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Messages - chipathingy

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61
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: March 17, 2020, 05:51:42 am »
How do I change the chitin on the head of a creature to metal? I have defined a tissue already (ARMOR) that uses the bronze template in the creature

62
Nope, no RAWs parsers as far as I know. Rare materials may be affected by the GOOD/EVIL locations of civs.

Use a coder's text editor like Notepad++/CrimsonEditor/EmeraldEditor to regex-find "[MATERIAL_VALUE:.*]
in your 200-materials file, if materials count doesn't match found mat_value count then some mat_value commands are missing.

Can use WinMerge or other code comparison tool to compare N weeks ago own modded raws to current modded raws.

Found the culprit by going through the material values, turns out in my tiredness I copied a solid colour to the MATERIAL_VALUE field instead of the value it should've been. Oops! Thanks a lot though!
What I've been doing is just making a test DF install. Paste all my modded raws in then run arena mode. The errorlog.txt file should find your errors for you
It definitely works with creatures and materials, no idea about plants or entities or anything else

63
Can [CE_CAN_DO_INTERACTION] in syndromes be given a probability to occur?
If no, is there any way an interaction can be made to fire a certain percentage of the time the trigger is met? I have an interaction with a double-transformation and a summon that I only want to occur around 5% of the time.
Edit: and does [IE_TIME_RANGE:X] work as a delayed permanent summon?

64
Hi everyone. I'm trying to mod in a interaction that summons both a temporary creature and stealths the user:
Spoiler (click to show/hide)

Spoiler (click to show/hide)
I've tested it in both adventure mode and the testing arena, but I normally play fort mode so I don't know if it's working properly. The dog appears and then disappears but I don't know if the stealth is working properly. Have I done this right?
I gave this to dwarves to test, and they would only use it when I took control in the arena. Can I make them use it in "fort" mode?
And is there a way to make sure the dog doesn't leave a cloud of smoke when it poofs?

65
Hi all. I'm trying to make a creature that has multiple successive transformations that are triggered in combat. Any idea on how to do this? Are transformed creatures still not able to be transformed again or has that changes in the latest version?

You cannot transform an already transformed creature, but you can make a single syndrome that applies a new transformation after the old one ends. The timing will be unchangeable once it starts though.
That is unfortunate, I was hoping it would have changed I  the new version. I don't suppose there's a way to reverse a permanent transformation?
Current plan: creature gets transformed into a creature that immediately dies but also summons the next version in the same tick. I should be able to do this as many times as I like, right? It'll stuff up pets and clog the death list in fort mode but I can't think of any other drawbacks

66
Hi all. I'm trying to make a creature that has multiple successive transformations that are triggered in combat. Any idea on how to do this? Are transformed creatures still not able to be transformed again or has that changes in the latest version?

67
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: February 17, 2020, 06:36:56 pm »
What's the best way to add bone "armour" to wild animals? I think I know how to do it at a creature level using body detail plans (like ankylosaurs in the primal mod), but I'm making a creature that has different levels of plating on a caste level. Is there a way to do this within the creature file or do I need to make a separate body detail plan for armour for each caste?

68
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: February 07, 2020, 09:23:25 pm »
While I'm at it, if you had an interaction with I_TARGET:A:whatever, what does the A do? I've seen B and C there as well and I can't find what they mean anywhere
A, B, C etc. are identifiers used to label the targets for an interaction, and work the same way as they do in reaction raws. They can be anything you like in the interaction definition, but the can do interaction code must use whatever identifier is defined in the interaction definition. Lemme try and unpack the cat's head bump interaction as an example:

The following is the interaction definition for the cat's bump:
Quote


[INTERACTION:BP_BUMP]
   [I_SOURCE:CREATURE_ACTION]
   [I_TARGET:A:CREATURE]
      [IT_LOCATION:CONTEXT_BP]
   [I_TARGET:B:CREATURE]
      [IT_LOCATION:CONTEXT_CREATURE]

      [IT_MANUAL_INPUT:creature]
   [I_EFFECT:CONTACT]
      [IE_TARGET:A]
      [IE_TARGET:B]
      [IE_IMMEDIATE]

From this, we can see that there is a target called A, a creature whose provided body part is going to be used in the interaction, and B, that must be a creature. The effect of the interaction (outlined in I_EFFECT) is to make the thing designated as A (so the creature A's given body part) make contact with target B (which is a creature).

Then within the cat's creature definition, it has its own can do interaction which governs how it selects the targets A and B to feed into that interaction:
Quote
[CAN_DO_INTERACTION:BP_BUMP]
   [CDI:ADV_NAME:Head bump]
   [CDI:USAGE_HINT:GREETING]
   [CDI:BP_REQUIRED:BY_CATEGORY:HEAD]
   [CDI:VERB:head-bump:head-bumps:bump heads]
   [CDI:CAN_BE_MUTUAL]
   [CDI:TARGET:A:SELF_ONLY]
   [CDI:TARGET:B:TOUCHABLE]
   [CDI:TARGET_RANGE:B:1]
   [CDI:MAX_TARGET_NUMBER:B:1]

   [CDI:WAIT_PERIOD:20]

This section is where we define what body part is being used as the CONTEXT_BP in the interaction. Because the interaction itself only cares that it is a body part, we could use whatever body part we wanted in this CDI.
This section is where we define what creature is set to be A (and it must be a creature, because that's what the interaction has said that it is expecting for A). Because the CDI says that A is going to be set to SELF_ONLY, that means that the cat doing this interaction is going to be selecting itself to be A in this instance.
This outlines what creature the cat selects to be B. It says that there must only be 1 target for B, and that it must be touchable and within 1 range of the cat using this interaction. Because the interaction itself only cares that it's being given a creature for B, we could edit this CDI entry in a number of ways. We could remove the touchable requirement, change the range of how far away the creature can be, or make it so the cat can select any number of creatures to be the target B.

If we wanted to make the labels more descriptive, we could change the interaction definition so that A is instead called BUMPER, and B is called TARGET. Of course, after changing what the ids are called in the interaction, we'd also have to change the can do interaction to use BUMPER and TARGET instead of A and B.


I kinda went on a bit of a tangent there just to get to that simple explanation, I hope that was possible to follow :P

tl;dr - Stuff like A, B, C, etc. are just arbitrary labels that can be anything. Interaction definitions define what each of those targets should be (like a creature, location, etc.), and can do interaction definitions define what a creature chooses to be each of those targets.

This is amazing, thank you!

69
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: February 03, 2020, 08:45:33 pm »
Are there any guides for interaction modding in the last or current versions apart from the wiki? I'm trying to make my own mod but I'm just getting confused.

While I'm at it, if you had an interaction with I_TARGET:A:whatever, what does the A do? I've seen B and C there as well and I can't find what they mean anywhere

70
I have? You just linked to this thread

71
How would I go about adding patches of hair to specific  parts of a creature? I'm building a custom creature and I want the back of the head, upper and lower bodies to have fur as well as patches on the forearms and the whole of the lower leg. The creature parts are all from body_default.txt

And if I wanted to make a caste that had slabs of rock attached to the same places, what would be the best way?

72
Hey! Just wondering if this needs updating to 0.44.12 or not. It seems to work fine (apart from world gen crashes) but I havent played enough recently to know if all the new df features are working in it.

Also, what sort of container do you need to make azoth as toads? I got the vim extracted but the other reaction is still red and says I need a 'liquid container' or something like that.

I got attacked by a werekoala as well - I'm not sure if werebeast curses are moddable or not but it might be fun to have werecreatures from the mario universe rather than default DF.

73
Hey. Not sure if this thread is dead or not.

I think there may be a bug with the shedim devouring corpses. I've had a couple of crashes during shedim seiges and I suspect that it has something to do with this transformation. It doesn't happen when no-one dies.

And would it be possible to make the bog trolls harder? In my current fort they show up in large groups but aren't armed or armoured, except for maybe the leader. My legendary mace and sword lords chew through them in no time at all.

Any tips for attracting voidwalkers? Just the standard increase population and wealth triggers or something else?

74
DF General Discussion / Re: Dwarf Fortress 40_24 Starter Pack r9
« on: April 11, 2015, 11:48:37 pm »
I may have found a glitch/bug - hopefully this is the right place to post it.

I usually change the key bindings (I play on a laptop and never tried the LNP laptop key bindings). When I downloaded the new pack (r9) and went to change them the screen briefly flashes with what's meant to be there and then goes blank. Every time I press a button that actually does something the screen flashes back again but goes blank.

When I'm entering the new key binding the screen stays up until I'm done.

I'm using Pheobus if that matters, no mods or anything

75
Masterwork DF / Re: New Dwarf Mode
« on: January 15, 2015, 06:22:29 pm »
Hi! First off - this is one of my favourite mods and I'm super happy it's getting ported to the new version!

I think I've seen somewhere that wood is more or less going to be just vanilla wood for dwarves in Masterwork Reborn.

Might I suggest adding some functionality with the cavern trees? Not necessarily what's in there now, and I'm not suggesting that tree farming is kept. It seems to me that dwarves would have found uses for the cavern trees aside from making beds, while leaving the surface trees for the humans and elves.

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