on a civilized race. Or at least, this is what the last hour or so of testing and Legends mode would suggest.

Phooey. There goes that idea.
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Sutremaine

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2593 on: April 07, 2011, 06:42:52 pm »

Is [TRANCES] a creature-level tag? Here are the tags in the save folder of the relevant fortress:

Spoiler (click to show/hide)

I've had a couple of issues with stacking caste selections, but there's nothing blatantly wrong with the tags.

The issue in question involves one caste with wings having units of claw in said wings despite the claws being explicitly on the ends of the fingers and toes, and the wings being in a 'select caste' section instead of being 'select caste:others' / 'add claw' / 'select additional caste:winged' / 'call wings'. It's really wierd, but I'm going to finalise the creature raw before trying to figure it out. Before this it was dropping spurs (from another caste), but I don't know whether they were in the wings as well.

Edit: just remembered, combat seems to respect the tag... [TRANCES] is the tag that allows moods, isn't it?
« Last Edit: April 07, 2011, 07:10:53 pm by Sutremaine »
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

3

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #2594 on: April 07, 2011, 07:38:11 pm »

Everything can get moods so long as it's of the player civ. It's hard-coded, as such.
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