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Author Topic: Ugh, stupid catgirls.  (Read 3404 times)

Interus

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Ugh, stupid catgirls.
« on: May 01, 2011, 05:09:45 pm »

Having a little bit of serious trouble with a mod I'm working on.  Everything works fine without this one human caste(I've added several castes to the custom creature file I'm working on) but when I add it, it breaks the game during worldgen, without an error.

I would almost think it's the following part:
Spoiler (click to show/hide)
The rest of the caste is:
Spoiler (click to show/hide)

I should have kept the partially corrected version, but I deleted it since it was frustrating.  The current version throws out this error log.
*** Error(s) found in the file "raw/objects/creature_humanity.txt"
HUMAN_PLAYER:Tissue layer not added because no BP found: BY_CATEGORY:TAIL:HAIR
HUMAN_PLAYER Color Mod Ending With (ECRU,1) Was Not Used
HUMAN_PLAYER Color Mod Ending With (ECRU,1) Was Not Used
[/spoiler]
Also, the errors are because I'm not doing whatever it is I need to be doing to add a hair layer or tissue to ears and tails, and I have like no idea how to do that.  I'm reasonably certain that the two color mods it mentions are because it tries to set the color of the ear hair and tail hair(which I should probably actually have as the same color, but I'll worry about that when they actually exist).  I know the stuff I have in there isn't even close to right, since I had made a little bit of progress in a file I ended up deleting.

Oh, and I'm not worried about whatever the effects of declaring a body beforehand are, unless there's extra effects for only having the body declared at caste level.  Because I copied it from the creature level, pasted it once with every other caste selected, and again with just this one.  The world gens fine with this caste deleted completely.  It's just that when I have it in, it stops after it starts progressing through time.  I've seen DF lock up at 2 years, 9 years, and 38 years after I started trying to figure out just where the problem is.

Any suggestions on how to fix either of these problems is appreciated.

Unfortunately, I gotta go for like half an hour, but as soon as I'm back I'll check results and get back to anybody who tries to help me.
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Befenismor

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Re: Ugh, stupid catgirls.
« Reply #1 on: May 01, 2011, 05:15:28 pm »

Why would you even...

nevermind, I don't want to know.
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Rumrusher

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Re: Ugh, stupid catgirls.
« Reply #2 on: May 01, 2011, 05:25:33 pm »

did you place the cat details onto the caste race?
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Necro910

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Re: Ugh, stupid catgirls.
« Reply #3 on: May 01, 2011, 05:26:09 pm »

Why would you even...

nevermind, I don't want to know.
I think you already did.

Interus

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Re: Ugh, stupid catgirls.
« Reply #4 on: May 01, 2011, 05:37:04 pm »

did you place the cat details onto the caste race?

What do you mean?  Is that something I would need to do?  Currently, they have the large eyeteeth instead of regular teeth, a tail, and I modified sizes slightly.  Smaller height and broadness, bigger ears.  That sort of thing.  Haven't done much else with their bodies yet.
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Girlinhat

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Re: Ugh, stupid catgirls.
« Reply #5 on: May 01, 2011, 05:51:02 pm »

I think...
Quote
[TISSUE_LAYER:BY_CATEGORY:HEAD:HAIR:AROUND:BY_CATEGORY:EAR]
   [USE_TISSUE_TEMPLATE:HAIR:HAIR_TEMPLATE]

[TISSUE_LAYER:BY_CATEGORY:TAIL:HAIR:AROUND:BY_CATEGORY:TAIL]
   [USE_TISSUE_TEMPLATE:HAIR:HAIR_TEMPLATE]
should look more like...
Code: [Select]
   [USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
   [USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
   [TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
   [TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]
which is to say...
Code: [Select]
   [USE_MATERIAL_TEMPLATE:HAIR:HAIR_TEMPLATE]
   [USE_TISSUE_TEMPLATE:HAIR:HAIR_TEMPLATE]
   [TISSUE_LAYER:BY_CATEGORY:EAR:HAIR:AROUND]
   [TISSUE_LAYER:BY_CATEGORY:TAIL:HAIR:AROUND]
because the rule of thumb for manually painting tissues and layers (which is what you're doing here) is to USE a material and a tissue, which calls it into short-term memory, and the you paint it on using TISSUE_BY_LAYER or similar, which takes whatever is stored in short-term and applies it where defined.

Interus

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Re: Ugh, stupid catgirls.
« Reply #6 on: May 01, 2011, 06:01:22 pm »

Spoiler (click to show/hide)

That's kind of annoying.  Still, better than saying I'm not applying it to anything.  I think I need to add those BY_CATEGORY things I saw in one of the body_detail files.  I really don't understand this tissue layer stuff.

I thought changing that was good, since the first gen after that made it to 125 years and crashed during the finalization, but then the next world crashed at year 4.
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BigD145

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Re: Ugh, stupid catgirls.
« Reply #7 on: May 01, 2011, 06:13:16 pm »

Rare litters?! That's no catgirl.
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Interus

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Re: Ugh, stupid catgirls.
« Reply #8 on: May 01, 2011, 06:59:31 pm »

Rare litters?! That's no catgirl.

I can get rid of it, but they're basically humans, so their children have like, a 2% chance of actually being a catgirl too.  So it's not like they'd be giving birth to tons of kittens.  Just bundles of regular babies.  I didn't want to turn them into complete breeding factories either.  They're mostly just to provide a more agile, unarmed focused, slightly unfocused, caste, that I also happen to think is cute.

Oh, does adding [HUNTS_VERMIN] do anything to intelligent creatures or things that aren't normally pets?  What about [RETURNS_VERMIN_KILLS_TO_OWNER] and [ADOPTS_OWNER].  They probably shouldn't adopt, but it would be cute.  A bit awkward if they got married to somebody that wasn't their owner though.
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Necro910

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Re: Ugh, stupid catgirls.
« Reply #9 on: May 01, 2011, 07:25:10 pm »

Rare litters?! That's no catgirl.
A bit awkward if they got married to somebody that wasn't their owner though.
Mormon?  :P

Jeoshua

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Re: Ugh, stupid catgirls.
« Reply #10 on: May 01, 2011, 07:33:55 pm »

I've added [HUNTS_VERMIN] to Kobolds before, and it worked just fine as one could expect for them killing vermin.  Unfortunately they wouldn't eat said vermin tho.  I'm not sure how it would work as a caste-level thing, tho.

I know the Pet tags work on a caste level.
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Interus

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Re: Ugh, stupid catgirls.
« Reply #11 on: May 01, 2011, 07:44:17 pm »

I've added [HUNTS_VERMIN] to Kobolds before, and it worked just fine as one could expect for them killing vermin.  Unfortunately they wouldn't eat said vermin tho.  I'm not sure how it would work as a caste-level thing, tho.

I know the Pet tags work on a caste level.

Cool.  I kinda want them to eat the vermin since they're carnivores and need the food(might have to get rid of that if it ends in too many dead 4-year old catgirls), but simply having killing rats as a part of their nature is definitely something I want.  Of course, I'd like for them to be able to exist at all first, and right now their existence seems to compromise the existence of everything else.

I might have to see how the pet tags actually affect them.  There's a lot of stuff I wanna do with this caste specifically.  All the others are boring.  Just a few genius-castes for humans.
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Jeoshua

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Re: Ugh, stupid catgirls.
« Reply #12 on: May 01, 2011, 08:33:46 pm »

You might need to make a reaction that turns vermin corpses into edible food.  One of the Kobold mods, I'm not entirely sure which, had something called the "Critter Kitchen" which did exactly that.  So as a player race thing, that would work fine.  Don't expect anything in worldgen or off-screen things.  The Vermin will die in world-gen (my Kobold caves usually have no vermin left in them).  But their corpses seemingly just disappear unless you're there to see them drop their remains.

Wait that's Girl_in_hat! Hey! Where the heck have you been! We missed you  :D
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Necro910

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Re: Ugh, stupid catgirls.
« Reply #13 on: May 01, 2011, 08:38:28 pm »

You might need to make a reaction that turns vermin corpses into edible food.  One of the Kobold mods, I'm not entirely sure which, had something called the "Critter Kitchen" which did exactly that.  So as a player race thing, that would work fine.  Don't expect anything in worldgen or off-screen things.  The Vermin will die in world-gen (my Kobold caves usually have no vermin left in them).  But their corpses seemingly just disappear unless you're there to see them drop their remains.

Wait that's Girl_in_hat! Hey! Where the heck have you been! We missed you  :D
You could add "Prepare Vermin" as a reaction.

Chocolate rats! Ant on a stick! Deep fried everything! Deep fried, deep fried everything! Deep fried, deep fried everything dipped in chocolate! Deep fried, deep fried everything dipped in chocolate... on a stick!

Interus

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Re: Ugh, stupid catgirls.
« Reply #14 on: May 01, 2011, 08:47:14 pm »

I was already planning on adding recipes in at some point.  I was mostly considering baked goods, but vermin stew seems like a good idea too now.  Too bad I probably can't make it so that certain castes prefer certain food.  And I guess now I have to make reactions that require oil and batter(flour and eggs?) too.

Last I heard, they're supposed to eat vermin if they're starving, and vermin hunting seems like it would make it easier for them to find vermin since they'd actively seek them out instead of just grabbing one that walked by.  Of course, now that I think of it, the last time I paid attention to whether or not anybody eats vermin was actually pre-df2010.  That probably doesn't apply in worldgen though.  And I'm not 100% sure I want my catgirls actively eating the rats and birds and roaches they kill, rather than trying to show them off to their owner.  "Look what I caught!" and all that.  Especially if they interrupt whatever actual work they're doing to go chase after something.  That is exactly what I want(and I'm not being sarcastic).  All this talk of vermin is starting to make me regret that chili I just ate.

I think I saw something in the newb modding thread that helps me out with the hair thing, and might allow me to give them seriously dangerous claws too.
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