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Messages - Hugo_The_Dwarf

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241
DF Modding / Re: My modded race won't do anything
« on: July 26, 2018, 05:39:31 pm »
Instead of making a custom body part you can just use (inside the creature) this snippet

Code: [Select]
[SET_BP_GROUP:BY_CATEGORY:FLIPPER][BP_ADD_TYPE:GRASP]
This will make just that creature's flippers able to grasp things, and not require a custom BP

242
DF Modding / Re: Need help adding new material
« on: July 23, 2018, 10:24:56 pm »
you can add a tree that a metal like WOOD material, however that doens't mean they'll use it over the PINE they have handy

243
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: July 17, 2018, 10:49:47 pm »
So I'm making a modded race of fire casting humanoids. How do I prevent them from melting themselves? [FIREIMMUNE] seemed like it helped a little (with the firejet and fireball, attacks I'm guessing) but most of my arena tests still result in self-immolation. [HOMEOTHERM:12000] was an instant melt for my poor subjects. Do I have to give them modded tissues?

Also: the range values in the material emission interaction, do those correspond to tiles? Does this: [CDI:TARGET_RANGE:C:15] represent a range of 15 tiles?

the FIREIMMUNE tags are for the creature to believe it's fire proof (not be scared of hot tiles, fire, magma)
it's the MATERIALs the creature is made from that makes it fireproof or not. Look at how the IMP_FIRE creature sets it's materials to be fire-proof

One more question: my creature is only appearing as a blank tile in the arena, how u fix?

I've got them just using the basic human tags right now: [CREATURE_TILE:’U’][COLOR:3:0:0]
No matter what values I put, the creature shows up as a blank/black tile, almost a deep blue. Distinguishable from the other tiles.


[CASTE_TILE]?

244
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: July 16, 2018, 08:01:55 pm »
1 reagent that takes a BOULDER
and a product that makes BLOCKS

245
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: July 16, 2018, 05:19:48 pm »
Apologies for the simple question; I wasn't able to find an answer with the forum search function.

Is it possible to create plants through reactions? [PRODUCT:100:5:PLANT:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL] only creates generic 'plants,' but did I simply use the wrong syntax or is it impossible to do?

I just tried a quick reaction in arena mode and it worked fine for me, using your PRODUCT, what's the issue?

Code: [Select]
[REACTION:MAKE TEST_PLANT]
[NAME:make plant]
[ADVENTURE_MODE_ENABLED]
[PRODUCT:100:5:PLANT:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL]

Could eat it too, and eating it made spawn (SEED)

246
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: July 16, 2018, 01:56:46 pm »
I posted my BDPs for applying fluid like tissues "after" the main creature is layered. and BDPs override relative_thickness as mine will set that thickness to "1" I technically could add another ARG to allow it to be custom as well

247
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: July 16, 2018, 12:58:44 am »
@namelez
I'm not sure what determines a creatures real blood volume (possibly just the bodysize? Putnam or others that dug into this can answer it better)

However Epic's suggestion of making a layer that is "blood" won't stop the bleeding to death issue either, also
Code: [Select]
[TISSUE_LAYER_UNDER:BY_CATEGORY:SKIN:BLOOD]is incorrect that doesn't select by tissue but by bodyparts, and SKIN is not a bodypart category.

I have created some BDPs to aid in "fluid like tissue" applications
Spoiler (click to show/hide)

You can make use of it via [BODY_DETAIL_PLAN:HTD_FLUID_LIMBS_TISSUE_LAYERS:BLOOD] in the creature

Also the tissue that is "fluid" should not that [TISSUE_LEAK]s as once the upper tissue is pierced it will leak out and be gone forever (omitting this tag will allow blood pieces to break off indefinitely) also the suggested relative_thickness is tooooo thick. 50 is way too high, use 1 unless you want the creature to be just a big blood bag


quick meaning of this is:

Creature body part size = CreatureBodySize * (PartRelSize / (RelSizeOfAllParts))
Part tissue thickness = BodyPartSize * (TissueThickness / (ThicknessOfAllTissues))

which means that blood layer having 50 would make it way larger than the other tissues holding the percentage of the part.

Edit:
also wanted to say, you didn't need to make a whole material template for flameblood, you could have just used|
[USE_MATERIAL_TEMPALTE:BLOOD:BLOOD_TEMPLATE]
--Insert material tokens to make it firey blood right after
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]

248
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: July 15, 2018, 03:01:46 am »
why is all the tissue layers doubled?

249
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: July 15, 2018, 02:29:24 am »
That seems like a bug with EBO... as that should have worked.

work around would be make teh featherwood wood an INORGANIC and update the tree as well to use it, so you can use INORGANIC:FEATHERWOOD to get around this issue.

250
DF Modding / Re: What's going on in your modding?
« on: July 12, 2018, 06:32:28 pm »
Aw  man why didnt i think of laying bee swarms...

I tried to make a shrub with log and spear shaped growths. Waiting to find out if that actually worked. The errorlog doesnt like the spear one, though. I guess it cant accept an item group and subgroup? More after i actually encounter one of these things. I want to gnow what sort of item growths work.

Maybe it can grow bees?

Bee Berry Bush :P

Weird since GROWTHs have [GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:LEAF] I'd assume you could set it with ITEM_SUBTYPEs as well maybe you typo'd?

251
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: July 10, 2018, 12:09:28 am »
Exactly, hacky, but eh

252
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: July 09, 2018, 11:48:01 pm »
vermin are not creatures, they are mobile items, so they won't use any self interactions

253
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: July 09, 2018, 07:51:33 pm »
If you get fancy with interactions and syndromes you can make a generic "breeder" creature in which the children lack PET and are INTELLIGENT and the child gits hit with a interaction or syndrome to transform into any other creature you want
this is brilliant, can hive vermins (the regular bees) be "mutated" like that?

e.g. the regular bees naturally emit plagues which can only infect bees, and the transform interaction can only work on a specific caste of bee.

You can have you're special dark bees sting could affect the generic creature-caste turning it into anything you want it too. However I'm not sure if VERMIN_BITE works with vermin made from VERMIN due to the issue that the CREATURE:CASTE combo for the "mat:mat_subtype" section. You can give it a try.

I mean if you had bees, have a rare VERMIN making dark bee that is. (farm bees, get dark bee from hive, release dark bee in small room with generic creature, sting)

254
DF Modding / Re: Modifying the Skills of an Existing Dwarf
« on: July 09, 2018, 06:17:16 pm »
DFHack would probably be your best bet

255
DF Modding / Re: [MODDING] 0.44.x questions thread
« on: July 09, 2018, 06:16:48 pm »
You can go a hacky route of breeder creatures + castes but it's not worth it at the moment unless you know you're ok with the hackiness of it all

Tell me more?  I thought about doing something like this once but didn't put any effort in because I thought for sure it couldn't work.

For a creature you wish to make a breeder, you can have it for any creature, say Goblins, you can make two PET castes that you can trade for, their POP_RATIO should be 1, and the default MALE and FEMALE should have a higher POP_RATIO normally 25000 is high enough for both. You can trade for or embark with the goblin breeder castes, and when they breed they will give birth to fully fledged goblins.

If you get fancy with interactions and syndromes you can make a generic "breeder" creature in which the children lack PET and are INTELLIGENT and the child gits hit with a interaction or syndrome to transform into any other creature you want

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