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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 642745 times)

Putnam

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1005 on: January 31, 2015, 06:53:49 pm »

An extra file that contains vanilla raws to some extent in the raw/objects folder of an individual copy of the game. Other copies outside of your copy of DF will not have any affect.

Badger Storm

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1006 on: January 31, 2015, 07:13:10 pm »

I saw an autosaved copy of one of the raw files, but deleting it didn't help at all.  I can't imagine anything else! 

What I don't get is why creatures I made in 40.19 work just fine but those in 40.23-24 ruin the game.

I have been combing raw/objects folder furiously for anything that looks like a clone file or autosave, but I have found nothing. 
« Last Edit: January 31, 2015, 07:29:39 pm by Badger Storm »
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Badger Storm

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1007 on: January 31, 2015, 08:49:52 pm »

More horrible news - if I do any modding, any at all, that wasn't in my 40.19 version, the issue happens.  Literally adding a [TRAINABLE] tag to mountain goats was just as bad as copying in the whole bison.

I...I just don't know what to do anymore, except for wipe everything DF-related from my laptop, and I'm almost certain that won't help.

I rue the day I began to mod, because it's brought me so much frustration and tears, but I can't imagine playing without my (very few) mods now.  I wish I hadn't picked up on this issue in the first place.
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Putnam

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1008 on: January 31, 2015, 10:02:13 pm »

What text editor are you using?

Badger Storm

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1009 on: February 01, 2015, 03:46:23 am »

TextEdit, the one that comes with OS X.

(Also, thank you so much for being so patient.)
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Propman

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1010 on: February 01, 2015, 04:30:45 am »

Is it yet possible to spawn creatures via workshop without resorting to DF hack, or am I out of luck in that regard?
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Quote from: from Pathos on April 07, 2010, 08:29:05 pm »
( It was inevitable, really. )

Putnam

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1011 on: February 01, 2015, 04:37:36 am »

Is it yet possible to spawn creatures via workshop without resorting to DF hack, or am I out of luck in that regard?

Complicated multi-step rituals involving:

  • creature with arm that drops off
  • interaction that resurrects and transforms said arm
  • gaseous material with syndrome that transforms inhaling unit into said creature
  • reaction that makes said material in the form of a boulder


And then it's not 100% reliable.

Max™

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1012 on: February 01, 2015, 05:16:09 am »

It's not reliable because you forgot to account for the moon phase and are squeamish about sacrificing goats to your CPU!
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Badger Storm

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1013 on: February 01, 2015, 05:26:07 am »

You forgot to mention the part where you draw a smiley face in pig's blood.

Also, for right now I'm going to keep some of my modding in and try to just deal with the bugs.  The important thing is that I can get shells in the first place, and I don't want to let my own incompetence stop me from enjoying a great game.  Don't get me wrong, I still want to fix this issue before I pull out any more of my hair, but I haven't gotten to actually play in weeks.

EDIT: Never mind.  The arrival of peasants with absolutely no skills, not even social ones, bothers me way, way too much.  I am this close to not playing the game anymore.
« Last Edit: February 01, 2015, 07:24:27 am by Badger Storm »
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Putnam

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1014 on: February 01, 2015, 02:43:59 pm »

You're doing an awful lot of post hoc ergo propter hoc here. It's probably a complete coincidence that these things are happening.

Badger Storm

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1015 on: February 01, 2015, 04:00:02 pm »

The skill-less peasants are new and arrive with startling regularity (once every migrant wave or so), so since it's not a new version I'm pretty sure it's a bug. 

Honestly, it feels like we've tried just about everything.  I've scoured my raws tons upon tons of times and seen nothing amiss, yet I get problems when I place even one tiny mod into an otherwise pristine set of raws.  Even more mysterious is the fact that the mods I made in 40.19 (when I first started modding) work just fine, but the game throws a hissy fit when I try anything that I hadn't put in the game then.  It seems that the very act of changing raws of any type messes up the game, even though the "old" changes are just fine.  The only other possible raws I can think of are in a completely separate iteration of the game, not even near the affected raws, and you said that therefore they shouldn't cause problems.  I even sent you a copy of an affected world, but you couldn't find anything wrong with it.

Have you tried taking the modded creature(s) and using them in your own raws?  That's one of the only things left that I can think of, aside from sending you my entire DF folder.  Or should I post my "old" modded creatures alongside my "new" modded creatures to see if there's anything significantly different, even though literally one tiny tag throws everything off?
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Propman

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1016 on: February 03, 2015, 04:36:22 am »

Couple questions;

First, does a creature using cave adaptation as a syndrome trigger (say, in order to make it sick whenever it spends an extended period of time underground) actually require cave adaptation to be defined in order for the syndrome to work? The syndrome in question:

Code: [Select]
[INTERACTION:CAVE_INTOL]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_NAME:cave intolerance]
[CE_DIZZINESS:SEV:2:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:33600:67200:REQUIRED]
[CE_DIZZINESS:SEV:3:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:67200:100800:REQUIRED]
[CE_DIZZINESS:SEV:4:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:100800:134400:REQUIRED]
[CE_DIZZINESS:SEV:5:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:134400:168000:REQUIRED]
[CE_DIZZINESS:SEV:5:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:168000:201600:REQUIRED]
[CE_DIZZINESS:SEV:6:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:201600:235200:REQUIRED]
[CE_DIZZINESS:SEV:7:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:235200:268800:REQUIRED]
[CE_DIZZINESS:SEV:8:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:268800:302400:REQUIRED]
[CE_DIZZINESS:SEV:9:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:302400:336000:REQUIRED]
[CE_DIZZINESS:SEV:10:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:336000:369600:REQUIRED]
[CE_DIZZINESS:SEV:100:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:369600:403200:REQUIRED]
[CE_DIZZINESS:SEV:100:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:403200:NONE:REQUIRED]
[CE_DIZZINESS:SEV:100:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:403200:436800:REQUIRED]
[CE_DIZZINESS:SEV:100:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:436800:470400:REQUIRED]
[CE_DIZZINESS:SEV:100:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:470400:504000:REQUIRED]
[CE_DIZZINESS:SEV:100:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:504000:537600:REQUIRED]
[CE_DIZZINESS:SEV:100:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:537600:571200:REQUIRED]
[CE_DIZZINESS:SEV:100:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:571200:604800:REQUIRED]
[CE_DIZZINESS:SEV:100:RESISTABLE:PROB:100:START:0]
[CE:COUNTER_TRIGGER:CAVE_ADAPT:604800:NONE:REQUIRED]

And the trigger:

Code: [Select]
[CAN_DO_INTERACTION:CAVE_INTOL]
[IT_AFFECTED_CREATURE:FAIRY_SUNFLOWER:SUNFLOWER_FEMALE]
[CDI:ADV_NAME:Cave Sickness]
[CDI:TARGET:A:SELF_ONLY]
[CDI:WAIT_PERIOD:33600]
[CDI:FREE_ACTION]

Second question: how does one separate materials to say, give a creature using the standard template insectoid wings? That being wings without bones and using chitin as their material of construction.
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Quote from: from Pathos on April 07, 2010, 08:29:05 pm »
( It was inevitable, really. )

Boltgun

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1017 on: February 03, 2015, 04:39:25 am »

Yes, it requires the token.
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Badger Storm

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1018 on: February 03, 2015, 05:53:08 am »

Well, I think my first few mods might not be so perfect.  I'd realized that no temperate fish had spawned in one of my "safe" worlds.  Ugh, what a headache.
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Urist_McDagger

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1019 on: February 04, 2015, 01:26:38 am »

After having changed the entity_default (increasing family and romance values to 80), modifying the creature_standard (increasing love_propensity to 40:80:100 and dwarf sexual orientation to 1:1:98/98:1:1 for heterosexual orientation) this should make dwarves more easily fall in love and marry, or does love work through friendship and similar interests?
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