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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 427326 times)

thatkid

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3045 on: June 07, 2011, 03:16:01 pm »

Alright, I did not know that. Thanks :D

I guess I'll have to make each individual dragon its own creature. Which isn't too great a loss, as it actually opens up more options down the road should I feel the need to upgrade them.

EDIT:
I agree that castes are unwieldy, but I'm mostly doing this to try to better understand the caste system so not using them would defeat the purpose of this mod.
« Last Edit: June 07, 2011, 04:12:01 pm by thatkid »
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D_E

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3046 on: June 07, 2011, 04:55:02 pm »

I was advising against the use of creature_variations in this case, since they make the most sense if you want to apply a set of changes to a wide variety of existing creatures.

Castes can be unwieldy, but for the most part I really like them, and make heavy use of them.
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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)

thatkid

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3047 on: June 07, 2011, 05:10:15 pm »

I was advising against the use of creature_variations in this case, since they make the most sense if you want to apply a set of changes to a wide variety of existing creatures.

Castes can be unwieldy, but for the most part I really like them, and make heavy use of them.
Er...sorry, I mistyped.
I think I'm fairly solid on castes, I'm just not fully aware of what will and will not work in a caste. The main purpose of this little endeavor was to mess around with variations. The most interesting way I could think of was to add a bunch of different types of dragons, all of which had different scales. Sadly, I don't yet understand materials well enough to be able to idly mess with the stats of each scale type, but at the moment I feel they're pretty varied if only in temperature and color. It didn't exactly turn out as planned, but oh well.
At the moment I've got each scale tied to an inorganic metal that can be used to make solely armor and scaled items at a forge. I'm currently thinking of ways to have the scales vary even further (likely through their defensive values and densities, but I'm not sure yet) and also be less like cotton candy once forged. But I'm kind of tired of looking at those RAWs right now, so I'm thinking I might move on to creating some new weapons or a completely different megabeast from scratch or something. Custom body plans and body parts look like they might be tedious but fun.
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TomiTapio

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3048 on: June 08, 2011, 06:51:39 pm »

I need a little help. I'm using adventuring experiences to balance combat stuff (mace up, warhammer up, bleeding up, cloaks and robes less protective) and giving vocalizations to Genesis animals.
This one average-size camel has had its skull fractured and shattered several times and yet it lives.
How do I command "skulls get much much more pain and bleeding than other bones"? I suppose I would need to apply that fix (if it's doable) to all creatures large than a dog.
« Last Edit: June 08, 2011, 06:55:23 pm by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

D_E

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3049 on: June 08, 2011, 07:00:33 pm »

You could make a special skull-bone tissue_template with the properties you desire, and then either add it to STANDARD_TISSUES and VERTEBRATE_TISSUE_LAYERS or create new body detail plans that use it.  If you just modified STANDARD_TISSUES etc you wouldn't have to make changes to every creature raw.

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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)

TomiTapio

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3050 on: June 08, 2011, 07:11:45 pm »

I need the tricky command of assigning that new tissue to skull only. Someone surely can provide me with that.

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« Last Edit: June 08, 2011, 08:09:04 pm by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

D_E

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3051 on: June 08, 2011, 07:16:28 pm »

If you want to go the VERTEBRATE_TISSUE_LAYERS route, change the line
   [BP_LAYERS:BY_CATEGORY:SKULL:ARG4:100]
at the end of the file to, eg,
   [BP_LAYERS:BY_CATEGORY:SKULL:SKULL_BONE:100]

EDIT:  End of the detail plan.  Not file  :-[
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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)

rephikul

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3052 on: June 09, 2011, 08:19:28 am »

I need the tricky command of assigning that new tissue to skull only.

In your creature definition, use a different body detail plan with name of choice and include your new tissue as argument. In example:
[BODY_DETAIL_PLAN:SOFT_HEADED:SKIN:FAT:MUSCLE:BONE:CARTILAGE:CRANIAL_TISSUE]

Now define a new body detail plan with the same name as the one in your creature definition and use that very argument for the skull.. In an example, duplicate the vertebrate_tissue_layers plan replace ARG4 (bone) with ARG6 (cranial_tissue):
[BODY_DETAIL_PLAN:SOFT_HEADED]
...
[BP_LAYERS:BY_CATEGORY:SKULL:ARG6:100]
...
Now instead of bone, your creature's skull is now made of 100% of your newly made tissue.

That'd probably do the trick.
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TomiTapio

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3053 on: June 09, 2011, 09:44:45 am »

Thanks guys! It'll still be the same kittenbone/humanbone material for most creatures, but with tissue-level
   [VASCULAR:80] --the purpose of skullbone, that one doesn't live after skull been shattered seven times.
   [PAIN_RECEPTORS:45], not settable, not splintable skull
(tuned Heart tissue [VASCULAR:135] [PAIN_RECEPTORS:24])
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

jaxy15

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3054 on: June 09, 2011, 10:18:45 am »

Guys, I need some help here.
I'm trying to make a caste (Not species, caste) of robodwarves.
I've gave them all the robotlike tags, like nofear, noexert, no_eat, no_drink, and other stuff.
I also made them slow.
How do I make them out of iron?
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TomiTapio

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3055 on: June 09, 2011, 11:22:57 am »

I'm trying to make a caste (Not species, caste) of robodwarves. How do I make them out of iron?
I suggest you read the "[CASTE:CONQUEST_THRALL] Gith" of the Illithid mod or Genesis mod. It has various material parts. But basically I think create new dwarf bodyparts that only the robocaste uses.

make a [BODY_DETAIL_PLAN:ROBODORF_TISSUE_LAYERS] with stuff like [BP_LAYERS:BY_CATEGORY:STONE_FOOT:NATIVE_GOLD:25:BASALT:50]  [BP_LAYERS:BY_CATEGORY:BODY_UPPER:MUSCLE:50:FAT:5:WARPED_FLESH:2:SKIN:1]
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

stabbymcstabstab

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3056 on: June 09, 2011, 11:31:20 am »

you have to chang their mateiral tag to iron thiers a guide about some where
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jaxy15

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3057 on: June 09, 2011, 12:02:05 pm »

I also wanna know a few more things.

How would I make robodwarves unable to bleed, and make them less frequent than other castes?
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TomiTapio

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3058 on: June 09, 2011, 02:02:41 pm »

How would I make robodwarves unable to bleed, and make them less frequent than other castes?
No bleeding: delete or omit the [USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE] line.
Rare caste: give common castes like [POP_RATIO:1000], your robocaste [POP_RATIO:10]. Chance of robocaste would be 10 / (sum of all other castes' ratios).
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Glanzor

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #3059 on: June 10, 2011, 11:24:24 am »

Question: How do I make a reaction that creates usable glove items?

Because if I write them the same way as any other clothing object, I don't get a "left glove" and a "right glove" but end up with just a "glove" and another "glove" without any adjective that aren't usable by dwarves or any other symmetrical creature for that matter.

What do I have to change here?:
[PRODUCT:100:2:GLOVES:ITEM_GLOVES_GLOVES:GET_MATERIAL_FROM_REAGENT:A:NONE]
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