Bay 12 Games Forum
Dwarf Fortress => DF Modding => Topic started by: Naze on July 16, 2008, 06:15:04 pm
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Some of the creatures I made won't appear for anything during world gen or even after it. But others appear in such huge numbers, IE: 1189531 Grox...
Here's a copy of one of the raws. And yes I know the creature isn't a genestealer copy, but rather a deformed creature.
[CREATURE:GENESTEALER]
[NAME:brood brother:brood brothers:brood brother]
[TILE:'G'][COLOR:7:0:0]
[MODVALUE:5]
[GENPOWER:3]
[GRASSTRAMPLE:20]
[CARNIVORE][NATURAL]
[BUILDINGDESTROYER:1]
[PREFSTRING:mutation]
[BODY:HUMANOID:1EYE:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:2EYESTALKS:SIX_TENTACLES:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:4FINGERS:3TOES:MOUTH]
[SIZE:7]
[CANNOT_UNDEAD]
[MAXAGE:50:60]
[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]
[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]
[ATTACK:MAIN:BYTOKEN:RUTC:stab:stabs:1:3:PIERCE][ATTACKFLAG_WITH]
[ATTACK:MAIN:BYTOKEN:LUTC:stab:stabs:1:3:PIERCE][ATTACKFLAG_WITH]
[ATTACK:MAIN:BYTOKEN:RMTC:stab:stabs:1:3:PIERCE][ATTACKFLAG_WITH]
[ATTACK:MAIN:BYTOKEN:LMTC:stab:stabs:1:3:PIERCE][ATTACKFLAG_WITH]
[ATTACK:MAIN:BYTOKEN:RLTC:stab:stabs:1:3:PIERCE][ATTACKFLAG_WITH]
[ATTACK:MAIN:BYTOKEN:LLTC:stab:stabs:1:3:PIERCE][ATTACKFLAG_WITH]
[CHILD:1][CHILDNAME:genestealer hatchling:genestealer hatchlings]
[FAT:4]
[POPULATION_NUMBER:20:30]
[ALL_ACTIVE]
[BIOME:SUBTERRANEAN_CHASM]
[STANDARD_FLESH]
[SWIMS_INNATE][SWIM_SPEED:2500]
[HOMEOTHERM:10040]
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I don't see a [CLUSTERSIZE:~:~] tag. You need one even if the creature is supposed to be solitary.
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I have some creatures that have the clustersize tag but still don't appear
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You've also got [NATURAL] and [CANNOT_UNDEAD]. I don't believe I've seen those together before on a creature. Maybe they're conflicting? Other than that nothing pops out at me... I take it you've checked your errorlog?
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Check the error log and post some of it down here.
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The error logs are clean, this is the only thing in it.
loop path fail: <same square> imperial,170,143,15 -> 170,138,15: Id #3043:Path Goal Seek Station:Station Mill Building at 170,138,15
loop path fail: <same square> imperial,186,137,16 -> 220,256,15: Id #3041:Path Goal Seek Station:Station Mill Anywhere at 219,257,15
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i don't see any frequency:# in there.
stealers shouldn't be butcherable, what's default if there's no tag? shouldn't have fat anyway :P
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They're brood brothers, not genestealers, anyway even the creatuers I have with a frequency number don't get genned.
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i did ntocie that, then promptly forgot, sry ;)
Raise the homeotherm? Tho I notice spiders share that 10040, but you could try raising it and/or giving them layering, tho i imagine the layering doesn't have much effect till they're local level.
Gusswork, idk.. that kind of population number is similar to magma men & giant cave spiders(yet they have frequencies) but you don't find many of them about, perhaps increasing it quite massively till you find instances of them, then scaling it back down
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I'm more interested in the demon races I made. Here is one of them, I can't tell what's stopping them.
[CREATURE:DAEMONETTE]
[NAME:daemonette:daemonettes:slaaneshi]
[TILE:'s'][COLOR:5:0:1]
[SPEED:700][GRASSTRAMPLE:0]
[FLEEQUICK][trAPAVOID][BUILDINGDESTROYER:1]
[GENPOWER:3]
[INTELLIGENT]
[CANOPENDOORS]
[FREQUENCY:50]
[BIOME:ANY_LAND]
[POPULATION_NUMBER:50:100]
[MAXAGE:10000:20000]
[PREFSTRING:daemonic visage]
[PREFSTRING:fiendish pleasures]
[CANNOT_UNDEAD]
[PREFSTRING:feminine wiles]
[NO_DRINK][NO_EAT][NO_SLEEP][NOFEAR][NOEXERT][NONAUSEA]
[BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:5FINGERS:5TOES:MOUTH]
[NARROW][CLUSTER_NUMBER:3:7]
[DAMBLOCK:20]
[SIZE:14]
[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:6:BLUDGEON][ATTACKFLAG_WITH]
[ATTACK:MAIN:BYTYPE:GRASP:backhand:backhands:1:6:BLUDGEON][ATTACKFLAG_WITH]
[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:3:GORE][ATTACKFLAG_CANLATCH]
[FAT:1]
[FEMALE]
[ALL_ACTIVE]
[STANDARD_FLESH]
[FIXED_TEMP:10067]
[SWIMS_INNATE][SWIM_SPEED:1500]
[PERSONALITY:ACTIVITY_LEVEL:10:20:39]
[PERSONALITY:ASSERTIVENESS:100:100:100]
[PERSONALITY:EXCITEMENT_SEEKING:100:100:100]
[PERSONALITY:LIBERALISM:100:100:100]
[PERSONALITY:TRUST:0:5:30]
[PERSONALITY:SYMPATHY:5:30:90]
[PERSONALITY:STRAIGHTFORWARDNESS:30:35:70]
[PERSONALITY:SELF_EFFICACY:100:100:100]
[PERSONALITY:IMMODERATION:100:100:100]
[SPHERE:CHAOS]
[SPHERE:BEAUTY]
[SPHERE:LUST]
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personally, i've only tried playing with creatures using [CREATURE:ALREADYEXISTINGTAG]
and editing that, when i removed flies altogether (haha) game refused to start, so I assumed it only looked for already known entries. Not saying that's your problem, but somebody could take this opportunity to disabuse me of the notion ;)
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I'm having the same problem with a certain custom megabeast, it only sometimes appears during worldgen, even on large worlds.
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For brood brothers, maybe you are looking in the wrong places? SUBTERRANEAN_CHASM will mean that the creatures will only appear in caves or chasms - and the game doesn't count creatures in chasms. I'd report that as a bug btw.
For demons, I think it may be the game making assumptions about their mortality - since they're mortal, albeit extremely long-lived, and cannot reproduce due to all being female, the game might just leave them out of worldgen. Also, without NATURAL they won't spawn in the wilds.
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personally, i've only tried playing with creatures using [CREATURE:ALREADYEXISTINGTAG]
and editing that, when i removed flies altogether (haha) game refused to start, so I assumed it only looked for already known entries. Not saying that's your problem, but somebody could take this opportunity to disabuse me of the notion ;)
When you edit the creature files, then you must remove the matching files in data/objects. Then, if you actually create or remove anything, not just editing, you must also create a new world. You will actually end up getting some really weird errors if you use [CREATURE:ALREADYEXISTINGTAG] without deleting the creature you stole the name from because the game will read it as a creature duplication.
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You only need to remove the files in data/objects if you remove or rename an existing text file in the raws, if I remember correctly. It wouldn't hurt to try that anyway, though.