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Dwarf Fortress => DF Modding => Topic started by: Captain Mayday on July 26, 2010, 03:07:49 pm

Title: VBASE - Modding standard (version 1.6.1) - 0.31.21 Compliant
Post by: Captain Mayday on July 26, 2010, 03:07:49 pm
=VBASE=

Welcome to the VBASE modding standard.

What is this?
This is, in effect, a mod for modders. It provides a number of creature variations that can be used to quickly construct a creature in an easy and logical manner.

So what happens if I install this then?
Nothing, probably. VBASE will only overwrite the body_default.txt file in order to prevent duplicate body parts from being created. It retains all old items for backwards compatibility.

I'm making a mod, but why should I use VBASE?
VBASE makes heavy use of creature variations. By learning how to manipulate the variations within a creature, you will find it much more versatile to use than the normal body templates, and much easier to assign tissues and attacks which have meaningful names.
It should still be noted that while VBASE is extremely useful when creating flesh and blood creatures, elemental creatures will still require a very similar amount of modding knowledge as the vanilla entries.

What's affected in this mod?
As already stated, all vanilla items are left alone, and only the body_default.txt is overwritten. Largely, it adds a large number of variations focusing on simplifying the assignment of body parts, tissues, and attacks to creatures that you yourself may create.

How will you handle updates in future?
I have reached a point in modding VBASE where there is nothing I can take away, or modify, any further.
So, while items will be added, none will be removed, thus ensuring no problems caused by integrating future versions.
When it comes to Dwarf Fortress updates, the Creature variations should, more or less, hold their own.
The only items I have concern for are the body parts themselves, and the attacks. These, however, are easily updated, and the effects will propagate throughout all creatures employing them.


File location
Link to VBASE on DFFD (http://dffd.wimbli.com/file.php?id=2835)

Project Status
Currently in Maintenance stage. I am still willing to take suggestions on any variations to add, but for the most part I'll just be updating along with new tokens that are released.

Mods using VBASE
Legendary Lands (http://www.bay12forums.com/smf/index.php?topic=61301.0)

*if you employ VBASE for your mod, please message me and I will update this.
Title: Re: VBASE - Modding standard
Post by: Deon on July 26, 2010, 03:29:36 pm
Okay, I remember you mentioning it in the LL thread. This is awesome, can't wait to see the full version of yours.
Title: Re: VBASE - Modding standard
Post by: Captain Mayday on July 27, 2010, 03:52:31 am
VBASE has now been released as beta.
I am completely available to answer questions regarding it here and on IRC.
Title: Re: VBASE - Modding standard
Post by: Tormy on July 27, 2010, 06:27:41 am
This will be very helpful when I finally start to work on my own mod. Thanks Cpt!
Title: Re: VBASE - Modding standard
Post by: Acanthus117 on July 27, 2010, 06:50:14 am
Good lordy, this might make me want to get into serious modding!

Good on you, Captain!
Title: Re: VBASE - Modding standard
Post by: Captain Mayday on July 27, 2010, 07:54:49 am
Few hours in and I've already found the first small problem.
The Attacks file has a list of references for pasting into various creatures as a standard set.

These have no impact, codewise. Just don't refer to them.
Title: Re: VBASE - Modding standard
Post by: Captain Mayday on July 28, 2010, 02:17:09 am
Updated VBASE again.
Looks liked I'd done something retarded with the attacks, so they were using the wrong tissue. This only occurred for nail/talon/claw.
Also added some new stuff into quick bodies, and fixed some minor stuff and added stuff in quick tissues.
Mainly a bugfix release.

All tested correctly in Legendary Lands.

VBASE beta .2 now released.
Title: Re: VBASE - Modding standard
Post by: Captain Mayday on July 29, 2010, 07:33:00 am
Beta 3 released, not much changed. Few minor tweaks and additions.
Title: Re: VBASE - Modding standard
Post by: soul4hdwn on July 29, 2010, 09:35:10 am
if you are going to update this fast i'll need a change log to keep track in case i messed up *jokes*

actually i was going to make a non DF standard'ed humanoid (animal man). as in one that does speak have age and some proper identifiers instead of an animal in shape of a human. kinda keep getting distracted easily to finish...
Title: Re: VBASE - Modding standard
Post by: Captain Mayday on July 29, 2010, 10:11:30 am
actually, I had to remove the old animal man variation, since it was breaking when combined with the new ones.
If someone were to come up with a way to make it work, I'd be grateful.
Title: Re: VBASE - Modding standard
Post by: soul4hdwn on July 29, 2010, 05:58:41 pm
is the new one ok? i don't see anything "wrong" with the creature variation animal person. if you meant the body variation then i'm hopeless on bodies.
Title: Re: VBASE - Modding standard
Post by: Mephansteras on July 29, 2010, 06:09:37 pm
Ah, good. Glad this is in a stable state at this point. I'll have to check it out now.
Title: Re: VBASE - Modding standard
Post by: Captain Mayday on July 30, 2010, 01:31:01 am
is the new one ok? i don't see anything "wrong" with the creature variation animal person. if you meant the body variation then i'm hopeless on bodies.

The animal person variation just conflicts with the other variations. I was unable to figure out how to make tissues apply correctly in this manner.
Title: Re: VBASE - Modding standard
Post by: Captain Mayday on July 30, 2010, 06:08:01 am
Upcoming version of VBASE has following fixes:
scaled creature tissue variables referenced skin instead of scale in component instances.
multihead and multineck reversed in name, caused problems when trying to add heads to necks that didn't exist yet.
Title: Re: VBASE - Modding standard
Post by: Captain Mayday on August 03, 2010, 08:32:23 am
beta .4 now out. Lots of little corrections, also a heavily expanded quick attack set.
Title: Re: VBASE - Modding standard (BETA .4)
Post by: 3 on August 17, 2010, 07:11:52 pm
I have a suggestion involving creature classes, mainly related to syndromes, which may find use elsewhere as well.

It might be worthwhile to include a series of creature classes that are respective to certain physical (or even mental) characteristics - say, a CREATURE_BLOODED for creatures with blood, CREATURE_BLOODLESS for creatures without blood, CREATURE_INORGANIC for inorganic things, CREATURE_MAGICAL, perhaps even ones for alignment, mental/physical attributes, etc.. The purpose of doing this is so when a creator decides to make a syndrome that is supposed to only affect specific types of creatures, there's a decent chance that there's already a creature class which covers the creature's attributes. This also assists when it comes to mod compatibility, since a creator can just add whatever class to a syndrome and whoever else's creatures will have the correct class already added.
Title: Re: VBASE - Modding standard (BETA .4)
Post by: Deon on August 17, 2010, 09:42:09 pm
Can you have multiple classes? I didn't try to make it yet.
Title: Re: VBASE - Modding standard (BETA .4)
Post by: 3 on August 17, 2010, 09:46:59 pm
Well, I presume so. I'll test something out.

Edit: Yeah, seems to be working.
Title: Re: VBASE - Modding standard (BETA .4)
Post by: Captain Mayday on August 17, 2010, 10:01:25 pm
so you'd like me to duplicate the Allow_sickness variation for various other creature classes?
Title: Re: VBASE - Modding standard (BETA .4)
Post by: 3 on August 17, 2010, 10:14:52 pm
Essentially, yeah, and possibly add the appropriate classes to each of the quick tissue creature variations.
Title: Re: VBASE - Modding standard (BETA .4)
Post by: Captain Mayday on August 18, 2010, 09:16:34 am
Perhaps instead of doing it that way, I could just create an _UNCLASSED suffix to a copy of the existing ones? That way you could just define whatever in your own mods.

Edit: this is the way I've decided to go. Guessing at what people might want as their classes would needlessly bloat out the creature variations, and really, adding a [CREATURE_CLASS:WHATEVER] to a creature is no great hardship.
Title: Re: VBASE - Modding standard (BETA .4)
Post by: 3 on August 19, 2010, 12:25:18 am
Yeah, you're probably right, although there'll still be the issue of cross-mod compatibility... which shouldn't be that much of an issue anyway, since if someone's planning on merging mods, they've probably thought of that sort of thing already.

Thanks.
Title: Re: VBASE - Modding standard (BETA .4)
Post by: Captain Mayday on August 21, 2010, 02:50:57 am
Have violated my own rule of not removing anything. Removed the Shadow body template, and the underbelly body part.
The reasons for this decision:
Shadow body is easily constructed from the CV for Six Tendrils and the body with head flag body part.
Underbelly was a legacy from LL, replaced by a more specific allocation of tissues rather than appending body parts.
Title: Re: VBASE - Modding standard (BETA .5)
Post by: Captain Mayday on August 21, 2010, 02:58:02 am
So, I'm looking at further suggestions, or any requests for assistance in using this.
We're about 7 days off me deciding this is more or less done enough to give it a version 1 version number.
Title: Re: VBASE - Modding standard (BETA .5)
Post by: Solifuge on August 31, 2010, 03:14:28 am
Do your plans included expanding on the available color patterns, as in "descriptor_pattern_special.txt" at all? An expanded set of color pattern templates for stripe/spot combinations, or even general color presets (say, a "Blue_Skin" variation that includes Cobalt, Cerulean, Azure, Teal, etc. tissue colors at varying probabilities), would be really convenient, rather than specifying the same earth-toned colors for 50 different animals. Also, variations like "Albino", which would set hair to white or pale yellow, skin to white or peach, eyes to red, etc. could be used to create pigmentless Cave Creature variants, or approximate genetic albinism using POP_RATIO and castes.

On a semi-related note, with the removal of the "underbelly" part, can the color of the underbelly still be specified/differentiated? It's a little nitpicky detail that bugs me about DF, but it lacks different colors for the underbellies of animals, which is extremely common in nature, from reptiles and fish to mammals and birds.
Title: Re: VBASE - Modding standard (BETA .5)
Post by: Captain Mayday on August 31, 2010, 07:34:24 am
Doing that is actually exceedingly difficult.
The 'underbelly' body part was a legacy item of my own that did not function as intended. It is still possible to do what you suggest by using various amounts of coverage of layers of hair.
I believe I've done something similar with one of my creatures in the Legendary Lands mod, and it wasn't easy to set up.
As for your request for Albinism, I'll add it in as a variation. The request for expanded colour patterns falls outside the scope of this mod, so although I like the idea, I won't be adding it in.
Please feel free to create a heavily expanded descriptor_pattern_special.txt for general use, though. I'm sure that I could find use for it in my other modding.
Title: Re: VBASE - Modding standard (BETA .5)
Post by: Captain Mayday on August 31, 2010, 08:11:33 am
Aha, it appears that I have actually allowed for the front stripe on creatures with my body detail plan as follows:

   [BODY_DETAIL_PLAN:ADD_TORSO_TISSUES_WITH_DIFFERENT_TISSUE_FRONT_STRIP] #generally soft:hard for soft underbellies.
      [BP_LAYERS:BY_CATEGORY:BODY:ARG2:1:TOP]
      [BP_LAYERS:BY_CATEGORY:BODY:ARG2:1:LEFT]
      [BP_LAYERS:BY_CATEGORY:BODY:ARG2:1:RIGHT]
      [BP_LAYERS:BY_CATEGORY:BODY:ARG2:1:BACK]
      [BP_LAYERS:BY_CATEGORY:BODY:ARG1:1:FRONT]
      [BP_LAYERS:BY_CATEGORY:BODY:ARG1:1:BOTTOM]
      [BP_LAYERS:BY_CATEGORY:BODY_UPPER:ARG2:1:TOP]
      [BP_LAYERS:BY_CATEGORY:BODY_UPPER:ARG2:1:LEFT]
      [BP_LAYERS:BY_CATEGORY:BODY_UPPER:ARG2:1:RIGHT]
      [BP_LAYERS:BY_CATEGORY:BODY_UPPER:ARG2:1:BACK]
      [BP_LAYERS:BY_CATEGORY:BODY_UPPER:ARG1:1:FRONT]
      [BP_LAYERS:BY_CATEGORY:BODY_UPPER:ARG1:1:BOTTOM]
      [BP_LAYERS:BY_CATEGORY:BODY_LOWER:ARG2:1:TOP]
      [BP_LAYERS:BY_CATEGORY:BODY_LOWER:ARG2:1:LEFT]
      [BP_LAYERS:BY_CATEGORY:BODY_LOWER:ARG2:1:RIGHT]
      [BP_LAYERS:BY_CATEGORY:BODY_LOWER:ARG2:1:BACK]
      [BP_LAYERS:BY_CATEGORY:BODY_LOWER:ARG1:1:FRONT]   
      [BP_LAYERS:BY_CATEGORY:BODY_LOWER:ARG1:1:BOTTOM]

So that should suffice for anything with a different material.

If we're just talking about using the same material, with a different colour in a strip down the front, then you'll probably be looking at this sort of thing:
      [SELECT_CASTE:ALL]
         [SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
            [TL_COLOR_MODIFIER:RED:1]
               [TLCM_NOUN:hair:SINGULAR]
         [SET_TL_GROUP:BY_CATEGORY:BODY_UPPER:HAIR:FRONT]
            [PLUS_TL_GROUP:BY_CATEGORY:BODY_LOWER:HAIR:FRONT]
               [TL_COLOR_MODIFIER:WHITE:1]
                  [TLCM_NOUN:underbelly hair:SINGULAR]

This seems to work.
There is no way for me to do this for every possible colour combination, however. You are welcome to the method, though.
Title: Re: VBASE - Modding standard (version 1.0)
Post by: Solifuge on August 31, 2010, 12:20:36 pm
Nice! I've relatively little experience with new creature modding, but I'm glad you pieced that together. Once I have a chance to fiddle with this mod a fair bit, I'll probably slap together a general use colors/patterns mod.
Title: Re: VBASE - Modding standard (version 1.0)
Post by: Captain Mayday on September 03, 2010, 01:31:16 am
There's a lot of examples of using VBASE in various ways in my Legendary Lands (http://www.bay12forums.com/smf/index.php?topic=62500.0) mod.
Title: Re: VBASE - Modding standard (version 1.0)
Post by: StephanReiken on September 11, 2010, 01:47:14 am
The main problem I have with this is that DF won't allow you to load a template and take off parts from castes, then apply current template. As soon as it gets to the castes, DF seems to [APPLY_CURRENT_CREATURE_VARIATION] regardless if you want it to or not.

Title: Re: VBASE - Modding standard (version 1.0)
Post by: Captain Mayday on September 11, 2010, 03:12:45 am
Are you attempting to add body parts, then create castes, and remove body parts being added by the creature variation for certain castes?
Title: Re: VBASE - Modding standard (version 1.0)
Post by: StephanReiken on October 15, 2010, 07:44:13 pm
Not enough people talk about this :P.

yes that's exactly what I was trying to do, I was dissapointed that DF wouldn't let me.
Title: Re: VBASE - Modding standard (version 1.0)
Post by: Captain Mayday on October 16, 2010, 01:15:01 am
It's going to be a procedure issue then, it should work. Can you please paste the raws you have here with [ code ][/ code ] tags?
Title: Re: VBASE - Modding standard (version 1.0)
Post by: StephanReiken on October 20, 2010, 08:40:06 pm
Blarg I lost me raws >>. Stupid desktop cleaning.

Give me a few days and I'll try it with the actual VBASE mod instead of a hackneyed version of your beta preview.

This is the general idea of how I was doing it iirc.

[ADD_CREATURE_VARIATION]
[ADD_CREATURE_VARIATION]

[CASTE]

[CASTE]

[CASTE]
[CV_ADD_TAG:BODY:2BODYWINGS]
[ADD_CREAURE_VARIATION:WINGMATERIALS]

[CASTE]
[CV_REMOVE_TAG:BODY:SHELL]
[CV_ADD_TAG:BODY:CAPE]

[CASTE]
[CV_REMOVE_TAG:BODY:SHELL]


[SELECT_CASTE:ALL]
[APPLY_CURRENT_CREATURE_VARIATION]
Title: Re: VBASE - Modding standard (version 1.0)
Post by: Captain Mayday on October 20, 2010, 11:45:39 pm
Unfortunately, I can't really tell much from that. When this sort of thing happens, it's generally for a very specific reason. I wouldn't be able to spot the problem without the raws themselves.
Hopefully, your second version will be free of the issue.
Title: Re: VBASE - Modding standard (version 1.0)
Post by: StephanReiken on October 29, 2010, 08:48:07 pm
I made a version that is free of it because I went out of my to ensure it, this version I'm showing you I think should work but does not

From below the result is that Koopa Troopa has a Shell, while Koopa Paratroopa and Hammer Brother does not (female versions matching male versions).

Creature Variation seems to violate the Caste boundaries, [CV_REMOVE_TAG] applies itself to future defined castes.

Quote
[APPLY_CREATURE_VARIATION:HUMANOID_1PARTBODY]
[APPLY_CREATURE_VARIATION:BONES]
[APPLY_CREATURE_VARIATION:ORGANS_COMPLETE]
[APPLY_CREATURE_VARIATION:FACE_ELEMENTS]
[APPLY_CREATURE_VARIATION:FACIAL_FEATURES]
[APPLY_CREATURE_VARIATION:QT_GENERIC_SCALED_UNCLASSED]
[APPLY_CREATURE_VARIATION:STANDARD_VERTEBRATE_SCALED_MATS_TISSUES]
[APPLY_CREATURE_VARIATION:REMOVE_HAIR_SKIN]


[BODY:SHELL]
[APPLY_CREATURE_VARIATION:ADD_SHELL]
   [CV_ADD_TAG:TISSUE_LAYER:BY_CATEGORY:SHELL:SHELL:NORMAL]
   [CV_ADD_TAG:BODY_DETAIL_PLAN:FULLSHELL_POSITIONS]



      [CASTE:MALE_TROOPA]
         [APPLY_CURRENT_CREATURE_VARIATION]
         [MALE]
         [POP_RATIO:17940]
         [CASTE_NAME:koopa troopa:koopa troopas:troopan]
         [DESCRIPTION: Koopa Troopa. Troopas are the most common of Koopas.]
         [BODY_SIZE:0:0:3000]
         [BODY_SIZE:1:168:15000]
         [BODY_SIZE:12:0:60000]
         [PHYS_ATT_RANGE:STRENGTH:150:600:800:900:1000:1100:1500]-
         [PHYS_ATT_RANGE:AGILITY:150:600:800:900:1000:1100:1500] -
         [PHYS_ATT_RANGE:TOUGHNESS:750:1200:1400:1500:1600:1800:2500]++
         [PHYS_ATT_RANGE:RECUPERATION:450:950:1150:1250:1350:1550:2250]+
         [PHYS_ATT_RANGE:DISEASE_RESISTANCE:450:950:1150:1250:1350:1550:2250]+
         [MENT_ATT_RANGE:FOCUS:700:1200:1400:1500:1600:1800:2500]++
         [MENT_ATT_RANGE:PATIENCE:700:1200:1400:1500:1600:1800:2500] ++
         [MENT_ATT_RANGE:MEMORY:700:1200:1400:1500:1600:1800:2500] ++
         [MENT_ATT_RANGE:SPATIAL_SENSE:450:950:1150:1250:1350:1550:2250] +
         [MENT_ATT_RANGE:WILLPOWER:450:950:1150:1250:1350:1550:2250] +
         [MENT_ATT_RANGE:EMPATHY:450:950:1150:1250:1350:1550:2250] +

      [USE_CASTE:FEMALE_TROOPA:MALE_TROOPA]
         [FEMALE]


      [CASTE:MALE_PARATROOPA]
         [CV_REMOVE_TAG:USE_MATERIAL_TEMPLATE:SHELL:SHELL_TEMPLATE]
         [CV_REMOVE_TAG:USE_TISSUE_TEMPLATE:SHELL:SHELL_TEMPLATE]
         [CV_REMOVE_TAG:TISSUE_LAYER:BY_CATEGORY:SHELL:SHELL:NORMAL]
         [CV_REMOVE_TAG:BODY_DETAIL_PLAN:FULLSHELL_POSITIONS]
         [APPLY_CURRENT_CREATURE_VARIATION]
         [MALE]
         [POP_RATIO:11955]
         [CASTE_NAME:koopa paratroopa:koopa paratroopas:paratroopan]
         [DESCRIPTION: Koopa Paratroopa. Paratroopas are Koopa Troopas with wings, able to fly and a tougher than normal Koopa Troopas]
         [BODY_SIZE:0:0:3000]
         [BODY_SIZE:1:168:15000]
         [BODY_SIZE:12:0:60000]
         [USE_MATERIAL_TEMPLATE:SHELL:SHELL_TEMPLATE]
         [USE_TISSUE_TEMPLATE:SHELL:SHELL_TEMPLATE]
         [PHYS_ATT_RANGE:STRENGTH:150:600:800:900:1000:1100:1500]-
         [PHYS_ATT_RANGE:AGILITY:150:600:800:900:1000:1100:1500] -
         [PHYS_ATT_RANGE:TOUGHNESS:1250:1500:1750:2000:2500:3000:5000] +++
         [PHYS_ATT_RANGE:RECUPERATION:450:950:1150:1250:1350:1550:2250]+
         [PHYS_ATT_RANGE:DISEASE_RESISTANCE:450:950:1150:1250:1350:1550:2250]+
         [MENT_ATT_RANGE:FOCUS:700:1200:1400:1500:1600:1800:2500]++
         [MENT_ATT_RANGE:PATIENCE:700:1200:1400:1500:1600:1800:2500] ++
         [MENT_ATT_RANGE:MEMORY:700:1200:1400:1500:1600:1800:2500] ++
         [MENT_ATT_RANGE:SPATIAL_SENSE:450:950:1150:1250:1350:1550:2250] +
         [MENT_ATT_RANGE:WILLPOWER:450:950:1150:1250:1350:1550:2250] +
         [MENT_ATT_RANGE:EMPATHY:450:950:1150:1250:1350:1550:2250] +
         [BODY:2WINGS]
         [FLIER]
         [USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
         [USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
         [TISSUE_LAYER:BY_CATEGORY:WING:FEATHER]

      [USE_CASTE:FEMALE_PARATROOPA:MALE_PARATROOPA]
         [FEMALE]

      [CASTE:HAMMER_BROTHER]
         [MALE]
         [POP_RATIO:2600]
         [CASTE_NAME:hammer brother:hammer brothers:hammeren]
         [DESCRIPTION: Hammer Brother. A common type of Koopa Troopa named so because they are usually employed to throw hammers with their increased strength and agility.]
         [BODY_SIZE:0:0:4000]
         [BODY_SIZE:1:168:17000]
         [BODY_SIZE:12:0:62000]
         [PHYS_ATT_RANGE:STRENGTH:450:950:1150:1250:1350:1550:2250]+
         [PHYS_ATT_RANGE:AGILITY:450:950:1150:1250:1350:1550:2250] +
         [PHYS_ATT_RANGE:TOUGHNESS:700:1200:1400:1500:1600:1800:2500]++
         [PHYS_ATT_RANGE:RECUPERATION:450:950:1150:1250:1350:1550:2250]+
         [PHYS_ATT_RANGE:DISEASE_RESISTANCE:450:950:1150:1250:1350:1550:2250]+
         [MENT_ATT_RANGE:FOCUS:700:1200:1400:1500:1600:1800:2500]++
         [MENT_ATT_RANGE:PATIENCE:700:1200:1400:1500:1600:1800:2500] ++
         [MENT_ATT_RANGE:MEMORY:700:1200:1400:1500:1600:1800:2500] ++
         [MENT_ATT_RANGE:SPATIAL_SENSE:450:950:1150:1250:1350:1550:2250] +
         [MENT_ATT_RANGE:WILLPOWER:450:950:1150:1250:1350:1550:2250] +
         [MENT_ATT_RANGE:EMPATHY:450:950:1150:1250:1350:1550:2250] +

      [USE_CASTE:HAMMER_SISTER:HAMMER_BROTHER]
         [FEMALE]
         [CASTE_NAME:hammer sister:hammer sisters:hammeren]
         [DESCRIPTION: Hammer Sister. A common type of Koopa Troopa named so because they are usually employed to throw hammers with their increased strength and agility.]



In this version all Castes have shells regardless.



Quote
      [CASTE:MALE_TROOPA]
         [MALE]
         [POP_RATIO:17940]
         [CASTE_NAME:koopa troopa:koopa troopas:troopan]
         [DESCRIPTION: Koopa Troopa. Troopas are the most common of Koopas.]
         [BODY_SIZE:0:0:3000]
         [BODY_SIZE:1:168:15000]
         [BODY_SIZE:12:0:60000]
         [PHYS_ATT_RANGE:STRENGTH:150:600:800:900:1000:1100:1500]-
         [PHYS_ATT_RANGE:AGILITY:150:600:800:900:1000:1100:1500] -
         [PHYS_ATT_RANGE:TOUGHNESS:750:1200:1400:1500:1600:1800:2500]++
         [PHYS_ATT_RANGE:RECUPERATION:450:950:1150:1250:1350:1550:2250]+
         [PHYS_ATT_RANGE:DISEASE_RESISTANCE:450:950:1150:1250:1350:1550:2250]+
         [MENT_ATT_RANGE:FOCUS:700:1200:1400:1500:1600:1800:2500]++
         [MENT_ATT_RANGE:PATIENCE:700:1200:1400:1500:1600:1800:2500] ++
         [MENT_ATT_RANGE:MEMORY:700:1200:1400:1500:1600:1800:2500] ++
         [MENT_ATT_RANGE:SPATIAL_SENSE:450:950:1150:1250:1350:1550:2250] +
         [MENT_ATT_RANGE:WILLPOWER:450:950:1150:1250:1350:1550:2250] +
         [MENT_ATT_RANGE:EMPATHY:450:950:1150:1250:1350:1550:2250] +

      [USE_CASTE:FEMALE_TROOPA:MALE_TROOPA]
         [FEMALE]


      [CASTE:MALE_PARATROOPA]
         [MALE]
         [POP_RATIO:11955]
         [CASTE_NAME:koopa paratroopa:koopa paratroopas:paratroopan]
         [DESCRIPTION: Koopa Paratroopa. Paratroopas are Koopa Troopas with wings, able to fly and a tougher than normal Koopa Troopas]
         [BODY_SIZE:0:0:3000]
         [BODY_SIZE:1:168:15000]
         [BODY_SIZE:12:0:60000]
         [USE_MATERIAL_TEMPLATE:SHELL:SHELL_TEMPLATE]
         [USE_TISSUE_TEMPLATE:SHELL:SHELL_TEMPLATE]
         [PHYS_ATT_RANGE:STRENGTH:150:600:800:900:1000:1100:1500]-
         [PHYS_ATT_RANGE:AGILITY:150:600:800:900:1000:1100:1500] -
         [PHYS_ATT_RANGE:TOUGHNESS:1250:1500:1750:2000:2500:3000:5000] +++
         [PHYS_ATT_RANGE:RECUPERATION:450:950:1150:1250:1350:1550:2250]+
         [PHYS_ATT_RANGE:DISEASE_RESISTANCE:450:950:1150:1250:1350:1550:2250]+
         [MENT_ATT_RANGE:FOCUS:700:1200:1400:1500:1600:1800:2500]++
         [MENT_ATT_RANGE:PATIENCE:700:1200:1400:1500:1600:1800:2500] ++
         [MENT_ATT_RANGE:MEMORY:700:1200:1400:1500:1600:1800:2500] ++
         [MENT_ATT_RANGE:SPATIAL_SENSE:450:950:1150:1250:1350:1550:2250] +
         [MENT_ATT_RANGE:WILLPOWER:450:950:1150:1250:1350:1550:2250] +
         [MENT_ATT_RANGE:EMPATHY:450:950:1150:1250:1350:1550:2250] +
         [BODY:2WINGS]
         [FLIER]
         [USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
         [USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
         [TISSUE_LAYER:BY_CATEGORY:WING:FEATHER]

      [USE_CASTE:FEMALE_PARATROOPA:MALE_PARATROOPA]
         [FEMALE]

 
      [CASTE:HAMMER_BROTHER]
         [MALE]
         [POP_RATIO:2600]
         [CASTE_NAME:hammer brother:hammer brothers:hammeren]
         [DESCRIPTION: Hammer Brother. A common type of Koopa Troopa named so because they are usually employed to throw hammers with their increased strength and agility.]
         [BODY_SIZE:0:0:4000]
         [BODY_SIZE:1:168:17000]
         [BODY_SIZE:12:0:62000]
         [PHYS_ATT_RANGE:STRENGTH:450:950:1150:1250:1350:1550:2250]+
         [PHYS_ATT_RANGE:AGILITY:450:950:1150:1250:1350:1550:2250] +
         [PHYS_ATT_RANGE:TOUGHNESS:700:1200:1400:1500:1600:1800:2500]++
         [PHYS_ATT_RANGE:RECUPERATION:450:950:1150:1250:1350:1550:2250]+
         [PHYS_ATT_RANGE:DISEASE_RESISTANCE:450:950:1150:1250:1350:1550:2250]+
         [MENT_ATT_RANGE:FOCUS:700:1200:1400:1500:1600:1800:2500]++
         [MENT_ATT_RANGE:PATIENCE:700:1200:1400:1500:1600:1800:2500] ++
         [MENT_ATT_RANGE:MEMORY:700:1200:1400:1500:1600:1800:2500] ++
         [MENT_ATT_RANGE:SPATIAL_SENSE:450:950:1150:1250:1350:1550:2250] +
         [MENT_ATT_RANGE:WILLPOWER:450:950:1150:1250:1350:1550:2250] +
         [MENT_ATT_RANGE:EMPATHY:450:950:1150:1250:1350:1550:2250] +

      [USE_CASTE:HAMMER_SISTER:HAMMER_BROTHER]
         [FEMALE]
         [CASTE_NAME:hammer sister:hammer sisters:hammeren]
         [DESCRIPTION: Hammer Sister. A common type of Koopa Troopa named so because they are usually employed to throw hammers with their increased strength and agility.]

[SELECT_CASTE:ALL]
[APPLY_CREATURE_VARIATION:HUMANOID_1PARTBODY]
[APPLY_CREATURE_VARIATION:BONES]
[APPLY_CREATURE_VARIATION:ORGANS_COMPLETE]
[APPLY_CREATURE_VARIATION:FACE_ELEMENTS]
[APPLY_CREATURE_VARIATION:FACIAL_FEATURES]
[APPLY_CREATURE_VARIATION:QT_GENERIC_SCALED_UNCLASSED]
[APPLY_CREATURE_VARIATION:STANDARD_VERTEBRATE_SCALED_MATS_TISSUES]
[APPLY_CREATURE_VARIATION:REMOVE_HAIR_SKIN]
[CV_ADD_TAG:BODY:SHELL]
[APPLY_CREATURE_VARIATION:ADD_SHELL]
   [CV_ADD_TAG:TISSUE_LAYER:BY_CATEGORY:SHELL:SHELL:NORMAL]
   [CV_ADD_TAG:BODY_DETAIL_PLAN:FULLSHELL_POSITIONS]

[SELECT_CASTE:MALE_PARATROOPA]
   [SELECT_ADDITIONAL_CASTE:FEMALE_PARATROOPA]
   [CV_REMOVE_TAG:USE_MATERIAL_TEMPLATE:SHELL:SHELL_TEMPLATE]
   [CV_REMOVE_TAG:USE_TISSUE_TEMPLATE:SHELL:SHELL_TEMPLATE]
   [CV_REMOVE_TAG:BODY:SHELL]
   [CV_REMOVE_TAG:TISSUE_LAYER:BY_CATEGORY:SHELL:SHELL:NORMAL]
   [CV_REMOVE_TAG:BODY_DETAIL_PLAN:FULLSHELL_POSITIONS]

[SELECT_CASTE:ALL]
[APPLY_CURRENT_CREATURE_VARIATION]
Title: Re: VBASE - Modding standard (version 1.0)
Post by: Captain Mayday on October 30, 2010, 02:52:32 am
   [CV_ADD_TAG:TISSUE_LAYER:BY_CATEGORY:SHELL:SHELL:NORMAL]
   [CV_ADD_TAG:BODY_DETAIL_PLAN:FULLSHELL_POSITIONS]

Okay, the problem here is that these need to be CV_NEW_TAG not CV_ADD_TAG



[USE_CASTE:FEMALE_TROOPA:MALE_TROOPA]
I see what you're trying to do here, but you're not going to go about it properly
Male troopa already applies [MALE], you'll be copying that across.
What I suggest doing is:
[CASTE:FEMALE_TROOPA]
[MALE]
[CASTE:MALE_TROOPA]
[FEMALE]
[SELECT_CASTE:FEMALE_TROOPA]
[SELECT_ADDITIONAL_CASTE:MALE_TROOPA]
*stick all the other stuff here*

Title: Re: VBASE - Modding standard (version 1.0)
Post by: StephanReiken on November 03, 2010, 05:21:23 pm
I completely missed that part for genders, captain and you are right ;P.

However..

Quote
   [CV_ADD_TAG:TISSUE_LAYER:BY_CATEGORY:SHELL:SHELL:NORMAL]
   [CV_ADD_TAG:BODY_DETAIL_PLAN:FULLSHELL_POSITIONS]

Okay, the problem here is that these need to be CV_NEW_TAG not CV_ADD_TAG

This works in my working copy and applies the tag correctly from what I've seen, you didn't notice that I also CV_ADD_TAG the Shell body part and that's my primary concern, the examples I've provided are incorrectly applying this (and probably others but this is quickly and easily visible) to castes its not supposed to in the example formats I've provided.
Title: Re: VBASE - Modding standard (version 1.0)
Post by: Captain Mayday on November 03, 2010, 10:35:57 pm
Looks to me that you missed some of the creature raws there as well. Please update with what you've currently got in full and I'll rework it into a structure that should work properly.
I'm fully convinced the issue is simply in the arrangement of the tags, but I'd need the raws in their entirety to fix it.
Title: Re: VBASE - Modding standard (version 1.0)
Post by: Captain Mayday on November 12, 2010, 04:23:45 am
Based on the new raws, I've gone over VBASE.
I feel I should outline the changes that I've made, since the alterations in the vanilla raws haven't been that extensive.
1) CONNECTOR has been added to lowerspine, as it was in the vanilla raws. However, in the vanillar raws, CONNECTOR was also applied to the neck.
Let me explain why I've added this to the head instead.
The CONNECTOR tag will prevent severing of the body part it is connected to unless the CONNECTOR body part is already severed. So, for instance, the lower spine will prevent the lower body from being severed unless the lower spine is also severed.
In the vanilla raws, this is the body structure.
UPPERBODY - HEAD - NECK
As you can see, by adding the CONNECTOR tag to the neck, the head will not sever unless the Neck is already severed.
However, VBASE bodies are structured like this:
UPPERBODY - NECK - HEAD
As a result, the CONNECTOR tag must be applied to the head to achieve the same effect.

Incidentally, as a result of looking around at this, I noticed I'd failed to remove the [INTERNAL] tag on the neck, essentially creating some kind of bizarre body structure where the head was connected to a neck placed inside the upper body. Horrifying.

I've also refrained from making the change of upper spine to middle spine, and neck to upper spine.

I've updated the RCP body parts to have the same body structure, and have included it in the VBASE pack.
Title: Re: VBASE - Modding standard (version 1.1) - 0.31.17 Compliant
Post by: 3 on November 12, 2010, 08:19:09 am
I'm getting massive errors about forgotten beasts (and everything else that uses the RCP parts), regarding the modified RCP parts:

Quote
FORGOTTEN_BEAST_1:Body Token Recognized But Could Not Connect: RCP_HEAD
Title: Re: VBASE - Modding standard (version 1.1) - 0.31.17 Compliant
Post by: Captain Mayday on November 12, 2010, 08:36:49 am
Hm. Alright, I'll review this.
Title: Re: VBASE - Modding standard (version 1.1) - 0.31.17 Compliant
Post by: 3 on November 12, 2010, 08:39:32 am
I've also been getting errors about green devourers since version 1.0 (and possibly earlier).

Quote
GREEN_DEVOURER:Attack BITE seems to have correct format but could not find proper BPs in any caste, so not added

Presumably there's something up with TENTACLE_TEETH/TENTACLE_MOUTH.
Title: Re: VBASE - Modding standard (version 1.1) - 0.31.17 Compliant
Post by: Captain Mayday on November 12, 2010, 08:48:09 am
Okay, I just checked it out and looks like every part of the RCP list is hardcoded.
As such I'll just have to use the .17 version of the file.

Edit: Obviously as a result I'll just be removing the file from the zip.
Title: Re: VBASE - Modding standard (version 1.1) - 0.31.17 Compliant
Post by: Captain Mayday on November 12, 2010, 08:57:51 am
Fixed the rcp issue by removing it.
Can't identify the issue with the green devourers, however, since I haven't really touched their raws much.
I'm assuming you're using the vanilla raws, and that there are no other errors?
Title: Re: VBASE - Modding standard (version 1.1) - 0.31.17 Compliant
Post by: 3 on November 12, 2010, 09:00:35 am
The vanilla devourer raws, yes, and that's the only error. I remember being a bit confused about it when I looked into it a while ago.
Title: Re: VBASE - Modding standard (version 1.1) - 0.31.17 Compliant
Post by: Captain Mayday on November 12, 2010, 09:14:34 am
Urgh, I've located the issue, and it's definitely an error on my part.
I can't really determine why it doesn't work, but I'd attempted to attach the tentacle teeth to the tentacle mouth... and for some reason the attack using the teeth has a fit, despite being formatted in exactly the right way.
It's fixed now.
Title: Re: VBASE - Modding standard (version 1.2) - 0.31.17 Compliant
Post by: Halconnen on November 12, 2010, 02:25:13 pm
I downloaded and took a peek at your files. Noticed a few things after a cursory glance.

Code: [Select]
[BODY:SNOUT]
    [BP:SNOUT:snout:STP][CONTYPE:HEAD][SMALL][CATEGORY:NOSE]
    [DEFAULT_RELSIZE:20]

[BODY:SNOUT_NOSMELL]
    [BP:SNOUT:snout:STP][CONTYPE:HEAD][SMALL][CATEGORY:NOSE]
    [DEFAULT_RELSIZE:20]

Both of these have no smell. I'm assuming the smell token should be on the normal SNOUT.

Code: [Select]
[BODY:BASIC_HEAD_VBASE]
    [BP:HD:head:STP][CON:NECK]CONNECTOR[HEAD][CATEGORY:HEAD]
    [DEFAULT_RELSIZE:300]

Is the CONNECTOR intentionally bracketless? Note that it makes no sense here, either way.

Toady uses [CONNECTOR] on all necks that have [CONTYPE:HEAD], that way they keep the head on as long as they are still intact, even if the head basically gets destroyed itself. Thus, NECK has CONNECTOR (yours lacks this in the legacy parts, you should probably add it there) as it's a UB->HEAD->NECK construct and the neck acts (and is named) as upper spine for the head, while 7HEADNECKS does not have Connector, since the Hydra has a UB->NK1-NK7-> HD1-7 construct. In this case, the neck connects the head to the body automatically, and no CONNECTOR tag is required.

Also, MULTIHEAD8 to MULTIHEAD12 all connect to MULTINECK7, instead of the correct ones.

In the attacks file, for [CREATURE_VARIATION:ATTACK_PUNCH_BACKHAND_SLAP], both the slap and the backhand are named BACKHAND, I don't know if double-assigning the same attackname leads to conflicts or not, since I've never done that yet, just mentioning this.
Title: Re: VBASE - Modding standard (version 1.2) - 0.31.17 Compliant
Post by: Captain Mayday on November 12, 2010, 07:45:10 pm
I downloaded and took a peek at your files. Noticed a few things after a cursory glance.

Code: [Select]
[BODY:SNOUT]
    [BP:SNOUT:snout:STP][CONTYPE:HEAD][SMALL][CATEGORY:NOSE]
    [DEFAULT_RELSIZE:20]

[BODY:SNOUT_NOSMELL]
    [BP:SNOUT:snout:STP][CONTYPE:HEAD][SMALL][CATEGORY:NOSE]
    [DEFAULT_RELSIZE:20]

Both of these have no smell. I'm assuming the smell token should be on the normal SNOUT.

Code: [Select]
[BODY:BASIC_HEAD_VBASE]
    [BP:HD:head:STP][CON:NECK]CONNECTOR[HEAD][CATEGORY:HEAD]
    [DEFAULT_RELSIZE:300]

Is the CONNECTOR intentionally bracketless? Note that it makes no sense here, either way.

Toady uses [CONNECTOR] on all necks that have [CONTYPE:HEAD], that way they keep the head on as long as they are still intact, even if the head basically gets destroyed itself. Thus, NECK has CONNECTOR (yours lacks this in the legacy parts, you should probably add it there) as it's a UB->HEAD->NECK construct and the neck acts (and is named) as upper spine for the head, while 7HEADNECKS does not have Connector, since the Hydra has a UB->NK1-NK7-> HD1-7 construct. In this case, the neck connects the head to the body automatically, and no CONNECTOR tag is required.

Also, MULTIHEAD8 to MULTIHEAD12 all connect to MULTINECK7, instead of the correct ones.

In the attacks file, for [CREATURE_VARIATION:ATTACK_PUNCH_BACKHAND_SLAP], both the slap and the backhand are named BACKHAND, I don't know if double-assigning the same attackname leads to conflicts or not, since I've never done that yet, just mentioning this.

Man, amazingly spotted. All of that needs fixing, and I'll take care of that today.

Edit: Everything listed has been fixed, and the files have been reuploaded. Let me know if you find anything else.
Title: Re: VBASE - Modding standard (version 1.3) - 0.31.17 Compliant
Post by: Halconnen on November 12, 2010, 09:24:01 pm
I'm currently in the process of grabbing quite a few mods that do interesting stuff with creatures and their bodies, to see how different people do things.

I'm basically just skimming raw files at the moment, not doing anything in-depth.

If I spot anything else, I'll mention it, in any case. But I won't make any guarantees, not sure when I'll get to take a close look at everything in your raws. They're rather expansive, after all.
Title: Re: VBASE - Modding standard (version 1.3.1) - 0.31.17 Compliant
Post by: Captain Mayday on November 13, 2010, 09:38:15 am
V 1.3.1 released.
I feel a fool, after talking about removing the internal token from the vbase neck, I proceeded to leave that modification out of the file packaged. Here it is, fixed.
Title: Re: VBASE - Modding standard (version 1.3.1) - 0.31.17 Compliant
Post by: Captain Mayday on November 17, 2010, 07:53:17 am
Current Development.
I've been working with Lofn a lot recently, and as a result the next release will bring more than just a trivial bugfix.
Two entirely new files:

c_variation_VBASE_material_modifiers contains a number of variation scripts to take bone, scales, skin, and chitin, and bump up their strength. Each of these comes in three levels of potency. Legendary Lands will come with additional variations intended to plug into these and allow use of chitin and scales as in Lofn's Wanderer's Mod.

c_variation_natural_skills contains a number of quick to apply skillsets, primarily intended for use with animals. It never seemed sensible to me that animals are completely useless at defending themselves, or taking down prey (ie. you). Now they should offer a nice bit of trouble for your efforts.
Title: Re: VBASE - Modding standard (version 1.41) - 0.31.18 Compliant
Post by: Captain Mayday on November 19, 2010, 03:27:54 pm
1.41 release immediately following 1.4 release with new raws as listed above.
Title: Re: VBASE - Modding standard (version 1.41) - 0.31.18 Compliant
Post by: Toastergargletop on November 19, 2010, 11:45:07 pm
i know its asking a lot, but would there be a way to automate the process of building creatures?  like have this database work though a program that will put choices that you make into a creature?
Title: Re: VBASE - Modding standard (version 1.41) - 0.31.18 Compliant
Post by: Captain Mayday on November 19, 2010, 11:53:23 pm
I suppose it could be possible. I wouldn't be the one to do it, although I certainly could provide assistance to anybody brave enough to try.
Title: Re: VBASE - Modding standard (version 1.5) - 0.31.18 Compliant
Post by: Captain Mayday on November 29, 2010, 07:04:58 am
1.5 release details:
- gender specific body parts and creature variations (without getting overly detailed). This includes tissue creations via CV, body parts placed in body_VBASE_complete.txt, and BDP templates for applying tissues and positioning body parts. There are also some elements in the quick bodies section for easy deployment of these.
- pelvic bones. For some reason DF does not normally have them. Have added this to the CREATURE_VARIATION:BONES, so it'll deploy to everything that previously had a skull, spine, and ribs. I've also created CREATURE_VARIATION:BONES_NO_PELVIS for creatures like fish and snakes. I apologise if this creates undue work, but either way the addition of a pelvis was going to do this.
- minor tissue variation template additions and modifications. Notably, ADD_IVORY_TEETH has been shortened to ADD_IVORY, because that is what it does.
- minor corrections to various other elements.
Title: Re: VBASE - Modding standard (version 1.5) - 0.31.18 Compliant
Post by: Lancensis on November 29, 2010, 01:41:27 pm
Hmm. Am I better off with the newest version of this, or with Legendary Lands?

EDIT:

The following is what I get in the errorlog when I start DF with Vbase installed

Spoiler (click to show/hide)

Title: Re: VBASE - Modding standard (version 1.5) - 0.31.18 Compliant
Post by: Captain Mayday on November 29, 2010, 11:11:24 pm
oop, I'll fix that.
Updating in a few minutes from now.

edit: fixed. This necessitated creating another tongue to be used with beaks, TONGUE_BEAK. This has already been added to the BIRD_ENTIRE variation and the bird face variation.

other errors caused by me forgetting to put CV_NEW_TAG in before the tags in the variations.
Title: Re: VBASE - Modding standard (version 1.5.2) - 0.31.18 Compliant
Post by: Captain Mayday on November 30, 2010, 02:57:34 am
release 1.5.2
minor issues with various odds and ends. Some more odd than end.
Title: Re: VBASE - Modding standard (version 1.5.2) - 0.31.18 Compliant
Post by: Askot Bokbondeler on February 07, 2011, 10:12:20 pm
i'll use this on my meerkat manor (http://www.bay12forums.com/smf/index.php?topic=76720.0) mod
besides your work on legendary lands, are there any other animals created in this system?
Title: Re: VBASE - Modding standard (version 1.5.2) - 0.31.18 Compliant
Post by: Captain Mayday on February 08, 2011, 01:05:53 am
If there are, I haven't been advised.
Title: Re: VBASE - Modding standard (version 1.5.2) - 0.31.18 Compliant
Post by: Askot Bokbondeler on February 08, 2011, 10:06:57 am
thanks
well, hopefully, a couple dozen african animals will be added to the fauna of legendary lands
Title: Re: VBASE - Modding standard (version 1.5.2) - 0.31.18 Compliant
Post by: SalmonGod on February 17, 2011, 08:08:32 pm
Have there been any major changes to creature raws in 31.19 that would effect vbase usage?
Title: Re: VBASE - Modding standard (version 1.5.2) - 0.31.18 Compliant
Post by: Captain Mayday on February 18, 2011, 12:55:37 am
grazer, mainly. plus eggs. But neither of these will affect VBASE, and I'll be updating it in a day or so with new stuff to cover the eggs.
Title: Re: VBASE - Modding standard (version 1.5.2) - 0.31.18 Compliant
Post by: Askot Bokbondeler on March 01, 2011, 09:30:54 am
*poke*
Title: Release of VBASE 1.6
Post by: Captain Mayday on March 01, 2011, 10:07:38 am
Right, should probably release the release.
This version updates with:

Egg variations.
So what this is, is a shorthand that requires you to add only the size of the eggs, and their number. You generally stick it in the female's caste.

New BDP - Feathered bird with featherless head.

Duck variation
new quickbody for waterfowl. like birds, but with bills.

Gender variations, and body parts.
Included in this are a couple variations on the theme.
The totality of the new body parts includes, for females: breasts, ovaries, and womb. For males, you have a toggle for whether you want explicit body parts. Simplified grants you a groin, with testes internalised. Standard gives you all the odds and ends so to speak.
This has some issues. For example, in combat testing during adventure mode, I found that giant scorpions like to grab hold of the phallus with their giant pincers. I can only imagine how terrifying that would be. By default, I have all male odds and ends turned off by unbracketing valid body parts in the creature variation that provides them.

Quick Appearances
For the meantime, these are in the quick-bodies file. I have one for reptiles, mammals and primates. This gives animals the same level of feature variation as sapient creatures. Not every bonobo looks the same, after all.

There will undoubtedly be problems. Let me know if you find any and I will rectify them immediately.
Title: Re: VBASE - Modding standard (version 1.6) - 0.31.19 Compliant
Post by: 3 on March 07, 2011, 10:26:59 am
You're missing a body def for 2HEAD_HORN_NUMBERED (the rhino horns). There's also some kind of error regarding the new LAYS_EGGS variation, but I can't see why it's showing up.
Title: Re: VBASE - Modding standard (version 1.6) - 0.31.19 Compliant
Post by: Captain Mayday on March 07, 2011, 10:39:06 am
Thanks. I'll fix that soon.
Title: Re: VBASE - Modding standard (version 1.6) - 0.31.19 Compliant
Post by: Acanthus117 on March 12, 2011, 03:11:08 am
This stuff is great.

I just had my dong bitten off by an armless, legless man. And then I bled to death.

:D
Title: Re: VBASE - Modding standard (version 1.6) - 0.31.19 Compliant
Post by: Captain Mayday on March 12, 2011, 03:17:21 am
This stuff is great.

I just had my dong bitten off by an armless, legless man. And then I bled to death.

:D


Hahahaha, yeah, that'll happen with the detailed mode. I'm not sure why the phallus is such an easily targetable area.

By tomorrow I'll probably get another release up. I'd have it up today but today has been pretty brutal.
Title: Re: VBASE - Modding standard (version 1.6) - 0.31.19 Compliant
Post by: Acanthus117 on March 12, 2011, 03:20:04 am
Oh my god, it happened again!

Except I got my testicles turned into a pincushion as well as a scabbard for a lance :x
Title: Version 1.6.1 released
Post by: Captain Mayday on March 12, 2011, 05:26:04 am
Released, tested, no bugs so far. Let me know if you get anything in your error logs.
Title: Re: VBASE - Modding standard (version 1.6.1) - 0.31.21 Compliant
Post by: Captain Mayday on March 12, 2011, 05:27:50 am
Oh my god, it happened again!

Except I got my testicles turned into a pincushion as well as a scabbard for a lance :x

I won't lie, turning on genitals certainly has the prospect of hilarity. Even if it is entirely out of whack.
Title: Re: VBASE - Modding standard (version 1.6.1) - 0.31.21 Compliant
Post by: Acanthus117 on March 13, 2011, 12:17:54 am
I've taken the balls of the man who took my balls.

VENGEANCE IS SWEET
Title: Re: VBASE - Modding standard (version 1.6.1) - 0.31.21 Compliant
Post by: 3 on March 24, 2011, 07:36:11 am
I have a suggestion: Expanded position/relation detail plans. Obviously right now the game considers a dog to have essentially the same anatomy as a human (it somehow stands upright and on all fours at the same time), and part of fixing that is to set up positions correctly.
Title: Re: VBASE - Modding standard (version 1.6.1) - 0.31.21 Compliant
Post by: Captain Mayday on March 24, 2011, 09:51:45 am
A good idea, and I'll look into that.
New edition of this will be out for .22 soon, however, and I won't have time to get to that quite yet.

What I understand by your meaning is rearranging internal body parts to be correctly configured?
Title: Re: VBASE - Modding standard (version 1.6.1) - 0.31.21 Compliant
Post by: 3 on March 24, 2011, 09:54:43 am
Internal and external, right. As an example, I made a canine/generic quadruped one yesterday:

Spoiler (click to show/hide)
Title: Re: VBASE - Modding standard (version 1.6.1) - 0.31.21 Compliant
Post by: Captain Mayday on March 25, 2011, 02:26:24 pm
Here's some of the current updates I've been working on.
Shifted appearance variations into a new file
Added horn, tusk, and udder BDPs in order to help shortcut adding the respective body parts to single castes.
Expanded the list of possible attacks somewhat.
Added the additional body parts as introduced by the most recent versions of DF
Added new body part: nose slits for beaks and bills, so that such creatures don't need a separate nose, as that is just ridiculous. This has been added to the quick body items for the bird faces, and the entire bird templates.

Still intend to add the BP Positions before next release, as striking when the iron is hot seems like the best idea.

Edit: Additionally limited body hair so it grows on the backs of hands and fingers, and the tops of feet and toes. Feathers got a similar treatment. No more hairy palms!

Edit #2: Also looking for suggestions for BDPs to add to make caste specific body parts less of a hassle.
Title: Re: VBASE - Modding standard (version 1.6.1) - 0.31.21 Compliant
Post by: Jeoshua on March 26, 2011, 12:32:18 am
Has anyone used this mod to change the creatures in vanilla to more realistic and varied forms?
Title: Re: VBASE - Modding standard (version 1.6.1) - 0.31.21 Compliant
Post by: Captain Mayday on March 26, 2011, 02:23:39 am
I have. The currently available version of Legendary Lands has most critters, apart from some of the underground ones I didn't like and just replaced.
However, I don't think it has eggs in there yet.... so I'll have to upload a new copy soon.
Title: Re: VBASE - Modding standard (version 1.6.1) - 0.31.21 Compliant
Post by: Jeoshua on March 26, 2011, 02:30:10 am
Hmm... good to know.

I wait eagerly with baited breath.  That, and maybe work on it a bit myself to see if I can just add eggs in as placeholders so I can stop attacking being attacked by humanoid after humanoid after humanoid creature that's supposed to be wildlife.
Title: Re: VBASE - Modding standard (version 1.6.1) - 0.31.21 Compliant
Post by: Captain Mayday on March 27, 2011, 11:23:45 am
Today I added every inorganic material as a creature variation, to allow it to be added to a creature as a local copy in that manner.
Title: Re: VBASE - Modding standard (version 1.6.1) - 0.31.21 Compliant
Post by: Askot Bokbondeler on April 23, 2011, 09:54:04 am
as many of you may know, captain mayday is no longer with us. he'll be continuing to update his mod here(VBASE) (http://forums.nothingtolost.com/dicestation/viewtopic.php?f=6&t=7)
Title: Re: VBASE - Modding standard (version 1.6.1) - 0.31.21 Compliant
Post by: Anticheese on February 25, 2012, 02:58:10 am
A significant update to VBASE has been released. You can find it here (http://forums.nothingtolost.com/dicestation/viewtopic.php?f=6&t=7).