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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 643159 times)

Vorox

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4485 on: April 05, 2020, 09:20:39 am »

Do you have any dark_fortress civs which are very different to goblins? There's various crashes related to adding/adjusting positions in dark_fortress civs I think.
This seems to be it. I do have a civ like that, with custom positions based on the dwarven ones. For testing purposes I removed the positions and replaced them with [VARIABLE_POSITIONS:ALL]. Generated several new worlds and no crashing so far.

Thanks for the quick answers.
Are any specific positions/responsibilities/position tokens  responsible for this? I could settle for removing the positions altogether, but I'd rather have some custom ones if possible.
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Asin

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4486 on: April 05, 2020, 10:45:14 am »

Dark Fortress civs don't play well with custom positions in general, as far as I can remember.

TomiTapio

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4487 on: April 05, 2020, 11:50:30 am »

Dark Fortress civs don't play well with custom positions in general, as far as I can remember.
*checks* Yeah the only one of ours with default_dark_fort is deamons, who have variable_positions. No dark_fort and custom positions combo in OldGenesis.

Got seven "default:town" civs with custom positions in OldGenesis, very little crashing. (because removed the fishjob + leisure + NO_EAT crashes)
« Last Edit: April 05, 2020, 11:55:04 am by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Shonai_Dweller

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4488 on: April 05, 2020, 07:41:11 pm »

It's a funny thing about dark_fortress civs and positions. When a new EVIL civ is formed through a worldgen underworld mining disaster, the demon in charge happily adapts to that civ's positions, either assigning some of it's newly created minions or raising intelligent undead and assigning them.
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Vorox

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4489 on: April 07, 2020, 01:49:59 am »

Right, no custom positions for that civ then. Thanks for confirming this.
Now I'm running into another wierd issue with my mod. When the world generates, one of my custom entity's civilized population is replaced by... wolverines.

Screenshots
https://imgur.com/a/6Lcn0kT

Creature raw:
Spoiler (click to show/hide)

Entity raw:
Spoiler (click to show/hide)

The creature raws are in a file called creature_memod_woodelf.txt, which is just above creature_mountain_new.txt (which has wolverine raws in it) in the folder. This could explain why they're turning into wolverines in particular, but I still don't get why they are turning into something else at all.
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Asin

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4490 on: April 07, 2020, 06:58:29 am »

They share the same name as vanilla elves. The game is getting confused because of it... Maybe. That, or you have duplicate raws somewhere.

ZM5

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4491 on: April 08, 2020, 04:13:24 am »

Most likely some raw duping, there's no issue with having creatures share the same name - what matters is that they dont share the same identifier (if their identifier still was ELF then yeah it'd be an issue). I dont really see anything wrong with those raws at a glance.

TomiTapio

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4492 on: April 08, 2020, 12:54:41 pm »

In a text editor that has "find string in these subfolders" feature (eg. Crimson Editor, Notepad++),
search the raws tree for "[CREATURE:" and try to find duplicated creature identifiers.
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Vorox

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4493 on: April 09, 2020, 03:16:55 am »

Thanks guys, duplicated raws were indeed causing this, as well as some other weirdness. I added a GRIFFON creature and forgot to replace the default one. I also had two item_weapon_x files with duplicated entries. Removed them and everything seems to be working as intented now.

I'm still getting something in the errorlog, but it doesn't seem very problematic.
Spoiler (click to show/hide)
It's something about generated instruments. I didn't mess with anything instrument-related, but I think that maybe the game is getting confused because an instrument got named "prairie". I have one entity which uses english for it's language, so that's probably the source of this.
But this doesn't seem like a major issue to me. I can just ignore it, right?
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Morning_Oak

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4494 on: April 13, 2020, 10:49:46 pm »

I modded in ents as semimegabeasts using a conglomeration of several raws other users have shared on these forums over the years, and I'm pretty satisfied with them so far. I had an idea to expand on them a bit but I'm not sure how it would work exactly. Is it possible via the caste system to split a creature into a non-semimegabeast as a child and have it grow into a semimegabeast as an adult? I thought it would be interesting to have the children be considered friendly to the elves for a time but after adulthood they would turn wild and attack the hippies. I've never seen this in any mods that I can recall so its very likely it's not feasible but I figured I'd ask.
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TomiTapio

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4495 on: April 14, 2020, 06:22:01 am »

Is it possible via the caste system to split a creature into a non-semimegabeast
as a child and have it grow into a semimegabeast as an adult?
Huh, wiki says SEMIMEGABEAST tag is caste-level, so a giant caste of something may be a semimega. https://dwarffortresswiki.org/index.php/DF2014:Creature_token#SEMIMEGABEAST
Or maybe the wiki is wrong *shrug*
Child and adult are of same caste, though. Would require a creature transformation interaction/syndrome from caste to other caste.
Prooobably would not happen during worldgen, the transforming from non-SMB child caste to SMB adult.
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

Skorvold

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4496 on: April 15, 2020, 06:45:05 pm »

I'm trying to bring back an old race I modified a few years ago so I can play as them again. I haven't played as them yet because I'm trying to eliminate a problem I've been experiencing. In legends viewer, anytime I view this race their population shows up in Other Populations instead of in the civilized populations, as if they were animals, and with a plurality which they do not have (Rogats instead of Rogat) I originally though this was just a legends viewer problem, but legends viewer does not do this with any other race custom or otherwise. Here are my entity and creature files. https://pastebin.com/VZAiU9ia

It's been a long while since I've played or modded, and I just want to know if I'm doing something wrong.
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Distman

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4497 on: April 15, 2020, 07:51:00 pm »

I'm trying to bring back an old race I modified a few years ago so I can play as them again. I haven't played as them yet because I'm trying to eliminate a problem I've been experiencing. In legends viewer, anytime I view this race their population shows up in Other Populations instead of in the civilized populations, as if they were animals, and with a plurality which they do not have (Rogats instead of Rogat) I originally though this was just a legends viewer problem, but legends viewer does not do this with any other race custom or otherwise. Here are my entity and creature files. https://pastebin.com/VZAiU9ia

It's been a long while since I've played or modded, and I just want to know if I'm doing something wrong.

Can it be the MUNDANE tag that is causing this?
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Skorvold

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4498 on: April 15, 2020, 08:31:39 pm »

I'm trying to bring back an old race I modified a few years ago so I can play as them again. I haven't played as them yet because I'm trying to eliminate a problem I've been experiencing. In legends viewer, anytime I view this race their population shows up in Other Populations instead of in the civilized populations, as if they were animals, and with a plurality which they do not have (Rogats instead of Rogat) I originally though this was just a legends viewer problem, but legends viewer does not do this with any other race custom or otherwise. Here are my entity and creature files. https://pastebin.com/VZAiU9ia

It's been a long while since I've played or modded, and I just want to know if I'm doing something wrong.

Can it be the MUNDANE tag that is causing this?

Removed MUNDANE and I'm getting the same results
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Distman

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #4499 on: April 15, 2020, 09:05:26 pm »

Hmmm... A wild guess.
I'm having the same problem with one of my civs as well. Legends Viewer show no population at their sites, but when looking at site they are all listed under Other.
I've had this idea that the NO_SLEEP tag was causing the problem my end (NO_SLEEP = no beds/bedrooms = no population?) but I don't see you using that tag.

I know I've seen this problem in some other mod as well.
Let me know if you solve it!
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