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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 635025 times)

locustgate

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3345 on: November 11, 2018, 09:59:54 pm »

Ok. I'm trying to make dryad. In order to make them more deadly I've tried making 'wood' tissue that's as strong as metal. But I keep getting an error:


*** Error(s) finalizing the creature DRYAD_WILLOW
undefined local creature material set to default: DRYAD_WILLOW WOOD_DRYAD

Code: [Select]
creature_locust's_dryad

[OBJECT:CREATURE]

[CREATURE:DRYAD_WILLOW]
[DESCRIPTION:A creature with the appearance of a frail young woman with leaves with hair that covers he face.]
[NAME:willow dryad:willow 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]
[NOPAIN][EXTRAVISION][NOBREATHE][NOSTUN][NONAUSEA][NOEXERT]
[NO_DRINK][NO_EAT][NO_SLEEP][NOBONES][NOT_LIVING]
[LOCAL_POPS_CONTROLLABLE]
[LOCAL_POPS_PRODUCE_HEROES]
[CANOPENDOORS]
[PREFSTRING:sad appearance]
[ODOR_LEVEL:0] no smell
[SMELL_TRIGGER:10000] cannot smell
[EXTRAVISION]
[BODY:HUMANOID_NECK:HUMANOID_JOINTS::NECK:MOUTH:FACIAL_FEATURES]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[USE_MATERIAL_TEMPLATE:WOOD_DRYAD_TEMPLATE]
[TISSUE:WOOD]
[TISSUE_NAME:wood:wooden]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:WOOD_DRYAD]
[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_DRYAD]
[TL_COLOR_MODIFIER:TAN:1]
[TLCM_NOUN:exterior:SINGULAR]
Code: [Select]
locusts_material_template_default

[OBJECT:MATERIAL_TEMPLATE]


[MATERIAL_TEMPLATE:WOOD_DRYAD_TEMPLATE]
[STATE_COLOR:ALL_SOLID:BROWN]
[STATE_NAME:ALL_SOLID:wood]
[STATE_ADJ:ALL_SOLID:wooden]
[STATE_COLOR:LIQUID:BROWN]
[STATE_NAME:LIQUID:n/a]
[STATE_ADJ:LIQUID:n/a]
[STATE_COLOR:GAS:BROWN]
[STATE_NAME:GAS:n/a]
[STATE_ADJ:GAS:n/a]
[DISPLAY_COLOR:6:0:0]
[MATERIAL_VALUE:1]
[SPEC_HEAT:420]
[IGNITE_POINT:10508]
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]
[HEATDAM_POINT:10250]
[COLDDAM_POINT:9900]
[MAT_FIXED_TEMP:NONE]
[SOLID_DENSITY:500]
[LIQUID_DENSITY:NONE]
[MOLAR_MASS:NONE]
[IMPACT_YIELD:1080000]
[IMPACT_FRACTURE:1080000]
[IMPACT_STRAIN_AT_YIELD:1000]
[COMPRESSIVE_YIELD:1080000]
[COMPRESSIVE_FRACTURE:1080000]
[COMPRESSIVE_STRAIN_AT_YIELD:1000]
[TENSILE_YIELD:520000]
[TENSILE_FRACTURE:860000]
[TENSILE_STRAIN_AT_YIELD:1000]
[TORSION_YIELD:520000]
[TORSION_FRACTURE:860000]
[TORSION_STRAIN_AT_YIELD:1000]
[SHEAR_YIELD:520000]
[SHEAR_FRACTURE:860000]
[SHEAR_STRAIN_AT_YIELD:1000]
[BENDING_YIELD:520000]
[BENDING_FRACTURE:860000]
[BENDING_STRAIN_AT_YIELD:1000]
[MAX_EDGE:10000]
[ABSORPTION:0]
[ITEMS_HARD]
[ITEMS_WEAPON]
[ITEMS_WEAPON_RANGED]
[ITEMS_AMMO]
[ITEMS_ARMOR]
[ITEMS_SIEGE_ENGINE]
This general material classifier determines various in-game behaviors.  There are several others below.
[WOOD]

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thefriendlyhacker

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3346 on: November 12, 2018, 12:03:59 am »

I'm not great with the nuances of creature mats/tissues so this may not work, but try this:
Code: [Select]
[USE_MATERIAL_TEMPLATE:WOOD_DRYAD:WOOD_DRYAD_TEMPLATE]I believe you need to define both what template your local material is based off, and what your local material's name is within the creature definition.  You only referenced the template.
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thefriendlyhacker

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3347 on: November 12, 2018, 04:44:52 am »

Now I have a problem of my own.

Is there any secret to getting a material's BUTCHER_SPECIAL to work with toys and tools?  When I use it, it doesn't register the subtype I put in and picks one at random (I confirmed it in dfhack - the butcher item's subtype ID is -1).  It is as if the second part of item token is wrong, but I have tried several different items by copying functioning tokens across from a reaction and none of them seem to work.  Anyone had success using BUTCHER_SPECIAL in this way?

EDIT:...and yet another problem.  I have an adventure reaction that takes 150 glob and turns it into something else using item_reaction_product.  For some reason when selecting reagents, Dwarf Fortress expects me to select two different globs i.e. it asks for me to select the glob reagent named "A" with the appropriate item_reaction_product token (150 left), I select a stack of 23 globs, and then it asks me to select "A" again, with the same requirements (-3300 left).  Selecting a second glob results in an output of items using the first glob stack's item reaction product, with a number of items equal to the sum of both globs.  Is there any way around this weird behaviour?
« Last Edit: November 12, 2018, 09:32:02 am by thefriendlyhacker »
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Eric Blank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3348 on: November 12, 2018, 11:47:43 am »

The wiki doesnt list the usual item_token:subtype:material, just item token:material token. So i can only assume it doesnt support a subtype either. Which was a bummer because i too wanted to make creatures that drop like, an enchanted sword. I guess they can drop a special rock and you can use a reaction to turn it into specific things?

And the glob thing, i havent found any. It does that with metal bars too.
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thefriendlyhacker

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3349 on: November 12, 2018, 12:38:32 pm »

The wiki doesnt list the usual item_token:subtype:material, just item token:material token. So i can only assume it doesnt support a subtype either. Which was a bummer because i too wanted to make creatures that drop like, an enchanted sword. I guess they can drop a special rock and you can use a reaction to turn it into specific things?
Yeah, I am just having them drop a rough gem of a special material with an item_reaction_product.  Bit hacky, but it seems to work alright.  Might look at doing a different item type later on, but I am moving on for now.
Quote
...
And the glob thing, i havent found any. It does that with metal bars too.
I already found out about bars.  I tried changing from globs to them just after I posted on the off chance it would behave differently.  Damn.

On the bright side, I did find a partial work around.  It doesn't ask for a second material if you only require 1 glob as a reagent.  Of course, since each glob item counts as 150 globs for reactions, such a reaction will spam ridiculous amounts of items.  However, if you add something like an edged tool as a preserved reagent and do not include [DOES_NOT_DETERMINE_PRODUCT_AMOUNT], then the reaction will only produce 1 set of outputs and the rest of the glob will be wasted.  A probability of <100 can be added to the products if a glob-output item ratio of less than 1 is desired.  This isn't a perfect solution for several reasons, but it is adequate for my purposes.
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Casimirrush

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3350 on: November 27, 2018, 03:59:43 pm »

What precisely are the effects of disease resistance on syndromes? Is a creature with 5000 disease resistance fully immune or just very resistant? I want to make a creature that lives in evil biomes and is at least very resistant to things like flesh eating rain. Should I bother with disease resistance or just remove the class GENERAL_POISON?

Also is the entity token [CLOTHING] recquired for NPCs to wear armor?

Third question what is it that makes goblin civilizations willing to settle evil biomes?
« Last Edit: November 27, 2018, 04:57:52 pm by Casimirrush »
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FantasticDorf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3351 on: December 12, 2018, 03:15:10 am »

What precisely are the effects of disease resistance on syndromes? Is a creature with 5000 disease resistance fully immune or just very resistant? I want to make a creature that lives in evil biomes and is at least very resistant to things like flesh eating rain. Should I bother with disease resistance or just remove the class GENERAL_POISON?

Also is the entity token [CLOTHING] recquired for NPCs to wear armor?

Third question what is it that makes goblin civilizations willing to settle evil biomes?

I don't know very much about rain to answer, but there are many different types and some have non-typical effects like sending dwarves to sleep almost pernamently, melting them into mush, inducing blindnes or turning them into hyper-posessed thralls. So unless you somehow managed to restrict rain to one uncomfortable type, your proposed syndrome immunity/reaction would be more relevant.

On that note it'd be worth you looking at how creatures immunize themsleves against their own poisons, which then if you applied this to the evil rain (somehow) you could put it in a c_variation for mass application (or just a lot of copy and paste in the right places).


#2 and #3 i can answer quickly and readily for you.

[CLOTHING] or [SUBTERRANEAN_CLOTHING] determines the above or belowground materials used in clothing (plants vs typically cave spider silk and pig-tail plant fibre) and having neither would abandon the use of clothes altogether due to lack of applicable generated materials.

  • Goblins settle on evil biomes because of a mixture of having no restricted biome settings and they have [EVIL] in their creature tag, elves can start on a good forest but can't exactly expand on it, so they need to jump to other forest settlements in range, though im not entirely certain on whether already being in the biome is different to settling in it from outside for the first time. Other [GOOD] tags like [USE_GOOD_ANIMALS] or [USE_GOOD_WOOD] may be acting in [GOOD]'s stead here.
Any corrections to that would be appreciated, and of course you can give elves [GOOD] to put this knowledge in action.
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KittyTac

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3352 on: December 12, 2018, 09:39:40 am »

I am trying to make animal-people the same size as humans. They are their normal size despite this:
Code: [Select]
[CREATURE_VARIATION:ANIMAL_PERSON]
[CV_REMOVE_TAG:NAME]
[CV_REMOVE_TAG:GENERAL_CHILD_NAME]
[CV_REMOVE_TAG:GENERAL_BABY_NAME]
[CV_REMOVE_TAG:CASTE_NAME]
[CV_REMOVE_TAG:CHILDNAME]
[CV_REMOVE_TAG:BABYNAME]
[CV_REMOVE_TAG:SMALL_REMAINS]
[CV_REMOVE_TAG:DESCRIPTION]
[CV_REMOVE_TAG:CREATURE_TILE]
[CV_REMOVE_TAG:COLOR]
[CV_REMOVE_TAG:MAXAGE]
[CV_REMOVE_TAG:SOUND]
[CV_REMOVE_TAG:PET]
[CV_REMOVE_TAG:PETVALUE]
[CV_REMOVE_TAG:PENETRATEPOWER]
[CV_REMOVE_TAG:VERMIN_EATER]
[CV_REMOVE_TAG:VERMIN_HATEABLE]
[CV_REMOVE_TAG:VERMIN_GROUNDER]
[CV_REMOVE_TAG:VERMIN_FISH]
[CV_REMOVE_TAG:VERMIN_SOIL]
[CV_REMOVE_TAG:VERMIN_SOIL_COLONY]
[CV_REMOVE_TAG:VERMIN_ROTTER]
[CV_REMOVE_TAG:VERMIN_NOTRAP]
[CV_REMOVE_TAG:FISHITEM]
[CV_REMOVE_TAG:IMMOBILE_LAND]
[CV_REMOVE_TAG:TRIGGERABLE_GROUP]
[CV_REMOVE_TAG:MOUNT]
CV_REMOVE_TAG:PET_EXOTIC
[CV_REMOVE_TAG:MOUNT_EXOTIC]
[CV_REMOVE_TAG:NOT_BUTCHERABLE]
[CV_REMOVE_TAG:SPEED]
[CV_REMOVE_TAG:SWIM_SPEED]
[CV_REMOVE_TAG:MUNDANE]
[CV_REMOVE_TAG:POPULATION_NUMBER]
[CV_REMOVE_TAG:CLUSTER_NUMBER]
[CV_REMOVE_TAG:ATTACK]
[CV_REMOVE_TAG:ATTACK_SKILL]
[CV_REMOVE_TAG:ATTACK_VERB]
[CV_REMOVE_TAG:ATTACK_CONTACT_PERC]
[CV_REMOVE_TAG:ATTACK_PRIORITY]
[CV_REMOVE_TAG:ATTACK_FLAG_WITH]
[CV_REMOVE_TAG:ATTACK_PENETRATION_PERC]
[CV_REMOVE_TAG:ATTACK_PREPARE_AND_RECOVER]
[CV_REMOVE_TAG:ATTACK_FLAG_EDGE]
[CV_REMOVE_TAG:ATTACK_FLAG_CANLATCH]
[CV_REMOVE_TAG:SPECIALATTACK_INJECT_EXTRACT]
[CV_REMOVE_TAG:SPECIALATTACK_SUCK_BLOOD]
[CV_REMOVE_TAG:ATTACK_VELOCITY_MODIFIER]
[CV_REMOVE_TAG:GAIT]
[CV_REMOVE_TAG:UBIQUITOUS]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:QUADRUPED]
[CVCT_REPLACEMENT:HUMANOID]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:QUADRUPED_FRONT_GRASP]
[CVCT_REPLACEMENT:HUMANOID]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:QUADRUPED_NECK]
[CVCT_REPLACEMENT:HUMANOID_NECK:3FINGERS]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:QUADRUPED_NECK_FRONT_GRASP]
[CVCT_REPLACEMENT:HUMANOID_NECK]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:QUADRUPED_HOOF]
[CVCT_REPLACEMENT:HUMANOID_HOOF:3FINGERS]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:QUADRUPED_NECK_HOOF]
[CVCT_REPLACEMENT:HUMANOID_NECK_HOOF:3FINGERS]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:HUMANOID_ARMLESS]
[CVCT_REPLACEMENT:HUMANOID:4FINGERS]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:HUMANOID_ARMLESS_NECK]
[CVCT_REPLACEMENT:HUMANOID_NECK:4FINGERS]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:BODY_WITH_HEAD_FLAG]
[CVCT_REPLACEMENT:HUMANOID:3FINGERS]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:BASIC_1PARTBODY:BASIC_HEAD]
[CVCT_REPLACEMENT:HUMANOID:3FINGERS]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:BASIC_2PARTBODY:BASIC_HEAD]
[CVCT_REPLACEMENT:HUMANOID:3FINGERS]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:BASIC_1PARTBODY:BASIC_HEAD_NECK]
[CVCT_REPLACEMENT:HUMANOID_NECK:3FINGERS]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:BASIC_2PARTBODY:BASIC_HEAD_NECK]
[CVCT_REPLACEMENT:HUMANOID_NECK:3FINGERS]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:INSECT]
[CVCT_REPLACEMENT:HUMANOID_4ARMS:3FINGERS]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:INSECT_4LEGS_2ARMS]
[CVCT_REPLACEMENT:HUMANOID:3FINGERS]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:SPIDER]
[CVCT_REPLACEMENT:HUMANOID_6ARMS:3FINGERS]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:5TOES_FQ_FINGERS]
[CVCT_REPLACEMENT:5FINGERS]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:4TOES_FQ_FINGERS]
[CVCT_REPLACEMENT:4FINGERS]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:3TOES_FQ_FINGERS]
[CVCT_REPLACEMENT:3FINGERS]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:5TOES_FQ_REG]
[CVCT_REPLACEMENT:5FINGERS]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:4TOES_FQ_REG]
[CVCT_REPLACEMENT:4FINGERS]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:3TOES_FQ_REG]
[CVCT_REPLACEMENT:3FINGERS]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:5TOES_RQ_ANON]
[CVCT_REPLACEMENT:5TOES]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:4TOES_RQ_ANON]
[CVCT_REPLACEMENT:4TOES]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:3TOES_RQ_ANON]
[CVCT_REPLACEMENT:3TOES]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:5TOES_RQ_REG]
[CVCT_REPLACEMENT:5TOES]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:4TOES_RQ_REG]
[CVCT_REPLACEMENT:4TOES]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY]
[CVCT_TARGET:3TOES_RQ_REG]
[CVCT_REPLACEMENT:3TOES]
[CV_NEW_TAG:LARGE_ROAMING]
[CV_NEW_TAG:SAVAGE]
[CV_NEW_TAG:PET_EXOTIC]
[CV_NEW_TAG:SELECT_CASTE:ALL]
[CV_NEW_TAG:BODY_SIZE:0:0:3000]
[CV_NEW_TAG:BODY_SIZE:1:168:15000]
[CV_NEW_TAG:BODY_SIZE:12:0:70000]
[CV_NEW_TAG:CHANGE_FREQUENCY_PERC:10]
[CV_NEW_TAG:CAN_LEARN]
[CV_NEW_TAG:CAN_SPEAK]
[CV_NEW_TAG:EQUIPS]
[CV_NEW_TAG:CANOPENDOORS]
[CV_NEW_TAG:LOCAL_POPS_CONTROLLABLE]
[CV_NEW_TAG:LOCAL_POPS_PRODUCE_HEROES]
[CV_NEW_TAG:OUTSIDER_CONTROLLABLE]
How to fix?
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thefriendlyhacker

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3353 on: December 12, 2018, 01:24:30 pm »

I am not an expert when it comes to body size tokens or creature variations, but wouldn't your creature variation RAWs leave the old sizes in alongside your new ones?  That is probably the issue.  You might just be able to slap on a bunch of CV_REMOVE_TAG:BODY_SIZE tokens just before adding your new ones and fix the problem that way.
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FantasticDorf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3354 on: December 12, 2018, 02:27:05 pm »

There is a way but you'd have to go on a bit of a coding rampage and turn off the automatic rescalement.

Code: [Select]
[CV_CONVERT_TAG]
[CVCT_MASTER:BODY_SIZE]
[CVCT_TARGET: NP or values] // NP appears elsewhere in the code as not-applicable but whether this works for certain i dont know, exact values would help you more.
[CVCT_REPLACEMENT:12:0:70000]

[CV_REMOVE_TAG] is kind of wishy washy with what it allows, for instance it wont let you remove [CREATURE_CLASS] by itself, but you can add [CV_NEW_TAG:CREATURE_CLASS:SOMETHING_SILLY] with ease.

You may want to make a seperate creature variation for human sized specimens alternatively which would be easier to keep a track of and then add the sizes to the list seperately. Sucks, i know.
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thefriendlyhacker

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3355 on: December 13, 2018, 07:32:55 pm »

Are there any downsides to simulating a creature that is assembled from metal parts with plenty of air gaps mixed in (as opposed to a solid metal creature) by simply reducing their body size to 1/3 to 1/4 of what it would be if you treated their internal air gaps as part of their body?  I know it will make the creature less strong and it will also affect a bunch of stuff to do with the creature's mass, but I can compensate for the former and the latter I count as a positive.  Is there anything else besides those two?
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Sver

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3356 on: December 13, 2018, 08:06:53 pm »

If you simply reduce their body size and nothing else, then the only things, aside from the ones you've already listed, have to deal with equipment: armor/clothing size and the ability to use a weapon one-handed or at all. If they don't equip things, though, this is irrelevant.

And I'd like to point out that it's not the strength which is the primary concern for smaller creatures - it's the fragility. Smaller body size means smaller bodypart size - and small bodyparts can become extremely vulnerable. However, this too can become irrelevant with a tough enough material being used.

Also, a smaller creature usually looses in grappling and charging. e.g. it cannot grapple reliably, has harder time breaking out of locks and usually ends up on the floor in case of charging or being charged. But this is a slightly different matter, as this concerns the relative size of the creatures involved.
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No overpowered force transfer, no easy life without a kidney, more functional variety among the weapons and other improvements.

alexsa2015sa

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3357 on: December 14, 2018, 08:05:10 pm »

On natural weapons: I'm wondering how, exactly, do ATTACK_CONTACT_PERC and ATTACK_PENETRATION_PERC translate to normal weapon values.
- Does CONTACT_PERC apply before or after volume ->area conversion?
- Does PENETRATION_SIZE in attack formula reflect volume or area? And if it's the latter, same question for CONTACT_PERC applies.

I've made a natural weapon attached to a creature's wrist (armblade) and I'm happy with everything otherwise. After some DFHack diving I calculated the bodypart average size for a 120000-sized specimen (relsize 300 of 10092 = 3567), but without clearing two mentioned questions I'm left guessing at slash/stab exact values blind: I want to match longswords or greatswords in every way which matters. All the "...sails off in an arc!" don't clear up the issue fast enough, and I don't have much time to conduct proper science.

Ideally I'd want to see a formula for all such weapon, since wiki only lists general description for the tokens and has no link to anywhere useful for that matter. It'd probably also help to understand why big-sized creatures like ettin, cyclops and giants make punches that are much more deadly than greatsword slashes.

(Granted, there are some issues with natural weapons in general beyond just bugs, but race has no metals/wood jobs and thus can only use imported metal equipment their caravans/goblins import, or bone ranged weapons)
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kazzum

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3358 on: December 14, 2018, 09:36:35 pm »

So I am trying to mod my own game to make some more interesting things happen and while I have found mostly what I have needed I have run into a stumbling block.

there seems to be things in place to change the materials a tissue or rather a tissue layer is made of by using [SET_TISSUE_LAYER], so I thought I would do something simple, I will change all the bones in a rare caste of dworf into copper. So I went about adding a caste making some personality changed among other things then I actually got to the part of trying to use the [SET_TISSUE_LAYER] I can't find any examples of actually using this anywhere. I found someone showing me that I could simply make the bones into the bone equivalent of copper ( [SELECT_MATERIAL:BONE ). but I don't want bones as strong as copper, I want bones made of copper. also I am unsure if my [SELECT_TISSUE_LAYER:BONE:BY_TOKEN:BONE] command is set correctly either because I can't find any examples of that either.

do I just have to do some trail and error SCIENCE!? or does someone have nice hard examples I can steal use

What I have so far
Spoiler (click to show/hide)
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I tried to make my own mod once. Then I took a raw to the knee.

Fish Preferred

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3359 on: December 15, 2018, 07:04:27 pm »

   [TISSUE:COPPER] (declare a tissue that's made of copper)
      [TISSUE_NAME:copper:copper]
      [TISSUE_MATERIAL:INORGANIC:COPPER]
      [STRUCTURAL]
      [RELATIVE_THICKNESS:2]
      [TISSUE_SHAPE:LAYER]
   [SELECT_TISSUE_LAYER:BONE:BY_CATEGORY:ALL] (get all body parts that have a bone layer)
      [SET_LAYER_TISSUE:COPPER] (make them use this tissue for bones)
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Knowledge is not as simple as having the right answers. Knowledge is a way of finding them.
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