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Messages - Distman

Pages: [1]
1
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: April 16, 2020, 10:52:34 am »
Good to know that it still works as intended, even though it looks strange.
With that said, there must be a reason for this to happen?

2
DF Modding / Re: [MODDING] INTERACTION & SYNDROME QUESTIONS THREAD
« on: April 16, 2020, 10:51:06 am »
First off, I think you need to test this in Fortress Mode, however hard that may seem to be. Arena, in my experience, doesn't use interactions properly.

Second, just a question... Why do you want the dwarves to be afraid of something that they can't see?

How do you get interactions to work through walls? I'm trying to give goblins an interaction that lets them inflict a stress-inducing syndrome on exclusively dwarves, preferably as a hostile action, but it doesn't matter much since goblin visitors are quite rare and the syndrome should only be dangerous in large amounts.

Currently it is fully functional except for the fact that it does not function through walls, which is an obvious problem if I want it as an anti-seal-yourself-off-with-walls measure.

Spoiler: interaction changes (click to show/hide)


 I've tried giving goblins extravision (though I don't think that should change anything), and as an extra challenge I randomly threw nopain and trances in there. Neither file has any other changes than the ones in the spoiler text, not that it should make anything different.

If I can get it to work, I'll probably also give it to undead, but that should be trivial. In addition, I may add the IT_CANNOT_TARGET_IF_ALREADY_AFFECTED and perhaps ERRATIC_BEHAVIOR tokens. However, right now, I just want to know how to get the blasted thing to work through walls.

One more question, though: does the END time on my stress-inducing syndrome have any effect, since the giving of stress is a one-off thing? Can I use it as a timer for how often a dwarf can be targeted when used with IT_CANNOT_TARGET_IF_ALREADY_AFFECTED, so that an entire siege doesn't use their first demoralize on a singular dwarf?

EDIT: I was able to get it to work by giving the USAGE_HINT of GREETING, though I'm not sure why that works.

3
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: April 15, 2020, 09:05:26 pm »
Hmmm... A wild guess.
I'm having the same problem with one of my civs as well. Legends Viewer show no population at their sites, but when looking at site they are all listed under Other.
I've had this idea that the NO_SLEEP tag was causing the problem my end (NO_SLEEP = no beds/bedrooms = no population?) but I don't see you using that tag.

I know I've seen this problem in some other mod as well.
Let me know if you solve it!

4
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: April 15, 2020, 07:51:00 pm »
I'm trying to bring back an old race I modified a few years ago so I can play as them again. I haven't played as them yet because I'm trying to eliminate a problem I've been experiencing. In legends viewer, anytime I view this race their population shows up in Other Populations instead of in the civilized populations, as if they were animals, and with a plurality which they do not have (Rogats instead of Rogat) I originally though this was just a legends viewer problem, but legends viewer does not do this with any other race custom or otherwise. Here are my entity and creature files. https://pastebin.com/VZAiU9ia

It's been a long while since I've played or modded, and I just want to know if I'm doing something wrong.

Can it be the MUNDANE tag that is causing this?

5
DF Modding / Re: Full list of Werebeasts Werecreatures
« on: April 15, 2020, 07:09:57 pm »
Is it possible to get raws for vanilla werewolf from somewhere or do I need to make my own? I wanna define my own and remove all these stupid generated werebeasts in worldgen.

6
DF Modding / Re: [mod help] Body, Body Parts and Body Detail Plans
« on: April 15, 2020, 06:59:52 pm »
Thanks for clearing things up!
I can see now that most of this was messy.

So you can actually stack [TISSUE_LAYER:BY_CATEGORY:ALL:BODY_TISSUE]?? Good to know. But anyway, they are not easy to kill, at least not unarmed.

7
So I got my varkid transformations working... sort of.
In the creature file:
Spoiler (click to show/hide)

It's applied via continuous secretion.

In the interaction file:
Spoiler (click to show/hide)

I'm having a couple of issues. The first step is only meant to have a percentage chance to transform, but in the arena every single one I spawn transforms into a pod immediately. The same thing happens with each step, every single one transforms, the PROB in the first section is not working.

The second is the timing. I've tried to add some delays in between each step but in the arena they immediately transform into varkid pods. The summoned unit immediately transforms into a pod so I have a chain of pods until the final form. I've tried to use the JUST_HATCHED class to add a 1200 tick gap between transformations, but it isn't working. I know I could change the times in the transformation but that won't quite work for what I want.

Any suggestions? I haven't tested it in fort mode yet

You should really try this in fort mode. Arena mode simplifies a lot of things. Was having major problems troubleshooting my two-stage "real infectious zombies"-syndrome, couldn't get it to work in Arena mode whatever I did.

My suggestion is adding a CAN_USE_INTERACTION on dwarfs, applying the interaction you want to test.
Something like this:
Code: [Select]
[CAN_DO_INTERACTION:YOUR_INTERACTION]
[CDI:ADV_NAME:Do interaction stuff]
[CDI:USAGE_HINT:GREETING]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:10]
[CDI:WAIT_PERIOD:50]

They should be "infecting" each other in no time.

8
DF Modding / Re: [mod help] Body, Body Parts and Body Detail Plans
« on: December 12, 2019, 01:11:28 pm »
Yeah... So... You shall not define UPPERBODY before LOWERBODY if UPPERBODY is connected to LOWERBODY.

Problem solved and did some clean up in creature raw.
But i'm pretty sure i can streamline this some more:
Code: [Select]
[BODY_DETAIL_PLAN:MOLLUSC_TISSUE_LAYERS:SKIN:FAT:MUSCLE]

[USE_MATERIAL_TEMPLATE:SPONGE:SPONGE_TEMPLATE]

[USE_MATERIAL_TEMPLATE:SKIN:SPONGE_TEMPLATE]
[USE_MATERIAL_TEMPLATE:FAT:SPONGE_TEMPLATE]
[USE_MATERIAL_TEMPLATE:MUSCLE:SPONGE_TEMPLATE]

[USE_TISSUE_TEMPLATE:SPONGE:SPONGE_TEMPLATE]

[USE_TISSUE_TEMPLATE:SKIN:SPONGE_TEMPLATE]
[USE_TISSUE_TEMPLATE:FAT:SPONGE_TEMPLATE]
[USE_TISSUE_TEMPLATE:MUSCLE:SPONGE_TEMPLATE]

[USE_MATERIAL_TEMPLATE:TOOTH:TOOTH_TEMPLATE]
[USE_TISSUE_TEMPLATE:TOOTH:TOOTH_TEMPLATE]

[TISSUE:BODY_TISSUE]
[TISSUE_NAME:fungi body:fungi bodies]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:SPONGE]
[MUSCULAR]
[STRUCTURAL]
HEALING_RATE:90
[TISSUE_MAT_STATE:SOLID]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]

[TISSUE_LAYER:BY_CATEGORY:ALL:BODY_TISSUE]

Do I really need to USE_MATERIAL_TEMPLATE and USE_TISSUE_TEMPLATE for all tissue layers? [TISSUE_LAYER:BY_CATEGORY:ALL:BODY_TISSUE] should overwrite all of them with my defined tissue, right?

/Distman

9
DF Modding / [mod help] Body, Body Parts and Body Detail Plans
« on: December 12, 2019, 10:56:28 am »
Getting back into DF modding after a six-month hiatus...

Feeling confused over how bodies work in raws. I'm making an immobile fungi creature with tentacles. It has (obviously) no bones, brain, eyes; all composed of one tissue/material called Sponge.

So I've made a [BODY]; a mushroom-like body (Stem > Ring > Cap) with five tentacles, each with a mouth on it.
Definition looks like this:
Code: [Select]
[BODY:FUNGI_5TENTACLES_MOUTHS]
[BP:UB:ring:ring][CON:LB][UPPERBODY][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:300]
[BP:LB:stem:stems][LOWERBODY][STANCE][CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:800]
[BP:HD:cap:STP][CON:UB][HEAD][CATEGORY:HEAD]
[DEFAULT_RELSIZE:1400]

[BP:1T:first tentacle:STP][CON:HD][LIMB][GRASP][CATEGORY:TENTACLE]
[DEFAULT_RELSIZE:400]
[BP:2T:second tentacle:STP][CON:HD][LIMB][GRASP][CATEGORY:TENTACLE]
[DEFAULT_RELSIZE:400]
[BP:3T:third tentacle:STP][CON:HD][LIMB][GRASP][CATEGORY:TENTACLE]
[DEFAULT_RELSIZE:400]
[BP:4T:fourth tentacle:STP][CON:HD][LIMB][GRASP][CATEGORY:TENTACLE]
[DEFAULT_RELSIZE:400]
[BP:5T:fifth tentacle:STP][CON:HD][LIMB][GRASP][CATEGORY:TENTACLE]
[DEFAULT_RELSIZE:400]

[BP:1MOUTH:first mouth:STP][CON:1T][MOUTH][EMBEDDED][APERTURE][CATEGORY:MOUTH]
[DEFAULT_RELSIZE:20]
[BP:2MOUTH:second mouth:STP][CON:2T][MOUTH][EMBEDDED][APERTURE][CATEGORY:MOUTH]
[DEFAULT_RELSIZE:20]
[BP:3MOUTH:third mouth:STP][CON:3T][MOUTH][EMBEDDED][APERTURE][CATEGORY:MOUTH]
[DEFAULT_RELSIZE:20]
[BP:4MOUTH:fourth mouth:STP][CON:4T][MOUTH][EMBEDDED][APERTURE][CATEGORY:MOUTH]
[DEFAULT_RELSIZE:20]
[BP:5MOUTH:fifth mouth:STP][CON:5T][MOUTH][EMBEDDED][APERTURE][CATEGORY:MOUTH]
[DEFAULT_RELSIZE:20]

It is defined in creature raw like this:
Code: [Select]
[BODY:FUNGI_5TENTACLES_MOUTHS]
[BODY_DETAIL_PLAN:MOLLUSC_TISSUE_LAYERS:SKIN:FAT:MUSCLE]

[USE_MATERIAL_TEMPLATE:SPONGE:SPONGE_TEMPLATE]
[USE_TISSUE_TEMPLATE:SPONGE:SPONGE_TEMPLATE]

[TISSUE:BODY_TISSUE]
[TISSUE_NAME:fungi body:fungi bodies]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:SPONGE]
[MUSCULAR]
[STRUCTURAL]
[TISSUE_MAT_STATE:SOLID]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]

[TISSUE_LAYER:BY_CATEGORY:ALL:BODY_TISSUE]

I'm missing something since I get the following error messages:
SPORE_TOWER:DEFAULT:stem, layer 2: Tissue SKIN was not found, using first tissue instead
SPORE_TOWER:DEFAULT:stem, layer 3: Tissue FAT was not found, using first tissue instead
SPORE_TOWER:DEFAULT:stem, layer 4: Tissue MUSCLE was not found, using first tissue instead
SPORE_TOWER:Attack PUNCH seems to have correct format but could not find proper BPs in any caste, so not added

What am I doing wrong? Bodies are very abstract and hard to understand imo.

Thanks,
Distman

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