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Messages - lanp

Pages: 1 [2] 3 4
16
DF Modding / Re: [MODDING] 0.40.x QUESTIONS THREAD
« on: July 07, 2014, 11:08:25 pm »
Can anyone think of a way to make a creature immortal now? Since pulping was added a swift punch or kick to what was once an immortal creature's chest results in instant death. And jumping into magma or setting the arena temperature to dragonfire seems to melt the creature even though its materials have the following tags. Setting it to absolute zero will also freeze it to death.

[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[COLDDAM_POINT:NONE]
[IGNITE_POINT:NONE]

17
DF Modding / Re: First Attempt At Creature Design : Requesting Help
« on: May 20, 2014, 11:00:52 am »
If you don't plan on playing them in fortress mode just make a new file called entity_gargoyle.txt with these as the contents. It would be best for compatibility with other mods if you avoid editing the default files when possible.

Spoiler (click to show/hide)

As for the creature file, make sure the first line is creature_gargoyle and then [OBJECT:CREATURE] on the line after.

If it still won't work after this post the contents of your errorlog.txt file.

18
I'm going to pick a final name for this mod quickly after DF2014 comes out. Votes are basically tied between Dark Towers and Dark Age. Both are fairly generic, but suitable.

Any last votes or feedback on naming this baby?   

???

Dark Age seems more appropriate if only for the fact that the mod doesn't seem to be entirely focused on making more necro towers.

19
Life Advice / Re: Keyboard Recommendations
« on: April 21, 2014, 08:01:19 pm »
Laugh if you will but there is some decent information here. The image guides at the bottom have a whole ton of suggestions.

http://wiki.installgentoo.com/index.php?title=Mechanical_keyboards

Personally I've owned a Das with browns and now a Poker II with blues. I must say that I wouldn't want to go back to rubber dome or anything else really. Considering how much use your keyboard sees and how long mechanical switches last you may want to splurge just a little if you can manage it. It really is more of a long term investment.

20
DF Modding / Re: Creating a Proxy!
« on: April 21, 2014, 11:26:30 am »
I made a creature for my own use that is sort of what you want insofar as it's immortal and ridiculously strong. Although I didn't create it to explicitly look like a human half of what it looks like is really up to your imagination. Creature visuals are mostly the flavor text of the description. It would be relatively simple to make it more human like with just a few small edits. Anyway, here is what I made. It should serve as a pretty decent base for you to work from.

https://db.tt/tcUJj3ZR

This link is incredibly useful if you want to be able to make your own stuff as well.

http://dwarffortresswiki.org/index.php/DF2012:Modding_guide

If you get stuck on anything in particular just ask. Although I may not know the answer there are a whole ton of really knowledgeable people on this forum.

As a side note, I got up to around episode 10 but found that the anime just moved too slowly. Does it pick up soon after?

21
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: April 20, 2014, 09:52:55 am »
I remember asking this quite some time ago but not getting a very clear answer. I was hoping perhaps more is known now than when I first asked.

I was making what is intended to be indestructible bones so I used '9999999' as the value for most of the different tokens. I would just like to know what the highest value possible is. I noticed that adamantine will still chip and fracture this bone material even with those absurdly high values. I'm beginning to wonder if having a value above the maximum possible value actually does more harm than good.

Here are the raws in case it matters.
Spoiler (click to show/hide)

Reply #3 and #14 of this topic should answer your questions.

Thank you so much. That was a very interesting read.

22
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: April 19, 2014, 06:01:16 pm »
I remember asking this quite some time ago but not getting a very clear answer. I was hoping perhaps more is known now than when I first asked.

I was making what is intended to be indestructible bones so I used '9999999' as the value for most of the different tokens. I would just like to know what the highest value possible is. I noticed that adamantine will still chip and fracture this bone material even with those absurdly high values. I'm beginning to wonder if having a value above the maximum possible value actually does more harm than good.

Here are the raws in case it matters.
Spoiler (click to show/hide)

23

Consider yourself on the short list. Testing won't begin until after DF2014 is released and mostly stable. After DF2014 launches, being familiar with the updated Adventure Mode would be a huge plus. If you want to help add monsters, message me what you have in mind.

I had not heard of Berserk. Those are some freaky monsters! Do you recommend the movies?

While the movies are decent and worth watching you should really read the manga first. I'd say it would be great inspiration material for your mod especially. There is no shortage of nightmarish beasts in Berserk.

A few more screens because I happened to stumble upon this exact page in my storage.
!!NSFW!!
https://imgur.com/a/ZjXvp
!!NSFW!!

In regards to the creatures I've made I meant more that I know what goes into making a creature and how to troubleshoot the errorlog. I've only ever made extremely OP and broken monsters for dicking around in adventure mode so it wouldn't really fit the purpose of this mod.

24
This reminds me a lot of Berserk so naturally I am excited for it. I don't think I would make for a good tester due to inexperience but I wanted to post to show interest.
Spoiler (click to show/hide)

Edit: If you need an extra tester for Adventure mode let me know via PM. I may not know how to play very well but I have made a creature or two myself and I might be able to help in some way or another.

25
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: April 13, 2014, 05:25:28 pm »
Replace INORGANIC:RBONE with LOCAL_CREATURE_MAT:BONE
Ha, I almost wish it weren't so simple. Thanks for the info and the really quick reply.

26
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: April 13, 2014, 05:21:13 pm »
I am trying to clean up and remove redundant files from a particular creature I made.

Right now I have a creature that has a blade for an arm made from INORGANIC:RBONE and the bones of its body made from BONE:RBONE_TEMPLATE. Both materials have identical values but are split into inorganic_creature.txt and material_template_creature.txt respectively. 

Is there any way to change this to use the material_template file instead of inorganic_creature?

Code: [Select]
[USE_MATERIAL_TEMPLATE:BONE:RBONE_TEMPLATE]

[TISSUE:BLADEARM]
[TISSUE_NAME:bone:NP]
[TISSUE_MATERIAL:INORGANIC:RBONE]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:BLADEARM:BLADEARM]

27
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: March 13, 2014, 03:33:55 pm »
@lanp
Yeah the combat reports will look weird but that atm is the only way to allow bleeding without "bleeding"

Not sure if this is related at all but if I put two of these immortal bleeding creatures in the arena DF crashes pretty consistently after 60 seconds or so. I don't think this will happen often in play so I don't really need to troubleshoot it. I just found it a little odd. Could it be too much "blood" flying around you think?

Spoiler (click to show/hide)

I don't think I've ever dealt with this before, so: how can I attach a syndrome to a creature's blood, so it affects those it spatters onto?
[SYN_IMMUNE_CREATURE:creature:caste]. ALL can be used for the caste.
where your creature bleeding is immune.
No, no. I what I am asking is how to make the blood have the syndrome in the first place. [SELECT_MATERIAL:BLOOD] and add the syndrome to it? Or something else.

http://dwarffortresswiki.org/index.php/DF2012:Syndrome#The_anatomy_of_a_syndrome

Quote
SYN_INJECTED, SYN_CONTACT, SYN_INHALED, SYN_INGESTED

This token determines the method of infection - injected syndromes must be injected via a creature attack, while contact syndromes result from any contamination of a creature by material splatter (such as blood), inhaled syndromes must be inhaled in gaseous form (such as from boiling or a creature breath attack), and ingestion syndromes must be eaten or drunk. Any combination of these tags can be used. A fun variation on the usual creature injection routine is to create a material with a SYN_CONTACT syndrome and have a creature use it for blood - this tends to end poorly for any predator that chooses to attack them.

I was actually just about to do what you're planning on doing. That wiki page is very well put together so you should be able to just skim it and get it working as you want.

28
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: March 13, 2014, 02:58:06 pm »
1. Liquid tissue underneath every other tissue called "blood"
2. http://www.bay12forums.com/smf/index.php?topic=100851.msg4649312;topicseen#msg4649312

Thanks for the link. I was hoping more info had been released since then. I saw a new combat token commented out in the DBZ: Sparking mod that wasn't in that post. I suppose there are a hand full of commands littering the forums.

I have the blood idea you mentioned mostly working. When I try and do something my first instinct is to find a mod that someone else made that sort of does what I want to do and then try editing from that base. I took the blood men from Masterwork and tried using that as a jumping off point.

Code: [Select]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:BLOOD:FAT:MUSCLE:BONE:CARTILAGE]

[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen blood]
[STATE_ADJ:ALL_SOLID:frozen blood]
[STATE_NAME:LIQUID:blood]
[STATE_ADJ:LIQUID:blood]
[STATE_NAME:GAS:boiling blood]
[STATE_ADJ:GAS:boiling blood]
[PREFIX:NONE]

[TISSUE:BLOOD]
[TISSUE_NAME:blood:NP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:BLOOD]
[TISSUE_MAT_STATE:LIQUID]
MUSCULAR
FUNCTIONAL
STRUCTURAL
[RELATIVE_THICKNESS:1]
CONNECTS
[TISSUE_SHAPE:LAYER]

With those tokens commented out the creature doesn't seem to ever die from blood loss. My only gripe with this is that it makes combat text sound weird.

Spoiler (click to show/hide)

Is there any way to avoid this or is it necessary for what I am trying to do?

Thanks again.

29
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: March 13, 2014, 01:49:31 pm »
I have two questions.

First, is there a method to create a creature that bleeds but can not die from blood loss? Failing that is there some sort of hacky way to make a creature produce a liquid from its wounds automatically? Something so that someone playing the creature in adventure mode wouldn't need to manually trigger this effect every time they are attacked.

And second, is there a sample file of new creature tokens and such from the next update? I'd like to be able to start updating the few things I've made if possible so I can use them in the next update right away. I poked around a bit but only found some things related to multi-tile trees.

Thanks in advance.

30
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: January 12, 2014, 04:23:55 pm »
You want it to be a CHILD_TISSUE_LAYER thing like the normal bite attack.

I tried changing it to the following but nothing changed in the error log and I still can't bite.

Code: [Select]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:UPPERBODY:BY_CATEGORY:BODY_FANGS]

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