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Messages - Lycaeon

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451
DF Modding / Re: Regarding Civilizations of Egg Layers and Grasper Tails
« on: November 23, 2012, 01:31:54 am »
Pretty much...though placing the bodypart in the body_default file doesn't override all tails. Putting it in a separate file makes sorting out modded portions easier when updating to a new version of DF, etc. A creature's BODY is put together from all the bodyparts that follow, so other creatures (or castes using different BODY sets) are unaffected.


452
DF Modding / Re: Regarding Civilizations of Egg Layers and Grasper Tails
« on: November 23, 2012, 01:24:51 am »
A pointer on modding creatures: the wiki has explanations for every set of tags (For example, Body detail plan), and looking through them is recommended for serious modders. Going through the raws and seeing how different parts go together to make a creature is also helpful.

453
DF Modding / Re: Regarding Civilizations of Egg Layers and Grasper Tails
« on: November 23, 2012, 01:11:04 am »
Here's the short summary on how creatures are constructed (The tail goes into body_default):

b_detail_plan: Contains shortcuts for the designation of materials and tissues used in a creature, as well as layering for those tissues.

     STANDARD_MATERIALS defines material templates to be attached to the tag (such as HEART or MUSCLE). Material templates are found in material_template_default
     STANDARD_TISSUES defines the tissue for that material, also attached to the tag. Tissues are found in tissue_template_default.
     TISSUE_LAYERS defines the layering of these tissues for each bodypart, with ARG1-5 defined in creature (usually SKIN, FAT, MUSCLE, BONE and CARTILAGE)
         First a bodypart is defined by category (Each bodypart has a category in body_default), then the layers are defined from inward to outward, each with their   
         relative thickness. For example, [BP_LAYERS:BY_CATEGORY:LEG_LOWER:ARG3:3:ARG1:1] defines LEG_LOWER bodyparts as (in to out) bone:3x, skin:1x (This
         being for a modded creature...normal creatures have more layers). ARG can be replaced by the tags mentioned above as appropriate (ex: eye uses the EYE tag)

body_default: Defines bodyparts that will go together to make the creature. They are put together in the creature itself under the BODY tag.

A creature has each of these defined sequentially...for example, an ordinary creature would have:
   [BODY:QUADRUPED:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:etc...] Chooses the bodyparts to be used.
   [BODY_DETAIL_PLAN:STANDARD_MATERIALS] (Taken from b_detail_plan) Defines the materials for that creature.
   [BODY_DETAIL_PLAN:STANDARD_TISSUES]    (Taken from b_detail_plan) Defines the tissues for that creature.
   [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] (Taken from b_detail_plan, using the tags defined previously)

454
DF Modding / Re: Regarding Civilizations of Egg Layers and Grasper Tails
« on: November 23, 2012, 12:46:06 am »
I recall that they will use nest boxes...all you need to do is to forbid them from using eggs, lest they cook and eat their own eggs. Don't take my word on it however.

Here's a tail with a grasper on it:

[BODY:TAIL_GRASP]
   [BP:TAIL:tail:STP][CONTYPE:LOWERBODY][GRASP][CATEGORY:TAIL]
      [DEFAULT_RELSIZE:100]

You can use it to replace the ordinary TAIL part in the [BODY:...] token.

455
Mod Releases / Re: Fallout Equestria: v0.75 beta (Phoebus Graphics)
« on: November 22, 2012, 10:55:56 pm »
Alicorn ambushes don't arrive until later as they're difficult to defeat without a well-developed stable. I am however reworking the requirements a bit for the next version. There are also going to be fixes to the cutie mark system and high-quality salvage frequencies.

Robo-brains, protectaponies, and Mr. Macintoshes are mostly done. You'll be able to purchase a protectapony for basic stable security, and upgrade it into an armored protectapony later for better performance. Wild robots are rare, but they are quite dangerous when they do show up.

Mr. Hooves and Nurse Redheart are proving to be a bit more tricky...but I've managed to get it to where if a doctor activates a terminal near a wounded pony in bed at the hospital, the Nurse Redheart will administer painkillers and healing potion to stabilize the patient. You'll have to keep the Nurse Redheart chained or pastured in the hospital, as it tends to wander off, leaving the wounded patients helpless. It's also no substitute for actual surgery should it be necessary.

I'm trying to make Mr. Hooves into a maintenance robot for other robots, but that's not turning out as well...I may have to just leave each robot with a bit of natural healing.

456
DF Modding / Re: [MODDING] 0.34. QUESTIONS THREAD
« on: November 22, 2012, 07:02:16 pm »
I believe there's a workaround...you can replace specific tissue layers within a caste using the [SELECT_TISSUE_LAYER] tokens and associated tags.

For example, within the pegasus caste:

[USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE] : This defines a new material for use
      [USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE] : This defines a new tissue which will use the new material
      [SELECT_TISSUE_LAYER:HAIR:BY_CATEGORY:WING]       : This selects the tissue layer to be replaced within the caste
         [SET_LAYER_TISSUE:FEATHER]                           : This replaces that tissue layer with the new tissue.

I haven't done any tests on this, but it should presumably work.

457
To make the telekinesis intangible, make its [DEFAULT_RELSIZE:0] to zero. That way attacks will pass right through, though both holding things and wrestling will still be possible (I've seen unicorns grapple each others telekinesis).

458
DF Modding / Re: Worldwide undead
« on: November 21, 2012, 12:58:25 am »
With the interaction route, I don't believe it needs to be limited to evil regions...as the [IS_REGION] tag can specify evil, good, and normal biomes. I'm also pretty sure the interaction automatically makes the base animals for the biome into zombies.

459
Mod Releases / Re: Fallout Equestria: v0.75 beta (Phoebus Graphics)
« on: November 20, 2012, 10:22:00 pm »
Just scorpion power armor for now.

460
Mod Releases / Re: Fallout Equestria: v0.75 beta (Phoebus Graphics)
« on: November 20, 2012, 10:01:17 pm »
Foalsnatchers are nonaggressive, so they tend to just hang around instead of attacking, but I've got a few ideas for fixing this. Have you been ambushed by alicorns yet, or are you just seeing snatchers?

I'm aware of the plasteel bug as well...I may just have to make them metal so they get sorted properly, though you'll be able to smelt them without the prismatic smelter/forge.

461
Mod Releases / Re: Fallout Equestria: v0.75 beta (Phoebus Graphics)
« on: November 20, 2012, 09:28:46 pm »
I've found I set up my creature frequencies all wrong ...which would explain the ghouls aren't showing up properly in evil and terrifying biomes. :( This will be fixed by the next version, along with balancing to reduce yield rates of high-quality salvage and skill rates for cutie marks.

462
Mod Releases / Re: Fallout Equestria: v0.75 beta (Phoebus Graphics)
« on: November 20, 2012, 01:07:14 am »
The minigun turrets will fire through fortifications and down Z layers, but not the flame turrets (I guess you can see where I'm going with this).

I'm planning for a basic security turret purchased on embark or through trade caravans that can be upgraded at the Robronco assembly bench to one of the above turrets using similar components to the battle saddle upgrades. It'll be more fleshed out by the time development is done. :)

Edit: Added the version log and upcoming features to the second post on the front page.

463
Mod Releases / Re: Fallout Equestria: v0.75 beta (Phoebus Graphics)
« on: November 20, 2012, 12:43:51 am »
I left the leather tag in so they could be made out of chitin from the simplified leather mod.

Though now that you mention it, they're probably best limited to metal.

Work on robots and turrets is in progress, though quite bumpy. :)

464
Mod Releases / Re: Fallout Equestria: v0.75 beta (Phoebus Graphics)
« on: November 19, 2012, 07:46:20 pm »
I haven't really worked on adventure mode yet...the sheer number of pony castes is probably why it's crashing. I'll move adventuring over to the wastelanders for the next version.

465
Mod Releases / Re: Fallout Equestria: v0.75 beta (Phoebus Graphics)
« on: November 19, 2012, 04:43:17 pm »
Unfortunately, item melting is hardcoded and so can't be added to custom buildings.

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