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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 646009 times)

locustgate

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3330 on: November 05, 2018, 08:42:36 am »

I'm trying to make a dryad/ents but I've run into a road block on HOW to make them have specific wood.

   [ITEMCORPSE:WOOD:NO_SUBTYPE:LOCAL_CREATURE_MAT:WOOD]

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pikachu17

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3331 on: November 05, 2018, 02:41:12 pm »

If you want them to drop a log of oak wood
[ITEMCORPSE:WOOD:NO_SUBTYPE:PLANT_MAT:OAK:WOOD]
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Zydramir

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3332 on: November 05, 2018, 03:56:47 pm »

I have a modded creature and I'm using the Meph/Vordak lite tileset in the LNP. Despite copying the creature tile data from the base creature I wanted it to look like tile-wise, the creature shows up as a cage.  The base creature in question shows up absolutely fine. Any ideas on how to fix this?

Disregard, I found it.
« Last Edit: November 05, 2018, 04:06:06 pm by Zydramir »
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Pvt. Pirate

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3333 on: November 06, 2018, 02:40:18 pm »

i watched a documentation about Keas - *looks around* no reason to be afraid, there are none here right now - and i saw they are able to learn, able to use and craft sticks as tools. but none of them would ever be able to lift an anvil.
wouldn't it be reasonable to adjust their raws?
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Shonai_Dweller

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3334 on: November 06, 2018, 10:02:36 pm »

i watched a documentation about Keas - *looks around* no reason to be afraid, there are none here right now - and i saw they are able to learn, able to use and craft sticks as tools. but none of them would ever be able to lift an anvil.
wouldn't it be reasonable to adjust their raws?
Is it actually possible with raw adjustments? I thought it just slows you down, but is never actually impossible to lift something liftable.

* watches as hobbit happily crawls towards fortress holding a giant sperm whale in a cage. ha ha...
« Last Edit: November 06, 2018, 10:04:30 pm by Shonai_Dweller »
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Eric Blank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3335 on: November 06, 2018, 11:09:10 pm »

That is true, actually. There's a minimum speed at which you can travel which you're stuck at if you're too overweight. Stronger and/or larger creatures can carry more before becoming encumbered, so if you made keas giant sperm whale sized and as strong as the gods, maybe they'd be able to haul around a giant sperm whale corpse no problem?

No idea if itemsnatchers like keas respect that same code, though. Technically keas have no grasp body parts and thus couldnt hold anything unless they steal it.
« Last Edit: November 06, 2018, 11:11:43 pm by Eric Blank »
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Pvt. Pirate

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3336 on: November 07, 2018, 02:41:34 am »

what i mean is:
an anvil would be too heavy for a kea to even topple it. they wouldn't even be able to lift an edge of it... but they can happily fly away with one in DF.
if that's hardcoded behaviour, then it's time to tell Toady - otherwise it's time for Raw-changes.
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Shonai_Dweller

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3337 on: November 07, 2018, 04:26:32 am »

what i mean is:
an anvil would be too heavy for a kea to even topple it. they wouldn't even be able to lift an edge of it... but they can happily fly away with one in DF.
if that's hardcoded behaviour, then it's time to tell Toady - otherwise it's time for Raw-changes.
Raws are for modding. Changing the raws will have no effect since the behaviour is hard-coded.

Toady knows. What you thought he was blissfully unaware of the most popular meme in the game!? I know he's made at least a couple of crayon drawing awards on the theme.

Could report it as a bug if it's not there. Pretty sure it is though.

--edit
Oh, there it is... um...closed...working as intended apparently...  :(
http://www.bay12games.com/dwarves/mantisbt/view.php?id=5784
« Last Edit: November 07, 2018, 04:34:09 am by Shonai_Dweller »
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Pvt. Pirate

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3338 on: November 07, 2018, 05:18:04 am »

well, then nevermind  :(
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Shonai_Dweller

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3339 on: November 07, 2018, 06:06:06 am »

well, then nevermind  :(
Might appeal for a reconsiderationn of that one. Back in the ancient days, closing that bug might have seemed like a sane decision.
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thefriendlyhacker

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3340 on: November 07, 2018, 07:54:45 pm »

well, then nevermind  :(
Might appeal for a reconsiderationn of that one. Back in the ancient days, closing that bug might have seemed like a sane decision.
It has a parent bug (Disproportion between thieves sizes and size of goods stolen) that mentions a kea nicking a stepladder and is acknowledged, so I don't think that is necessary.
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Shonai_Dweller

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3341 on: November 07, 2018, 10:05:09 pm »

well, then nevermind  :(
Might appeal for a reconsiderationn of that one. Back in the ancient days, closing that bug might have seemed like a sane decision.
It has a parent bug (Disproportion between thieves sizes and size of goods stolen) that mentions a kea nicking a stepladder and is acknowledged, so I don't think that is necessary.
Posted 4 years after the original. Not sure that makes it a "parent bug". But yes, there's another which has now been acknowledged, which is good.
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locustgate

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3342 on: November 08, 2018, 08:24:27 am »

I'm trying to make it so that dryads have leaves for hair but I can't figure out how to get it to work. Or am I going have to make my own detail plan for 'leaf hair'? Also is there anyway to increase their survivability, I want them to be a threat to an unarmed dwarf, but so far they can be taken out by a very injured dwarf.

Resolved

I've been stuck on trying to make dryad/ents. I'm basically just trying to make a plump helmet man with wood instead.

I keep getting *** Error(s) finalizing the creature DRYAD_WILLOW
undefined local creature material set to default: DRYAD_WILLOW WOOD


Code: [Select]
W]
[DESCRIPTION:A creature with the appearance of a frail young woman with leaves with hair that covers he face.]
[NAME:willow dryadwillow dryads:willow dryad]
[CASTE_NAME:willow dryad:willow dryads:willow dryad]
[CREATURE_TILE:'d'][COLOR:5:0:0]
[LARGE_ROAMING]
[FREQUENCY:20]
[BENIGN]
[AT_PEACE_WITH_WILDLIFE]
[POPULATION_NUMBER:5:5]
[CLUSTER_NUMBER:1:5]
[CAN_LEARN]
[LOCAL_POPS_CONTROLLABLE]
[LOCAL_POPS_PRODUCE_HEROES]
[CANOPENDOORS]
[PREFSTRING:sad appearance]
[ODOR_LEVEL:0] no smell
[SMELL_TRIGGER:10000] cannot smell
[NOBONES]
[EXTRAVISION]
[BODY:HUMANOID_SIMPLE]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[USE_MATERIAL_TEMPLATE:WOOD:WOOD_TEMPLATE]
[TISSUE:WOOD]
[TISSUE_NAME:wood:wooden]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:WOOD]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:WOOD]
[USE_MATERIAL_TEMPLATE:LEAF:LEAF_TEMPLATE]
[STATE_COLOR:ALL:GREEN]
[DISPLAY_COLOR:2:0:0]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[BODY_SIZE:0:0:3000]
[BODY_SIZE:1:168:15000]
[BODY_SIZE:12:0:60000]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[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]
[BABY:1]
[CHILD:12]
[EQUIPS]
[ALL_ACTIVE]
[APPLY_CREATURE_VARIATION:STANDARD_BIPED_GAITS:900:750:600:439:1900:2900] 20 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
[SWIMS_INNATE]
[HOMEOTHERM:10040]
[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[ITEMCORPSE:WOOD:NO_SUBTYPE:PLANT_MAT:WILLOW:WOOD]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:WOOD]
[TL_COLOR_MODIFIER:TAN:1]
[TLCM_NOUN:exterior:SINGULAR]
« Last Edit: November 08, 2018, 05:03:48 pm by locustgate »
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scourge728

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3343 on: November 09, 2018, 09:02:33 pm »

Are evil and good caste level tags?

thefriendlyhacker

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3344 on: November 09, 2018, 10:36:42 pm »

Are evil and good caste level tags?
According to dfhack, the GOOD/EVIL flags are located on the creature level, and not on the individual caste level.
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