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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 634961 times)

Hugo_The_Dwarf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3315 on: September 15, 2018, 04:27:35 pm »

Guys, how do you replace skin with stone? Forgot how to do it.
If you can cast lvl6 spells, you just need lime, water, and earth.

Haha, real funny.

*tapdance, jazz hands*

Anyway you just have to replace the skin material with the stone one. The raw looks for the skin template normally, you just have to tell it to look for stone. I usually do it with a new body_detail_plan.
Mainly
[SELECT_TISSUE:SKIN]
[TISSUE_MATERIAL:INORGANIC:GABBRO]

will make the skin be stone, however it will still be called "skin" in combat so you also need it to be

Code: [Select]
[SELECT_TISSUE:SKIN]
[TISSUE_NAME:stone skin:NP]
[TISSUE_MATERIAL:INORGANIC:GABBRO]

edit:
you should also have [REMOVE_MATERIAL:SKIN][REMOVE_MATERIAL:LEATHER][REMOVE_MATERIAL:PARCHMENT]
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Asin

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3316 on: September 15, 2018, 04:40:08 pm »

Wait, is it anything like this?

I am trying to give my rabbits 2 inch steel teeth and make them really fast. I cant figure out how to do this.
Here is what i got so far.
Code: [Select]
[SELECT_TISSUE:TOOTH]
[TISSUE_MATERIAL:INORGANIC:STEEL]
This'll make the teeth steel. To find other tissues that aren't listed in the creature raw look in b_detail_plan_default for the plan you are using.
To run/walk fast check the objects/notes folder and replace your APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS number string with whichever one listed there that you want.

EDIT:

Guys, how do you replace skin with stone? Forgot how to do it.
If you can cast lvl6 spells, you just need lime, water, and earth.

Haha, real funny.

*tapdance, jazz hands*

Anyway you just have to replace the skin material with the stone one. The raw looks for the skin template normally, you just have to tell it to look for stone. I usually do it with a new body_detail_plan.
Mainly
[SELECT_TISSUE:SKIN]
[TISSUE_MATERIAL:INORGANIC:GABBRO]

will make the skin be stone, however it will still be called "skin" in combat so you also need it to be

Code: [Select]
[SELECT_TISSUE:SKIN]
[TISSUE_NAME:stone skin:NP]
[TISSUE_MATERIAL:INORGANIC:GABBRO]

edit:
you should also have [REMOVE_MATERIAL:SKIN][REMOVE_MATERIAL:LEATHER][REMOVE_MATERIAL:PARCHMENT]

Thanks Hugo.
« Last Edit: September 15, 2018, 04:41:56 pm by Asin »
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Asin

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3317 on: September 15, 2018, 05:09:21 pm »

Alright, tested it. The creature I'm making seems to work fine. However, it seems that the game is ignoring the stone skin I put in. Any attack seems to directly hit the muscle, and there's no mention of fractured stone skin like I thought there'd be.

Sver

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3318 on: September 15, 2018, 05:18:46 pm »

Alright, tested it. The creature I'm making seems to work fine. However, it seems that the game is ignoring the stone skin I put in. Any attack seems to directly hit the muscle, and there's no mention of fractured stone skin like I thought there'd be.

Assume control and check the creature's health screen, specifically, the Wounds tab. Does it say anything about %bodypart%, stone skin being damaged?
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Asin

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3319 on: September 15, 2018, 05:20:52 pm »

It doesn't.

EDIT: Now it does. Fixed up part of the problem because I had switched to trying out a body detail plan. Switched it back and now it mentions the damaged stone skin.
« Last Edit: September 15, 2018, 05:26:21 pm by Asin »
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Asin

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3320 on: September 15, 2018, 05:28:09 pm »

Ah, edged weapons appear to cut through gabbro skin, and blunt weapons have a clearly described effect on the skin.

Hugo_The_Dwarf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3321 on: September 15, 2018, 05:28:40 pm »

do you have it look like this?

Code: [Select]

[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:SKIN]
[REMOVE_MATERIAL:LEATHER]
[REMOVE_MATERIAL:PARCHMENT]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[SELECT_TISSUE:SKIN]
[TISSUE_NAME:stone skin:NP]
[TISSUE_MATERIAL:INORGANIC:GABBRO]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]


EDIT:
Ah, edged weapons appear to cut through gabbro skin, and blunt weapons have a clearly described effect on the skin.

Skin is also layered on really thin too. Which even if it was made of IRON it'd still be weak due to being a very thin layer

« Last Edit: September 15, 2018, 05:30:17 pm by Hugo_The_Dwarf »
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Asin

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3322 on: September 15, 2018, 05:29:14 pm »

Yep!

Hugo_The_Dwarf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3323 on: September 15, 2018, 05:31:54 pm »

as I edited the stone skin may just be too thin to really do anything.

since BDPs can override TISSUE_THICKNESS something for an arm is like [BP_LAYERS:BY_CATEGORY:ARM:ARG4:25:ARG3:25:ARG2:5:ARG1:1]

which means the thickness of the stone skin is ARM size * (1 / (25 + 25 + 5 + 1))
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Asin

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3324 on: September 15, 2018, 05:33:13 pm »

Well, how do I thicken the layer just in general?

Hugo_The_Dwarf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3325 on: September 15, 2018, 05:38:21 pm »

Dunamisdeos had mentioned making a custom BDP so that you can change those overridden numbers, or you can layer everything yourself. since if you use [TISSUE_LAYER:BY_CATEGORY:ARM:SKIN] will take and use the tissues set thickness which for skin is still 1 "[RELATIVE_THICKNESS:1]" however you can toss into that [SELECT_TISSUE:SKIN] [RELATIVE_THICKNESS:15] to up it.

EDIT:

so you could clone VERTEBRATE_TISSUE_LAYERS and call it VERTEBRATE_TISSUE_LAYERS_THICK_SKIN and have anything that uses ARG1 be followed by a :15 or higher since bone and muscle just about take up 50% of the limb (relative as it's all ratios)
« Last Edit: September 15, 2018, 05:39:57 pm by Hugo_The_Dwarf »
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Hetsin

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3326 on: October 24, 2018, 05:11:17 pm »

Hello, sorry if this information is somewhere easy to find or this is the wrong thread, but I've been searching for 3 days with no luck. On http://dwarffortresswiki.org/index.php/DF2014:Color#Color_tokens the article says "the game uses one of the above 16 colors, choosing the one with the closest RGB values." Is there a list/article/method that describes which of the 16 colors each descriptive color token turns into? I want to make descriptive colors modular corresponding to the 16 color palette via creature variations.
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YomToxic

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3327 on: October 24, 2018, 11:59:18 pm »

Working on some new races, and I have a few question.
What factors influence the rate of 'demand artifact' orders from that civ? Can the rate of spies and siegers sent out to gather information/capture an artifact be changed?

Also, do upright spikes incur damage when used to skewer falling targets?
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Asin

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3328 on: October 25, 2018, 12:20:46 am »

Working on some new races, and I have a few question.
What factors influence the rate of 'demand artifact' orders from that civ? Can the rate of spies and siegers sent out to gather information/capture an artifact be changed?

Also, do upright spikes incur damage when used to skewer falling targets?

I am curious. What sort of races are you adding in?

YomToxic

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3329 on: October 26, 2018, 11:45:28 pm »

I am curious. What sort of races are you adding in?

Sorry for the late reply, its a little halloween themed micromod -
Races:
Peaceful Skeletons: Skeletons that enjoy peace more than war. Do not invade them or else you'll be sorry.
Angry Skeletons: A brilliant red light shines from their eyes. Very prone to anger and very warlike. A good fight.
Goon Gnomes: Demands items from civs, invades if their demands are not met. (working on this right now)
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