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Author Topic: Tags for embarking pets?  (Read 3118 times)

Zargen

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Tags for embarking pets?
« on: April 25, 2010, 08:36:19 pm »

Quick question, what tags do I add to a creature so my dwarves can embark with it?

I had the crazy idea of making magma(or lava?) crabs selectable at embark so I can train war lava crabs! Want to station them outside of my fort so they spit their lava balls at anything hostile coming near my fort :P Complete replacement of dwarf crossbows!
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Deon

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Re: Tags for embarking pets?
« Reply #1 on: April 25, 2010, 08:37:00 pm »

[COMMON_DOMESTIC][PET]

Don't forget [PETVALUE:*] or it will cost 1 dwarfbuck.
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Zargen

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Re: Tags for embarking pets?
« Reply #2 on: April 25, 2010, 08:51:14 pm »

I added [COMMON_DOMESTIC][TRAINABLE][PET] just above the petvalue string already in the magma crab's RAW file but nothing shows up on the embark screen  :( tried making a new world and everything - no luck. Did I miss something?
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Zargen

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Re: Tags for embarking pets?
« Reply #3 on: April 25, 2010, 08:52:06 pm »

Heres the RAW, what needs fixing?

[CREATURE:MAGMA_CRAB]
   [ARENA_RESTRICTED]
   [DESCRIPTION:A small rock-eating creature that lives in molten rock.  It scurries on little feet and swims through liquid rock with sharp wings.  It uses magma to digest rock and spits out burning globs.]
   [NAME:magma crab:magma crabs:magma crab]
   [CASTE_NAME:magma crab:magma crabs:magma crab]
   [CREATURE_TILE:161][COLOR:0:0:1]
   [COMMON_DOMESTIC][TRAINABLE][PET]
   [PETVALUE:200]
   [NATURAL]
   [BIOME:SUBTERRANEAN_LAVA]
   [UNDERGROUND_DEPTH:3:5]
   [FREQUENCY:100]
   [POPULATION_NUMBER:25:50]
   [CLUSTER_NUMBER:1:5]
   [SPEED:1500]
   [PREFSTRING:chittering]
   [ALL_ACTIVE]
   [NO_SLEEP]
   [HOMEOTHERM:12000]
   [SWIMS_INNATE][SWIM_SPEED:1500]
   [FIREIMMUNE]
   [NOT_BUTCHERABLE]
   [EXTRAVISION]
   [MAGMA_VISION]
   [NOBONES]
   [BODY:BODY_WITH_HEAD_FLAG:BRAIN:MOUTH:2WINGS]
   [BODY_DETAIL_PLAN:CHITIN_MATERIALS]
   [BODY_DETAIL_PLAN:CHITIN_TISSUES]
   [BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:CHITIN:FAT:MUSCLE]
   [BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
   [MATERIAL_BREATH_ATTACK:INORGANIC:BASALT:LIQUID_GLOB]
   [HAS_NERVES]
   [BODY_SIZE:0:0:1000]
   [BODY_SIZE:1:168:2000]
   [BODY_SIZE:5:0:30000]
   [MAXAGE:50:70]
   [CASTE:FEMALE]
      [FEMALE]
   [CASTE:MALE]
      [MALE]
   [SELECT_CASTE:ALL]
      [SET_TL_GROUP:BY_CATEGORY:ALL:CHITIN]
         [TL_COLOR_MODIFIER:BLACK:1]
            [TLCM_NOUN:exterior:SINGULAR]
   [SELECT_MATERIAL:ALL]
      [MULTIPLY_VALUE:2]
      [IF_EXISTS_SET_HEATDAM_POINT:13000]
      [IF_EXISTS_SET_IGNITE_POINT:13000]
      [IF_EXISTS_SET_MELTING_POINT:13000]
      [IF_EXISTS_SET_BOILING_POINT:15000]
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Deon

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Re: Tags for embarking pets?
« Reply #4 on: April 26, 2010, 01:38:31 am »

Did you make it in the save folder?
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Zargen

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Re: Tags for embarking pets?
« Reply #5 on: April 26, 2010, 04:08:34 am »

Yes, both the save and standard RAW file. Even made an entirely new world. no luck
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Max White

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Re: Tags for embarking pets?
« Reply #6 on: April 26, 2010, 04:14:01 am »

Well that is interesting.

Try using this instead.

   [COMMON_DOMESTIC]
   [BENIGN][MEANDERER][PET]

If that dosn't work, its because of something that is there, rather then something that isn't.

Zargen

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Re: Tags for embarking pets?
« Reply #7 on: April 26, 2010, 04:21:57 am »

Changed it, still didn't work. So I assume it's something there thats the problem.
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Max White

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Re: Tags for embarking pets?
« Reply #8 on: April 26, 2010, 04:31:17 am »

Ok, just to make sure, they appear in the arena, right?

We WILL get to the bottom of this, even if we need to burn down an orphanage!

Zargen

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Re: Tags for embarking pets?
« Reply #9 on: April 26, 2010, 04:35:16 am »

No they don't appear in the arena either  ??? and even unmodified they didn't...weird. Maybe toady messed something up in the raw?
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Max White

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Re: Tags for embarking pets?
« Reply #10 on: April 26, 2010, 05:05:36 am »

Wait, take [ARENA_RESTRICTED] off them. I didn't notice it before, but it stops things from getting into the arena.

Knight Otu

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Re: Tags for embarking pets?
« Reply #11 on: April 26, 2010, 05:33:25 am »

Add [LARGE_ROAMING]. A few of the new underground beasts are missing that tag.
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Zargen

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Re: Tags for embarking pets?
« Reply #12 on: April 26, 2010, 05:37:06 am »

They aren't very large, but I guess I'll add it. Whats [LARGE_ROAMING] do?

Think I'm going to beef them up too. Put one in the arena against a goat...goat won.
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Zargen

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Re: Tags for embarking pets?
« Reply #13 on: April 26, 2010, 05:38:16 am »

Another thing - what would I need to add for eyes? It seems in the arena that it lacks eyesight. And thus, doesn't seem to be too accurate with those pellets it spits  :P



Even though it shows up in the arena I still cant get it to embark. Very annoying. Must be something obvious we're missing  >:(
« Last Edit: April 26, 2010, 05:44:05 am by Zargen »
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Knight Otu

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Re: Tags for embarking pets?
« Reply #14 on: April 26, 2010, 05:44:59 am »

[LARGE_ROAMING] basically tells the game that these guys aren't vermin (thus, being 'large'), and that they can roam the world. It's a rather essential tag for non-vermin, non-civ creatures.

Magma crabs have extravision, which should give them vision without eyes. I take you're getting 'vision lost' on a health screen? It seems that, in that context, the game doesn't realize that the creature can still see without eyes with that tag. You could try adding :2EYES to the body definition, though, and see whether that helps.

Edit: You could also try changing the underground depth to 1:5, to allow them in higher caves, where dwarves can get to them.

Edit edit: Seems there is more lacking than large roaming - the text export shows no sign of them.
« Last Edit: April 26, 2010, 05:56:34 am by Knight Otu »
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