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Author Topic: I keep getting "X cancels job: too injured" messages with my custom creature  (Read 2034 times)

Krisnack

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I created this ludicrously overpowered civ just too see how well they could do against megabeasts and demons, however I'm having trouble getting them to wield stuff. I've looked over the raws several times, but I can't find the problem.


Spoiler: New body_default entry (click to show/hide)
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Untelligent

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Anything in your errorlog?
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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.

Krisnack

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Several, but most are related to unrecognized entity tokens. One, however, stood out:
Code: [Select]
*** Error(s) found in the file "raw/objects/creature_viperite.txt"
VIPERIDE:Body Token Recognized But Could Not Connect: HUMANOID_JOINTS
Does this mean I have to create a new joints body_default entry?
« Last Edit: August 17, 2010, 10:23:28 pm by Krisnack »
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Krisnack

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Sorry to bump this, but It's driving me nuts, and I can't figure out what the problem is.
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Krisnack

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Apparently the Strangler, which uses the four-armed body type but does not have the HUMANOID_JOINTS tag, is able to wield weapons and shields.

Would removing the HUMANOID_JOINTS tag have any ill effects?
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Patchouli

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I'm going to be honest and say I still have a hard time understanding what's going on with bodies, and I too am confused by things like this. I always guessed that joints were only used to determine what body part becomes functionally useless if that joint is injured, but I don't really know.

Removing the HUMANOID_JOINTS part shouldn't really mess up anything, if I recall, it's represented really abstractly, in that a right upper arm is connected to the upper body, but it's also connected to the shoulder joint, but the shoulder joint is completely separate from the upper body.
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Deon

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The body works like this: all folllowing bodyparts should connect to mentioned earlier, and it all starts with the first body (main, like HUMANOID or something like that).

In this example, HUMANOID_JOINTS should connect to HUMANOID-type body, but you have none thus they cannot connect. Post your creature and body raws, we cannot help you without your code. "Too injured" means they are incapable of doing stuff they are requested to do.

P.S. Nevermind, I am blind. I will playtest them and say you what's wrong.
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Krisnack

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Any luck?
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Valience

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I'm going to go out on a limb, based purely on the minimal knowledge I have of the current version, and say that the Joints are having a problem because you don't have legs and feet, which the joints are most likely looking for to hook into. I don't think that the tail, even though it's stance, will work.
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JediaKyrol

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tail will work, I made a "hover-thruster" for a robot with stance token and worked fine.  But I did have the same problem once before, custom race could not grasp or stand, turned out to be a simple typo...I'll look over this too. 

arms still aren't working, I'll try replacing them with my 6-armed robot arms and see what we get.

(edit) ok...robot arms worked...so it's a typo somewhere in all of that that's stopping it from being able to grab things...here's the lazy fix though

Spoiler (click to show/hide)
I added in the left/right tokens but didn't change the displayed names, but they work.
« Last Edit: August 24, 2010, 04:54:10 pm by JediaKyrol »
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Untelligent

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Code: [Select]
*** Error(s) found in the file "raw/objects/creature_viperite.txt"
VIPERIDE:Body Token Recognized But Could Not Connect: HUMANOID_JOINTS


This kind of error (along with something to do with attaching attacks to body parts, whose exact message escapes me) are probably my two least favorite error messages. Not because they're hard to fix, but because I never remember how to fix them. It's bizarre, and annoying. I also run into them quite often.
« Last Edit: August 24, 2010, 06:27:34 pm by Untelligent »
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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.

3

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That issue is due to the way the "HUMANOID_JOINTS" body entry is designed to attach to a very specific set of parts (that is, the HUMANOID body). Remove any one of those parts (including, say, the individual arm parts, replacing them with a 1-part arm) and the joints'll break.

If you want your creatures to be wrestleable, you'll probably want to create a HUMANOID_JOINTS-esque body entry tailored to your creature. If you don't care about that, you can just remove HUMANOID_JOINTS and get on with fixing the rest of it. Assuming there's something more serious at hand.
« Last Edit: August 24, 2010, 08:46:13 pm by 3 »
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Krisnack

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That issue is due to the way the "HUMANOID_JOINTS" body entry is designed to attach to a very specific set of parts (that is, the HUMANOID body). Remove any one of those parts (including, say, the individual arm parts, replacing them with a 1-part arm) and the joints'll break.

If you want your creatures to be wrestleable, you'll probably want to create a HUMANOID_JOINTS-esque bady entry tailored to your creature. If you don't care about that, you can just remove HUMANOID_JOINTS and get on with fixing the rest of it. Assuming there's something more serious at hand.
I went and created a new joints body entry. I don't get any errors, but the creature is still unable to grasp things.
Spoiler (click to show/hide)
So I added an STP at the end of the each limb BP entry like JediaKyrol recommended...
Spoiler (click to show/hide)
And the the problem seems to be solved, although I don't like loosing the ability to wrestle. Any idea on what's wrong with my custom joints entry?
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3

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Whether a creature can wrestle or not is determined by whether it has LIMB bodyparts - using those is the only way you can lock/break limbs and such.

Joints, conversely, allow limbs to be locked and broken.
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Krisnack

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So my creature will have unbreakable joints? Seems like a small price to pay. Big thanks to every one who responded.
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