Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Lethildiren

Pages: [1]
1
DF Modding / Re: Can i force necromancer tower not to bring specific civ?
« on: September 29, 2018, 12:26:48 pm »
You can set a species to be [CANNOT_UNDEAD], which prevents it from ever being animated, period, but that applies to all necromancy, not just worldgen necromancers, so it might not be what you're looking for.

It is, however, the only option. At least, outside of [NOT_LIVING], which does the exact same thing except it also makes the undead friendly to that creature.

EDIT: Also, custom secrets can indeed have their applicable creature classes set so that only specific creatures can be used, but unless the creature class being used is GENERAL_POISON, MAMMAL or something else that already exists, you'll have to mod in those classes yourself before you can do much of anything. It's not hard, of course - one could make a 'mancer who can only resurrect bats by adding the [CREATURE_CLASS:BAT] tag to all types of bat and setting his spell to only work on the creature class BAT, for instance, and there would be no issues - just tedious.

Also, no, you (generally, outside of maybe some obscure tool I've never heard of) can't modify the raws for the vanilla Necromancy secret, so you can't fiddle with applicable creature classes there. Everywhere else, though.

2
DF Modding / Re: What's going on in your modding?
« on: September 20, 2018, 03:00:52 pm »
Oh holy fucking shit it was the hair tissues the whole time and I didn't realize. Aaarrrgggghhhhh.

...

I fixed it.

Now I just need to finish off entities and stuff, and I might have something vaguely release-worthy. Huh.

3
DF Modding / Re: What's going on in your modding?
« on: September 20, 2018, 02:20:12 pm »
It looks like you might have made a typo somewhere on the names of tissues defined versus where they're called for placement in the body detail plan. like maybe you defined a tissue called SKIN_MONSTROUS but in the detail plans you told it to look for one called SKIN_ONSTROUS or something. The program doesnt like typos, so I'd check for that first.
No dice; everything (except the hair tissue, which was missing a "_T" I chucked at the end last night to differentiate it from the material) is exactly the same as the definitions in the files.

Manually defining everything from skin to cartilage didn't help, either - and, as VERTEBRATE_TISSUE_LAYERS should cover everything the creature has, there's no good reason to change it. I am completely lost.

Well, at least it doesn't crash when I load the game.

4
DF Modding / Re: What's going on in your modding?
« on: September 20, 2018, 12:54:59 pm »
He-llo. First post (well, on this forum; I've poked around the DF Subreddit before, at least), and a rather belated one at that, but my current modding endeavor has run into a roadblock that I can't solve on my own, so I might as well. (I was going to have to pop up to post it here, anyway, so-- ha.)

Anyway. So, I'm trying to make a mod adding in a new type of creature based off of humanity, with its own unique (flimsy) tissue and material layers. (You'll probably be able to guess the inspiration looking at the creature names in a second, of course.) Most of the new creature has gone swimmingly - their unique interactions work, their castes work, even their blood and corpses turning to dust in the air works perfectly. And then I load their raws up in any way, from the arena to worldgen, and this happens:

Spoiler (click to show/hide)

As I'm reasonably sure I applied all the new tissues and materials properly, I'm not quite sure what's going on and will need help from someone slightly more experienced than me. If you can make do with just the error messages, that's great, but I can also supply the actual files if they're needed.

...

I'm sorry, this is for funny anecdotes, isn't it? Uh.

Well, I made a skeletal machine gun last night. I think that counts for something.

Pages: [1]