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Dwarf Fortress => DF Suggestions => Topic started by: Axle Gear on February 07, 2007, 10:10:00 pm

Title: Creature Mod (Request)
Post by: Axle Gear on February 07, 2007, 10:10:00 pm
Okay, i've farked with it, and can't seem to get it to work.  I've been going by the wiki.

What I want to do is as a creature, a thylacine, to the mix.
It should be dog-sized and dog-like, but do 2-8 instead of 1-6 damage, and be much more valuable (75) when tamed.  It should appear in temperate and hot climates of all types except swamps.  It should be tameable and trainable, like a dog.

Anyone want to help me out here?

Title: Re: Creature Mod (Request)
Post by: Naminator4 on February 07, 2007, 11:15:00 pm
I think that 2-8 damage won't work.  I mean, all the creatures in DF always do 1-# damage.

Another thing that could be wrong is that you have it in the wrong txt document.  If you want it to spawn as an temperate creature, it goes into the creature_large_temperate.txt, not in the creature_domestic.txt .

Third thing that could be wrong is that you didn't create a new world and you're still using the old world, that doesn't have the creature.

[ February 07, 2007: Message edited by: Naminator4 ]

Title: Re: Creature Mod (Request)
Post by: Axle Gear on February 07, 2007, 11:32:00 pm
Another thing that could be wrong is all of the above!

Jeez, i'm lost.  =D  Let me give it another go.  See if I get it this time.

Title: Re: Creature Mod (Request)
Post by: JT on February 08, 2007, 02:57:00 am
quote:
Originally posted by Naminator4:
<STRONG>I think that 2-8 damage won't work.  I mean, all the creatures in DF always do 1-# damage.</STRONG>

Are you sure?
http://dwarf.lendemaindeveille.com/index.php/Creature_Flags#Attacks

As far as I've been aware, creatures have always had a Min:Max option in their attack strings.


 

quote:
Another thing that could be wrong is that you have it in the wrong txt document. If you want it to spawn as an temperate creature, it goes into the creature_large_temperate.txt, not in the creature_domestic.txt.

AFAIK, the document doesn't matter -- it's just a convenience to the modder if the animals in similar climes are together.  The important thing is the BIOME_ flags in the creature definition.


 

quote:
Third thing that could be wrong is that you didn't create a new world and you're still using the old world, that doesn't have the creature.

This part, however, is very important. =)

[ February 08, 2007: Message edited by: JT ]

[ February 08, 2007: Message edited by: JT ]

Title: Re: Creature Mod (Request)
Post by: Axle Gear on February 08, 2007, 09:11:00 pm
Okay, i've tried several things, and it's just not working.  They aren't appearing!

Here's what i've got:

[CREATURE:THYLACINE]
   [NAME:thylacine:thylacines:thylacid]
   [TILE:'t'][COLOR:6:1:0]
   [PETVALUE:90][NATURAL]
   [BUTCHERABLE_NONSTANDARD]
   [COMMON_DOMESTIC][TRAINABLE][PET]
   [BONECARN]
   [PREFSTRING:Individuality]
   [PREFSTRING:Tenacity]
   [BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:MOUTH]
   [BODYGLOSS:PAW]
   [POPULATION_NUMBER:15:30]
   [CLUSTER_NUMBER:3:7]
   [SIZE:5]
   [MAXAGE:30:60]
   [ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:8:GORE][ATTACKFLAG_CANLATCH]
   [CHILD:1][CHILDNAME:joey:joeys]
   [FAT:1]
   [DIURNAL]
   [BIOME_GRASSLAND_TEMPERATE]
   [BIOME_SAVANNA_TEMPERATE]
   [COMMON_DOMESTIC]
   [STANDARD_FLESH]
   [HOMEOTHERM:10070]
   [LAYERING:100]


I modelled it after dogs and horses.  And nothing works.  ;.;

Yes, I generated a new world.

Title: Re: Creature Mod (Request)
Post by: Axle Gear on February 08, 2007, 09:47:00 pm
Whoa, this had some serious side-effects.

Now I have them in there, but my dwarves are all U's (like human swordsmen), and the starting-out screen has some blank 1P items, and a 1P 'wood wagon' animal.

It broke something.

[ February 08, 2007: Message edited by: Axle Gear ]

Title: Re: Creature Mod (Request)
Post by: OldMiner on February 08, 2007, 10:26:00 pm
quote:
Originally posted by Axle Gear:
<STRONG>Whoa, this had some serious side-effects.

Now I have them in there, but my dwarves are all U's (like human swordsmen), and the starting-out screen has some blank 1P items, and a 1P 'wood wagon' animal.

It broke something.

[ February 08, 2007: Message edited by: Axle Gear ]</STRONG>


Did you generate a new world and only play with the modified files in that newly generated world?  Using different raw files than the world was generated with will often cause wonkiness.

Title: Re: Creature Mod (Request)
Post by: Axle Gear on February 08, 2007, 10:58:00 pm
No, I generated an entirely new world from scratch.
Title: Re: Creature Mod (Request)
Post by: Toady One on February 09, 2007, 12:36:00 am
You can also try deleting the files in your data/objects folder (they'll be rebuilt from the raw/objects).  Sometimes there are residuals in there that mess things up, especially if you've changed any of the names.
Title: Re: Creature Mod (Request)
Post by: Axle Gear on February 09, 2007, 10:02:00 am
Tried that to, nothing.

Is my coding for the thylacine correct?
Which .txt file(s) should it go into?
I'm fairly sure the problem is with my 'code'.

Title: Re: Creature Mod (Request)
Post by: Naminator4 on February 09, 2007, 03:58:00 pm
You don't have a frequency spawn set on your creature...

Add this to your thylacine, just above it's population_number.

code:
[LARGE_ROAMING][FREQUENCY:5]

The frequency can be set to any number, but if you want to see your creature more often, set it higher.

[ February 09, 2007: Message edited by: Naminator4 ]

Title: Re: Creature Mod (Request)
Post by: Axle Gear on February 09, 2007, 06:12:00 pm
What .txt file should this go into?
Title: Re: Creature Mod (Request)
Post by: Toady One on February 10, 2007, 01:15:00 am
I think the frequency defaults to 50, so that shouldn't cause the problems.  This can go in any "creature_*" file, or you can make a new "creature_whatever" file.