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Author Topic: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)  (Read 422739 times)

Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4350 on: November 17, 2011, 08:25:38 pm »

LORD_ENGLISH is.

The only difference is the lack of a LOWERBODY tag. I did that so that I could have bisections without death, but I feel I may have to add [EMBEDDED] so that the lower body simply can't be cut off at all.

dopple

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4351 on: November 17, 2011, 09:20:31 pm »

Hello, I don't want to be "Hurrr tell me how to do thurrrs."
But, I could not find any topics on how to do such!
So, here is the problemos; to make your own creature in Dwarf fortress or what not you need tokens?
If I wanted to make something that had I dunno 4 heads and eyeballs for legs I would change the number of body parts it has right?
Or would I start from scratch? Or say that I wanted to play as a race of super wrestling, quick dodging, 12-foot tall cigar smoking pink cats with human bodies; I would have to make my own, but where to start?

I tried looking over other creations and here is what I have...
Spoiler (click to show/hide)
what do you think?
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Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4352 on: November 17, 2011, 09:23:09 pm »

You want CREATURE_TILE, not CREATURE_TITLE.

EDIT: Creatures unkillable in normal play are fairly easy to do away with in worldgen.

wut

trees

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4353 on: November 17, 2011, 09:26:25 pm »

EDIT: Creatures unkillable in normal play are fairly easy to do away with in worldgen.

World gen battles seem to exclusively roll attributes and skills or something against each other. It's really frustrating, I wish that equipment at least was modeled, I'm tired of elves slaying megabeasts with steel skin with sticks!
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dopple

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4354 on: November 17, 2011, 09:26:57 pm »

Any way to make its tile color pink?
What else should I add? What if I want to also make it playable?
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Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4355 on: November 17, 2011, 09:38:45 pm »

Any way to make its tile color pink?
What else should I add? What if I want to also make it playable?

[COLOR:5:0:1]

To make it playable, you want an entity.

And castes. You need castes.

calico103

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4356 on: November 18, 2011, 10:09:55 pm »

Okay, I am now working on mosquitoes and giant mosquitoes (Yes, I do like making giant versions of tiny creatures. How'd you guess?) and I was wondering: For, say, my blood-sucking attack, is it possible to put an ATTACK token under the female caste and have the attack be female-only?
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trees

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4357 on: November 18, 2011, 10:19:03 pm »

For, say, my blood-sucking attack, is it possible to put an ATTACK token under the female caste and have the attack be female-only?

Yup, most tags are caste-level unless it specifically defines something for the entire creature.
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calico103

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4358 on: November 18, 2011, 10:26:00 pm »

Awesome. So, I just put it under the CASTE block like with the FEMALE token? Or should I use SELECT_CASTE:FEMALE?
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trees

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4359 on: November 18, 2011, 10:32:02 pm »

Either will work fine.
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Trapezohedron

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4360 on: November 18, 2011, 11:56:55 pm »

You want CREATURE_TILE, not CREATURE_TITLE.

EDIT: Creatures unkillable in normal play are fairly easy to do away with in worldgen.

wut

Indeed. Making an invulnerable ethereal unskilled megabeast and pitting it against worldgen creatures makes it vulnerable via some kind of shenanigans. You can circumvent that by making them naturally very skilled with battles and attacking.
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drilltooth

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4361 on: November 19, 2011, 04:29:26 am »

is any symptom more reliable than the others for producing bad thoughts other than "lost a freind to tragedy"? my latest project would benefit from one of the creatures having a contact syndrome that is less than lethal, but could still kick off some ‼fun‼ if you wern't careful.
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Tirion

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4362 on: November 19, 2011, 05:52:05 am »

is any symptom more reliable than the others for producing bad thoughts other than "lost a freind to tragedy"? my latest project would benefit from one of the creatures having a contact syndrome that is less than lethal, but could still kick off some ‼fun‼ if you wern't careful.

Try a syndrome that rots a specific non-vital bodypart such as the eyes/the skin, and nothing else. Miasma bad thought guaranteed, side effects may include melee warriors who actually obey your orders and feel no pain.
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Rgamer

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4363 on: November 19, 2011, 11:27:02 am »

Quick question:

Do these reactions work?

[REACTION:VIBRANIUM_MAKING_DFEXTEND]
[NAME:make vibranium]
[BUILDING:SMELTER:NONE]
[REAGENT:A:4:150:BAR:NO_SUBTYPE:METAL:ADAMANTINE]
[REAGENT:B:150:BAR:NO_SUBTYPE:METAL:ULTRIUM]
[PRODUCT:100:2:BAR:NO_SUBTYPE:METAL:VIBRANIUM][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]

[REACTION:ULTRIUM_MAKING_DFEXTEND]
[NAME:make ultrium(sterling silver)]
[BUILDING:SMELTER:NONE]
[REAGENT:A:150:BAR:NO_SUBTYPE:METAL:GOLD]
[REAGENT:B:600:BAR:NO_SUBTYPE:METAL:STERLING_SILVER]
[PRODUCT:100:5:BAR:NO_SUBTYPE:METAL:ULTRIUM][PRODUCT_DIMENSION:150]
[FUEL]
[SKILL:SMELT]
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Rgamer likes dwarves for their industriousness. He dislikes small dogs for their annoying barking, enjoys a good run, and prefers to consume steak, potatoes, or apples whenever possible. He likes native silver, granite, marble, and ebony.

Putnam

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Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« Reply #4364 on: November 19, 2011, 12:29:11 pm »

Yes, if you have vibranium and ultrium defined :P
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