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Author Topic: Modding animals to reist self-burnination  (Read 1304 times)

Schilcote

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Modding animals to reist self-burnination
« on: June 21, 2010, 03:02:58 pm »

Sorry if this has been asked before, it probably has.

Basically, I have a modded species of animal, one caste having a body temperature below freezing, and another having an extremely high body temperature. I have the [HEATDAM_POINT] set to slightly higher than [HOMEOTHERM], slightly lower than [HOMEOTHERM], and far higher and lower, but it appears to make no difference. Whenever one of these animals spawns, they either immediately melt (the hot ones), or freeze to death (the cold ones). Or at least I think it is... maybe it's the other way around with the cold ones melting from the room temp heat and the hot ones freezing to death?

Is there any way to make specific castes have different names? I assume that two members of one caste can produce a member of another caste?
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WHY DID YOU HAVE ME KICK THEM WTF I DID NOT WANT TO BE SHOT AT.
I dunno, you guys have survived Thomas the tank engine, golems, zombies, nuclear explosions, laser whales, and being on the same team as ragnarock.  I don't think something as tame as a world ending rain of lava will even slow you guys down.

Emong

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Re: Modding animals to reist self-burnination
« Reply #1 on: June 21, 2010, 03:20:10 pm »

Have you tried using FIXEDTEMP or whatever that tag is?
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Iituem

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Re: Modding animals to reist self-burnination
« Reply #2 on: June 21, 2010, 03:21:54 pm »

Code: [Select]
[CASTE:WORKER]
[CASTE_NAME:worker ant woman:worker ant women:worker ant woman]
Female, but non-breeding.
[POP_RATIO:10000]
[CASTE:SOLDIER]
[CASTE_NAME:soldier ant woman:soldier ant women:soldier ant woman]
Female, but non-breeding.
[POP_RATIO:1000]
[CASTE:DRONE]
[MALE]
[CASTE_NAME:drone ant man:drone ant men:drone ant man]
[POP_RATIO:5]
[CASTE:QUEEN]
[FEMALE]
[CASTE_NAME:queen ant woman:queen ant women:queen ant woman]
[POP_RATIO:1]

From creature_subterranean, the antman raws.  CASTE_NAME is the tag you want for naming.

And yes, FIXEDTEMP should force a creature's temperature to remain at a fixed setting.

Should.
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Deon

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Re: Modding animals to reist self-burnination
« Reply #3 on: June 21, 2010, 04:33:29 pm »

Also don't forget to tweak creature's materials as well. If you build it up from common materials, those have preset values.
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Untelligent

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Re: Modding animals to reist self-burnination
« Reply #4 on: June 21, 2010, 05:19:33 pm »

Spoiler (click to show/hide)

For the temperature problem, try putting that toward the end of the creature. Copied from dragons. Tweak as necessary.
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regardless, the slime shooter will be completed, come hell or high water, which are both entirely plausible setbacks at this point.

Schilcote

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Re: Modding animals to reist self-burnination
« Reply #5 on: June 21, 2010, 08:38:21 pm »

Hmm... The cold ones work, but the hot ones still melt.
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WHY DID YOU HAVE ME KICK THEM WTF I DID NOT WANT TO BE SHOT AT.
I dunno, you guys have survived Thomas the tank engine, golems, zombies, nuclear explosions, laser whales, and being on the same team as ragnarock.  I don't think something as tame as a world ending rain of lava will even slow you guys down.

D_E

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Re: Modding animals to reist self-burnination
« Reply #6 on: June 22, 2010, 03:16:24 pm »

It's FIXED_TEMP that sets a creatures body temperature.  Homeotherm sets what temp they WANT to be, I believe.  For example, [FIXED_TEMP:1000000] makes a creature that happily boils water (and nearby creatures).

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Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

Untelligent

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Re: Modding animals to reist self-burnination
« Reply #7 on: June 22, 2010, 04:26:29 pm »

Well, temperature can't go above 65535 or so due to binary limitations and will just loop around or default to 0 or something, but you have the right idea.
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The World Without Knifebear — A much safer world indeed.
regardless, the slime shooter will be completed, come hell or high water, which are both entirely plausible setbacks at this point.

D_E

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Re: Modding animals to reist self-burnination
« Reply #8 on: June 23, 2010, 08:35:44 am »

Oops.  It must loop all the way around to a high number though (too lazy to calculate it), because that line really does work... at least it does in the arena.
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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)

antymattar

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Re: Modding animals to reist self-burnination
« Reply #9 on: June 23, 2010, 12:05:20 pm »

if they explode into a ball of fier smoke and blood then that means that you have something wrong with the blood. my creatures pREPARED (yeah, I  know) themselves because they were spiting hot poison that egnited their blood. pretty cool tho. self preparing animal. nice idea.