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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 642445 times)

cochramd

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1500 on: February 02, 2016, 06:01:59 pm »

I'm making some creatures milkable, shearable and/or trainable. If I want the same changes to apply to the giant versions of these animals, do I need to do them separately?
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Urlance Woolsbane

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1501 on: February 02, 2016, 06:08:58 pm »

I'm making some creatures milkable, shearable and/or trainable. If I want the same changes to apply to the giant versions of these animals, do I need to do them separately?
Not that I know of. COPY_TAGS_FROM should do the job for you.
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cochramd

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1502 on: February 02, 2016, 10:44:40 pm »

I have removed the COMMON DOMESTIC tag from everything except dogs so that every civilization (realistically) would only have domesticated local animals. To make sure that my civilization would always have haulers and wool, I made alpacas, llamas, mountain goats and yaks UBIQUITOUS so they`d always be local to the mountainhomes. I generated 5 test worlds (each 125 years old) and although all my civilizations had domesticated llamas and yaks both times (as well as donkeys 3 out of 5 times and both types of camels 4 out of 5 times), they never had alpacas or mountain goats. Is there something I`m missing here?
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BlackFlyme

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1503 on: February 02, 2016, 10:49:47 pm »

Doublecheck that they have biome tokens? I don't think alpacas and goat-goats have biome tokens.
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cochramd

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1504 on: February 03, 2016, 07:45:53 am »

Yep, I gave them the tags. However, I noticed a pattern: they were only domesticating animals with the [PACK ANIMAL] tag. I'll do some tests later today by creating more mountain creatures with the [UBIQUITOUS] tag and with or without the [PACK ANIMAL] tag and generating 5 more worlds. if the ones with the [PACK ANIMAL] tags are always domesticated while those without are not, I'll go ask Toady if there's a known reason this happens and set about making sure every civilization has access to at least one pack animal. I'm also going to set Dralthas and Elk Birds to [PET] instead of [PET_EXOTIC] without giving them the [PACK ANIMAL] tag; all 5 civilizations had general familiarity with them, so I want to see if they can be made domestic.
« Last Edit: February 03, 2016, 08:01:57 am by cochramd »
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Dozebôm Lolumzalìs

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1505 on: February 03, 2016, 08:27:54 am »

Perhaps it was put in place by the Toad to avoid bugs and crashes in the case that a civilization somehow didn't get hauler-animals?
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cochramd

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1506 on: February 03, 2016, 08:53:34 am »

I have run the tests. 5 new mountain beasts were made, all with the [PET] tag but with only 3 of them having the [PACK_ANIMAL] tag. I generated 5 worlds and checked the animal training screens. It was the same story for every civilization: among above-ground animals, ONLY the ones with [PACK_ANIMAL] were domesticated (Draltha and Elk Birds were also domesticated, if anyone wanted to know).

Perhaps it was put in place by the Toad to avoid bugs and crashes in the case that a civilization somehow didn't get hauler-animals?
I suspect that may be the case. However, it does not explain why non-hauling animals aren't being domesticated.
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Kha

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1507 on: February 03, 2016, 02:32:55 pm »

So I am bothered by how many of my dwarves spend WAY TOO MUCH of there time in the tavern Socializing! and ListeningToPoetry! and having a good time while goblins prepare an ambush. Same goes for temple worship and studying though not to the same degree.

AFAIK this is due to needs which are based on the characters ENTITY VALUES and PERSONALITY TRAITS.
I have only once created a character in Adventure Mode, but I remember you could customize him to have only few needs by adjusting these VALUES and TRAITS.

Looking here and here I wonder if these needs can be adjusted by RAW editing.

So my questions are:
1) has there been !!SCIENCE!! on
         a) lowering dwarven GREGARIOUSNESS, CURIOUS etc in creature_standard.txt in Fortress Mode?
         b) lowering dwarven KNOWLEDGE, MERRIMENT etc in entity_default.txt in Fortress Mode?
(mostly interested in change of behaviour regarding taverns and libraries)
2) are religious tendencies hardcoded b/c I can´t find any corresponding entries in the RAWS (apart from the spheres)

cheers
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Tatjam

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1508 on: February 05, 2016, 01:30:59 pm »

Not sure if it has been asked before, but is it possible to stop a civilization from visiting your fortress?

Building destroyer visitors are really annoying  ::)
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Dirst

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1509 on: February 05, 2016, 09:26:47 pm »

Not sure if it has been asked before, but is it possible to stop a civilization from visiting your fortress?

Building destroyer visitors are really annoying  ::)
You could use... magma  8)
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Starmantis

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1510 on: February 08, 2016, 04:38:42 pm »

So I was working on making an angel civ creature, somewhat vaguely based on the angels from bayonetta but they seem to be pretty weak, in arena mode unarmed humans can beat them to death pretty easily. while I dont want them to be superpowered I want them to be a threat. What can I do to fix these guys up?

Code: [Select]
[CREATURE:ANGEL]
[DESCRIPTION:a divine creature sent from the heavens to bring justice and order]
[NAME:angel:angels:angelic]
[INTELLIGENT]
[TRANCES]
[BENIGN]
[CANOPENDOORS]
  [EQUIPS]
[ALL_ACTIVE]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[EXTRAVISION]
[FLIER]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:657:438:219:1900:2900] 40 kph
[APPLY_CREATURE_VARIATION:STANDARD_CLIMBING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:2990:2257:1525:731:4300:6100] 12 kph
[NO_DRINK]
[NO_EAT]
[NO_FEVERS]
[NO_SLEEP]
[NO_BREATH]
[POWER]
[SUPERNATURAL]
[CASTE:AFFINITY]
[CASTE_NAME:affinity:affinities:angelic]
[POP_RATIO:10000]
[SPHERE:CONSOLATION]
[SPHERE:DUTY]
[SPHERE:LABOR]
[CASTE:ALLEGIANCE]
[CASTE_NAME:allegiance:allegiances:angelic]
[POP_RATIO:1000]
[SPHERE:LAW]
[SPHERE:JUSTICE]
[SPHERE:DEATH]
[CASTE:FEARLESS]
[CASTE_NAME:fearless:fearless:angel]
[POP_RATIO:100]
[SPHERE:THUNDER]
[SPHERE:COURAGE]
[SPHERE:LOYALTY]
[CASTE:DEAR]
[CASTE_NAME:dear:dears:angelic]
[POP_RATIO:10000]
[SPHERE:CHILDREN]
[SPHERE:FREEDOM]
[SPHERE:MARRIAGE]
[CASTE:COMPASSION]
[CASTE_NAME:compassion:compassions:angelic]
[POP_RATIO:200]
[SPHERE:CHARITY]
[SPHERE:HOSPITALITY]
[SPHERE:MERCY]
[CASTE:RESPLENDENCE]
[CASTE_NAME:resplendence:resplendences:angelic]
[POP_RATIO:50]
[SPHERE:FERTILITY]
[SPHERE:LOVE]
[SPHERE:HAPPINESS]
[CASTE:HARMONY]
[CASTE_NAME:harmony:harmonies:angelic]
[POP_RATIO:100]
[SPHERE:PEACE]
[SPHERE:MUSIC]
[SPHERE:WISDOM]
[CASTE:INSPIRED]
[CASTE_NAME:inspired:inspired:angelic]
[POP_RATIO:50]
[SPHERE:INSPIRATION]
[SPHERE:STARS]
[SPHERE:SPEECH]
[CASTE:GLAMOR]
[CASTE_NAME:glamor:glamors:angelic]
[POP_RATIO:50]
[SPHERE:VICTORY]
[SPHERE:BEAUTY]
[SPHERE:ART]
[SELECT_CASTE:AFFINITY]
[BODY:HUMANOID_NECK_FLIER:HEART:BRAIN:RIBCAGE:3FINGERS:3TOES:2WINGS:SPINE]
[SELECT_CASTE:ALLEGIANCE]
[BODY:HAND_FOOT_CENTAUR_NECK:BRAIN:RIBCAGE:5FINGERS:5TOES:SPINE]
[SELECT_CASTE:FEARLESS]
[BODY:QUADRUPED_HEADLESS:2WINGS:BRAIN:RIBCAGE:SPINE]
[SELECT_CASTE:DEAR]
[SELECT_ADDITIONAL_CASTE:COMPASSION]
[SELECT_ADDITIONAL_CASTE:RESPLENDENCE]
[BODY:BODY_HEAD:BRAIN:SKULL:2WINGS]
[SELECT_CASTE:HARMONY]
[SELECT_ADDITIONAL_CASTE:INSPIRED]
[SELECT_ADDITIONAL_CASTE:GLAMOR]
[BODY:BASIC_1PARTBODY:BASIC_HEAD:TAIL:HEART:RIBCAGE:BRAIN:SPINE:2WINGS]
[SELECT_CASTE:ALL]
[BODY_DETAIL_PLAN:CHITIN_MATERIALS]
[BODY_DETAIL_PLAN:CHITIN_TISSUES]
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:CHITIN:FAT:MUSCLE]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_BAD_MULTIATTACK]
[SET_TL_GROUP:BY_CATEGORY:HEAD:CHITIN][TL_COLOR_MODIFIER:SILVER:1:WHITE:3:TAUPE_ROSE:1:CHESTNUT:3:MAROON:1:RED:1:VERMILION:1:BURNT_UMBER:1:DARK_CHESTNUT:1:PUMPKIN:1:DARK_PEACH:1:COPPER:1:BRONZE:1:ORANGE:1:PEACH:1:AMBER:2:GOLD:3:PEARL:3:BRASS:1:GOLDEN_YELLOW:1:CREAM:1:BEIGE:1:DARK_OLIVE:1:TURQUOISE:1:TEAL:1:CERULEAN:1:AZURE:1:COBALT:2:INDIGO:1:HELIOTROPE:1]
[TLCM_NOUN:head:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:ALL:CHITIN]
[TL_COLOR_MODIFIER:CHESTNUT:1:PEARL:5:GOLD:1:CREAM:3:IVORY:8]
[TLCM_NOUN:skin:SINGULAR]
[PERSONALITY:ENVY_PROPENSITY:0:10:60]
[PERSONALITY:ANXIETY_PROPENSITY:0:20:80]
[PERSONALITY:LUST_PROPENSITY:0:20:60]
[PERSONALITY:STRESS_VULNERABILITY:0:20:60]
[PERSONALITY:GREED:0:10:100]
[PERSONALITY:IMMODERATION:0:20:60]
[PERSONALITY:PERSEVERENCE:0:60:100]
[PERSONALITY:DISCORD:0:20:50]
[PERSONALITY:POLITENESS:50:80:100]
[PERSONALITY:CRUELTY:0:30:100]
[SELECT_CASTE:AFFINITY]
[BODY_SIZE:0:0:70000]
[SELECT_CASTE:ALLEGIANCE]
[BODY_SIZE:0:0:80000]
[MALE]
[SELECT_CASTE:FEARLESS]
[BODY_SIZE:0:0:100000]
[SELECT_CASTE:DEAR]
[BODY_SIZE:0:0:10000]
[SELECT_CASTE:COMPASSION]
[BODY_SIZE:0:0:80000]
[SELECT_CASTE:RESPLENDENCE]
[BODY_SIZE:0:0:300000]
[SELECT_CASTE:HARMONY]
[BODY_SIZE:0:0:80000]
[FEMALE]
[SELECT_CASTE:INSPIRED]
[BODY_SIZE:0:0:110000]
[SELECT_CASTE:GLAMOR]
[BODY_SIZE:0:0:150000]
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sv-esk

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1511 on: February 08, 2016, 06:40:35 pm »

Checkout errorlog.txt and fix errors. Add skulls. Replace/improve CHITIN or switch to vertebrate
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Starmantis

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1512 on: February 08, 2016, 07:17:48 pm »

Im having a hard time figuring out how to replace the chitin, may just switch to vertebrate.

« Last Edit: February 08, 2016, 07:47:06 pm by Starmantis »
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Bearskie

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1513 on: February 08, 2016, 09:15:05 pm »

You're spelling NOBREATHE wrongly. Realistically they're probably suffocating to death the moment they are spawned.

ZM5

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #1514 on: February 09, 2016, 03:26:45 pm »

Okay so, I got three questions.

1. How do I get a creature to have a protective layer above their skin? I'm trying to make a gargoyle creature with a layer of stone above their skin but it's not really having any effects, and I'm not exactly sure how to properly use the TISSUE_LAYER_OVER tag.

Here's the raw for clarification
Spoiler (click to show/hide)
I tried raising relative_thickness but it doesn't seem to do anything.

2. Going from the above, how do I make an inorganic stone that won't randomly appear in the earth? I'd like to make the above layer not made out of galena but out of a generic "stone" material that's as resistant as copper.

3. How would I go about making a "petrifying breath" interaction for a creature? I figure it would have to do with inducing a transformation into a generic immovable "statue" creature that suffocates - but is it possible to make it completely immobile, though? Also, would it still appear normally if every body definition is present but has the [DOES_NOT_EXIST] tag, so that they don't randomly appear in worldgen or in fort/adventure mode?
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