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Messages - EternalCaveDragon

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76
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: June 04, 2019, 12:42:10 pm »
Yup, that should do it.

77
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: June 04, 2019, 08:59:19 am »
Pop ratio on the caste level of the creature can do that for you, by making that caste especially rarer than most, though positions will typically generate one example for purpose if its in the allowed category. EI someone did a warhammer fantasy lizardpeople mod out there and put a exceptionally rare caste 'Slann' (big toad creature) in as a leader.

Requires at least to be the same token species and caste derived as the creature currently selected as being part of the civ.

So would a [POP_RATIO:1] make 1% of the creatures that caste? I will try this and give it the POWER, SHPERE and FANCIFUL tags along with the ALLOWED_CREATURE. my plan is to give the civ a demon overlord

The 1 will work, but will only work the way you want it to if all of the other castes of the creature have their POP_RATIO set to a high number. So that for every one of the creature you want, you'll have such and such number of the other castes.

78
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: June 03, 2019, 06:03:41 pm »
I could give it an underground biome but I would prefer if it only took rulership in my entity. The wiki says that ALLOWED_CREATURE only works with a caste of the entity's current race. So does that mean that it wouldnt work for a megabeast in an ANIMAL tag? I will try the ALLOWED_CLASS though and see what happens. Can I see if it works using legends?

Should work as far as the creature class goes provided you give the intended megabeast the required creature class. However, the wiki says an underground biome will not work with the megabeast token. And I have no idea how it interacts with the ANIMAL token.

79
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: June 03, 2019, 04:46:28 pm »
The intended leader creature will require at least CAN_SPEAK in order to make use of its POWER token, but I'm not sure what sort of effects it'll have if it's defined in an ANIMAL token for its intended civilization. Though if it lacks a BIOME token it may not spawn at all. Though the game may be able to force spawn them if the entity they're intended to rule has them required via ALLOWED_CLASS or ALLOWED_CREATURE for the ruler position. Sounds like something to test.

80
DF General Discussion / Re: Future of the Fortress
« on: May 31, 2019, 08:08:21 pm »
To add another question to the mix at almost the last minute. Do the new organized religions interact with megabeast worship at all? I'm not sure if it's really that different since it isn't now other than megabeast worship being prompted by a megabeast attack (or two) and deity/force worship exists from the beginning of world generation. The megabeasts are simply listed as another deity when creating a temple to my knowledge. So are megabeasts that become objects of worship treated the same as regular gods and goddesses in this regard?

81
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: May 31, 2019, 07:53:05 pm »
To make my own general question, how does the SECRETION tag work exactly? Does the chosen secretion simply stay on the part which secretes it? Or does the secretion get on other parts of the creature's body? Like, say, if I make a creature that secretes a form of toxin or venom continuously from its mouth, will said toxin also be on parts which are arranged around the mouth part? Will it just remain there in the mouth, or will it drip down onto the ground?

82
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: May 31, 2019, 03:32:32 pm »
Is there a way to make an entity always at war with everyone?

According to the wiki, if a creature with the UTTERANCES token isn't in a SKULKING civ they will start wars and not be able to end them because they can't communicate. Maybe if the civ's creature is OPPOSED_TO_LIFE? But other than that you'd probably require some interesting ethics choices to ensure wars break out due to ethical differences. And even then it may be iffy with humans since their ethics are randomized.

83
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: May 30, 2019, 06:27:25 pm »
Basically the short version of nobody involved is doing a job. Whether or not slow learners like trolls and ogres can do jobs in a modded fortress is something I don't know for sure.

Burrows restrict their actions, and food drink and bedding can be provided for them there while the milkers and shearers work. Remember to bring buckets and use a farmers workshop.

Huh, neat.  :D

84
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: May 30, 2019, 06:16:48 pm »
Idle?

Basically the short version of nobody involved is doing a job. Whether or not slow learners like trolls and ogres can do jobs in a modded fortress is something I don't know for sure.

85
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: May 24, 2019, 12:10:00 pm »
You can try lowering the median and uppermost values in their STRESS_VULNERABILITY which will lessen the effects of stress on them. Iirc, currently vanilla dwarves have a higher than average stress susceptibility on average, which leads to dwarves who are more responsive towards stressors such as combat and seeing things die. Plus it depends on how you manage your fortress. If your dwarves are constantly being exposed to things which stress them out, you're going to be feeling the negative effects of overall low dwarf morale more than if your fortress citizens were living somewhere calmer or an otherwise calmer lifestyle.

86
bread cheese... he might be onto something.

You could create wine yeast by mixing dwarven sugar (and modding in sugarcane) and alcohol together in a still into yeast globs, then use bags of flour + the yeast together to bake plant 'cheese bread' which can be eaten all in one as a meal or mixed with other things without having to milk a single cow.

Excellent.

I think you've hit the nail on the head there. And if you wanted to do a hardtack recipe just leave out the yeast process. I think.

87
Bread in category plant cheese is strange.

Yes, but our options are fairly limited, as making FOOD items (prepared meals) with custom reactions doesn't really work (as far as I remember, I haven't looked into this in some time).

And speaking of cheese... Isn't bread just a cheese made of wheat + heat?  Using yeast instead of acid-bacteria ?  They are both fermented foods, sorta :D

That's, rather true, actually. Now that I think about it. :o

88

The item_food.txt RAW file is the only one specifically dealing with food(meals).  It is the library of terms that are used in naming prepared meals that your cooks make at the kitchen. The "level" in each entry has to do with what type of meal it is (2 = Easy, 3 = Fine, and 4 = Lavish).  If you want to create new names for these meals, you can add them in. They will be randomly picked from all choices based on the food level.

For example, adding:
Code: [Select]
[ITEM_FOOD:ITEM_FOOD_DUMPLING]
[NAME:dumpling]
[LEVEL:2]

to the item_food RAW will mean that there is now a chance for your dwarven cooks to make dumplings when you select "prepare easy meal" from the kitchen.  Mechanically, they will be identical to other easy meals (e.g. biscuits).

______

The actual reaction that makes meals is hard-coded in the game. Also, trying to make custom reactions to make meals (the FOOD item) tend to not work. However, if you want to make custom edible foods, and not have them be the random assembly of minced ingredients that dwarven cooking demands, then you can make reactions to make other eat-able items instead and have those items be made out of your new "food".

Some valid eat-able items that you can have your reactions churn out include:
  • Cheese
  • Fish (will have the prefix "prepared" in front of the material)
  • Meat
  • Plant
  • Plant Growth
  • Glob
  • Egg

These will be the "item" that the reaction makes. You will still need to assign the material, which would be whatever custom food material it is you want to add.

Remember to have the proper EDIBLE tags on your food material, else your dwarves won't eat it. Also, the type of item you decide to make will determine stockpiling preferences, so keep that in mind as well. I've known a lot of people that have modded in their own custom "meals", like dwarven bread or something like that. The general consensus has been that the "cheese" item tends to work the best in terms of stockpiling your new food with your other edibles with the least hassle in trying to find it.

Aha, thank you. This is very informative. :D

89
DF General Discussion / Re: Future of the Fortress
« on: May 23, 2019, 01:08:46 pm »
Going off of the latest dev log, would it be correct to assume that forming alliances as a response to a particularly evil threat will also occur in response to modded in entities that fit that criteria as well? I do hope it is, it'd immerse modded in entities much more into modded worlds if they can interact just like the vanilla entities can with the new update.

90
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: May 21, 2019, 07:38:47 pm »
Looks correct to me.

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