Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Poll

Sticky this thread?

Yes
- 304 (93.3%)
No
- 22 (6.7%)

Total Members Voted: 326


Pages: 1 ... 16 17 [18] 19 20 ... 29

Author Topic: --GUIDE-- Shaostoul's Guide  (Read 86509 times)

Lokii

  • Bay Watcher
  • Jack of no trades
    • View Profile
Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
« Reply #255 on: May 20, 2010, 07:29:27 pm »

When I put them in the same files as everything else, I just stick them on top of the dwarves, but when I put them in their own files I put either:
creature_aarocockra or entity_aarocockra at the top and [OBJECT:CREATURE] and [OBJECT:ENTITY] right under that. So it should be working. :|

edit: and I'm genning a new work each time I mess with things.
Whats really weird though it that randomly disappeared, the entity file I removed had nothing at the top.
« Last Edit: May 20, 2010, 07:32:45 pm by Lokii »
Logged
Oh and Lokii, your job is now to seduce the human traders.

Shaostoul

  • Bay Watcher
  • Expanding your universe.
    • View Profile
    • Shaostoul Patreon
Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
« Reply #256 on: May 20, 2010, 07:44:05 pm »

Well you probably know this already, but for my sake I'm entering it...

This is at the top of the entity default...

entity_default <--- entity_custom (just for the sake of doing it...) make the file entity custom too.

[OBJECT:ENTITY] <--- this stays...

[ENTITY:MOUNTAIN] <--- ENTITY:LOKII
   [ADVENTURE_TIER:1] <--- idno
   [CIV_CONTROLLABLE] <--- What's indiv control?
   [CREATURE:DWARF] <--- your creature name

this is in creature standard...
creature_standard <--- creature_custom...

[OBJECT:CREATURE]

[CREATURE:DWARF] <---- your creature...
   [NAME:dwarf:dwarves:dwarven]

Now that I've put that, what's indiv cont?
Logged
I mod games and educate others how to do so as well, if you'd like to learn join my Discord and you can join a bunch of like minded individuals. (Presently modding Space Engineers and No Man's Sky.)

Looking into modding DF? This forum guide & wiki guide may still be a good start!

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
« Reply #257 on: May 20, 2010, 07:47:20 pm »

Adventure Tier allows you to play the race in adventure mode

Individual_Controllable lets you do a Play Immediately of the race
Logged
Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

Shaostoul

  • Bay Watcher
  • Expanding your universe.
    • View Profile
    • Shaostoul Patreon
Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
« Reply #258 on: May 20, 2010, 07:50:28 pm »

Never heard of that, does it just throw you into one of their towns?
Logged
I mod games and educate others how to do so as well, if you'd like to learn join my Discord and you can join a bunch of like minded individuals. (Presently modding Space Engineers and No Man's Sky.)

Looking into modding DF? This forum guide & wiki guide may still be a good start!

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
« Reply #259 on: May 20, 2010, 07:53:25 pm »

In Vanilla only Humans have it, and you get a naked, skill-less human to play. It's...challenging, to say the least.
Logged
Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

Shaostoul

  • Bay Watcher
  • Expanding your universe.
    • View Profile
    • Shaostoul Patreon
Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
« Reply #260 on: May 20, 2010, 08:08:33 pm »

Oh, interesting.

Anything I said in my previous post change anything?
Logged
I mod games and educate others how to do so as well, if you'd like to learn join my Discord and you can join a bunch of like minded individuals. (Presently modding Space Engineers and No Man's Sky.)

Looking into modding DF? This forum guide & wiki guide may still be a good start!

Lokii

  • Bay Watcher
  • Jack of no trades
    • View Profile
Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
« Reply #261 on: May 20, 2010, 08:14:36 pm »

That wouldn't effect anything, though, right?

 And that's pretty much how I'm doing it.

I even pause about Year 5 in word gen to make sure they don't die out.
Logged
Oh and Lokii, your job is now to seduce the human traders.

Shaostoul

  • Bay Watcher
  • Expanding your universe.
    • View Profile
    • Shaostoul Patreon
Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
« Reply #262 on: May 20, 2010, 08:46:11 pm »

I'm really making guess work here. I know near nothing when it comes to new creatures. Deon would ton more helpful than I.

But I don't think it would, but it could...
Logged
I mod games and educate others how to do so as well, if you'd like to learn join my Discord and you can join a bunch of like minded individuals. (Presently modding Space Engineers and No Man's Sky.)

Looking into modding DF? This forum guide & wiki guide may still be a good start!

Knight Otu

  • Bay Watcher
  • ☺4[
    • View Profile
Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
« Reply #263 on: May 21, 2010, 04:34:42 am »

Okay, from a read-through, in the creature file I see...

   [PHYS_ATT_CAP_PERC_200]
should be

   [PHYS_ATT_CAP_PERC:200]

And you assign the feather color in the female caste, making males have no feather color.

In the entity file, you have the
   [MAX_STARTING_CIV_NUMBER:100]
   [START_GROUP_NUMBER:10]
   [MAX_POP_NUMBER:10000]
   [MAX_SITE_POP_NUMBER:120]
block twice, with different numbers.

Neither of those should make your aaracokras not appear, though. I'll try them out later.

Edit:

Error log:
Spoiler (click to show/hide)
There is no body tag 2ARMS in vanilla, and with HUMANOID, you don't need to add arms - that body has arms already.

The sphere is TORTURE, the site RUIN no longer exists separate from other site, the punishment is PUNISH_REPRIMAND, and the variable position tag is VARIABLE_POSITIONS:ALL.

For the PERMITTED_JOB thing that causes a whole lot of errors, simply copy the dwarven list of permitted jobs. That'll already give you all jobs.

There is no file goblin.txt in the data/speech directory. Simply delete the
    [SPEECH:goblin.txt]
line.

Edit edit:
Try these raws:

Spoiler: Creature (click to show/hide)

Spoiler: Entity (click to show/hide)

Edit edit edit: Always check the spelling of your objects. The big problem was that you misspelled the creature name in the entity file.
« Last Edit: May 21, 2010, 07:57:35 am by Knight Otu »
Logged
Direforged Original
Random Raw Scripts - Randomly generated Beasts , Vermin, Hags, Vampires, and Civilizations
Castle Otu

Lokii

  • Bay Watcher
  • Jack of no trades
    • View Profile
Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
« Reply #264 on: May 21, 2010, 04:03:01 pm »

That's odd, it shouldn't have been mispelled, because it was woking earlier. The raws you gave me work, though. Thanks!~
Logged
Oh and Lokii, your job is now to seduce the human traders.

Black_Legion

  • Bay Watcher
    • View Profile
Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
« Reply #265 on: May 22, 2010, 11:07:20 pm »

I don't mean to burden with more creature questions but I was wondering if it is possible to mod a creature's/civilization's reaction to specific events, such as the Elf's reaction to clear cutting a forest. The reason I'm asking this is because I am trying to make a humanoid pig-like creature/civ that has an aversion to fire. I'm not saying they're extremely flammable I'm just saying as a pig-like creature they are well aware of the means by which bacon is produced and wouldn't take kindly to becoming bacon themselves. Call it an evolutionary leftover, such as a human's fear of reptiles. Is this possible in the current version?
Logged

Grimlocke

  • Bay Watcher
  • *kobold noises*
    • View Profile
Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
« Reply #266 on: May 23, 2010, 01:36:55 pm »

Aversion to woodcutting is a hardcoded feature. It can be turned on and off for any civilisation, but it cant be changed into an aversion towards something else.

I think there is a tag for an aversion towards killing animals though. Something Toady made but didnt use in the default raws. I cant remember what tag it was, maybe its an ethic setting.
Logged
I make Grimlocke's History & Realism Mods. Its got poleaxes, sturdy joints and bloomeries. Now compatible with DF Revised!

Chuckster

  • Bay Watcher
    • View Profile
Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
« Reply #267 on: May 23, 2010, 03:24:22 pm »

I have a couple questions for these tokens in my creature.
Code: [Select]
[TISSUE:COPPER]
[TISSUE_NAME:copper:copper]
[TISSUE_MATERIAL:INORGANIC:COPPER]
[FUNCTIONAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]

What does relative thickness do? Also if I make it to 0 would it be easier to cut?
Also stuff like [FUNCTIONAL],[CONNECTS],etc.
Will [HAS_NERVES] work in a tissue layer I assigned?
Logged

Shaostoul

  • Bay Watcher
  • Expanding your universe.
    • View Profile
    • Shaostoul Patreon
Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
« Reply #268 on: May 23, 2010, 11:51:49 pm »

Chuckster, I'm not too sure how creatures are put together in the new version. So the best advice I could give you is to look at like the bronze colossus or the amethyst man or gabbro man for examples. I think it's Gabbro...

I would assume a relative thickness of zero would make it a non-existent layer that serves no purpose.

I would assume connects means it connects to the body, like a limb possibly?

Has nerves would have to deal with feeling pain and such I believe. If you don't have "has nerves" on feet and the creature had its feet burned off from like 1/7 magma, it wouldn't feel pain... maybe.

That's about as much as I can help you at the moment.

I've been having a lot of work going on with the helicopter school.
Logged
I mod games and educate others how to do so as well, if you'd like to learn join my Discord and you can join a bunch of like minded individuals. (Presently modding Space Engineers and No Man's Sky.)

Looking into modding DF? This forum guide & wiki guide may still be a good start!

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: --GUIDE-- Shaostoul's Modding Guide --Now has a wiki--
« Reply #269 on: May 24, 2010, 03:01:59 am »

Huh, HAS_NERVES is a creature's token. For tissues you need [PAIN_RECEPTORS:#] where "#" determines the level of pain which is inflicted when the tissue is hit.

Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository
Pages: 1 ... 16 17 [18] 19 20 ... 29