Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 62 63 [64] 65 66 ... 365

Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 646218 times)

Boltgun

  • Bay Watcher
  • [UTTERANCES]
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #945 on: January 20, 2015, 05:38:38 am »

What do you wish to change about historical figures? Historical figures are rather the product of your entity. For example, if you add VARIABLE_POSITION tokens, the game will generate new positions when needed besides the ones you already wrote.
Logged

Rokh

  • Bay Watcher
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #946 on: January 20, 2015, 06:38:50 am »

What do you wish to change about historical figures? Historical figures are rather the product of your entity. For example, if you add VARIABLE_POSITION tokens, the game will generate new positions when needed besides the ones you already wrote.

I was wondering how much I could customize historical figures, for example in terms of caste. I've tried messing with learning rates but it doesn't seem to work. Then I remembered reading somewhere that elves travel the wilderness taming creatures because of a token in their entity, but I haven't discovered anything interesting in the wiki page (except for banditry). That's why I was wondering if I could modify what hiatorical figures each civ can get and such.

PD: okay I'm blind, I've just discovered the WANDERER, BEAST_HUNTER, SCOUT tokens. What about my first question though?
« Last Edit: January 20, 2015, 06:45:01 am by Rokh »
Logged
This is a husk of corn of husks of corn. It is encrusted with husks of corn. It is made from husks of corn. This object is adorned with hanging husks of corn. On the item there are images of husks of corn in husks of corn.

WinterLilium

  • Escaped Lunatic
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #947 on: January 21, 2015, 02:22:55 am »

It's me again.

Questions this time:

How does one prevent a creature from spawning normally? That is, if you create a creature for the sole purpose of having it be the transformed version of something, how do you stop it from appearing in other ways?

Edit: Second question was better suited for another thread.
« Last Edit: January 21, 2015, 04:10:55 am by WinterLilium »
Logged

UnicodingUnicorn

  • Bay Watcher
  • Competent at Incompetency.
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #948 on: January 21, 2015, 04:24:51 am »

Do not define any biome or placement tags like NATURAL or MEGABEAST. I think.
Logged
I do stuff, I guess

Dirst

  • Bay Watcher
  • [EASILY_DISTRA
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #949 on: January 21, 2015, 10:45:30 am »

Do not define any biome or placement tags like NATURAL or MEGABEAST. I think.
That is exactly how you do it, though NATURAL only affects AT_PEACE_WITH_WILDLIFE and doesn't actually affect spawning.

One side-effect of no biome is the creature never appears in worldgen, even if there are reactions or interactions that ought to make them show up.
Logged
Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map

Edward_Tohr

  • Bay Watcher
  • Stuffs. Yarr!
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #950 on: January 21, 2015, 11:45:06 am »

Just a quick question, here.

Can I add the [TRAINABLE] tag to creatures within a save's raws, or would I have to make the changes to the default ones and gen a new world for it to take effect?
Logged
Quietust, what would we ever do without you and your endless knowledge of v0.23a?
I was going to say "fail spectacularly", but you guys seem to be doing a great job of that already.

FallenAngel

  • Bay Watcher
  • !!x(oᴥo)x!!
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #951 on: January 21, 2015, 12:35:11 pm »

Just a quick question, here.

Can I add the [TRAINABLE] tag to creatures within a save's raws, or would I have to make the changes to the default ones and gen a new world for it to take effect?
Most non-entity changes function fairly well.
Adding [TRAINABLE] will cause no problems.
I advise adding them to the default one first, though.

gasznak

  • Bay Watcher
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #952 on: January 21, 2015, 02:48:17 pm »

Hey,

I would like to make a small mod for myself that would disable ghosts.
I don't like this mechanic and would love to try a ghost-free fort.

I've done some research and people were suggesting to add [CANNOT_UNDEAD] tag to dwarf race.

Could you please let me know if it's possible and if so, what raws should I change to make it work?

Best regards,
Matt
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #953 on: January 21, 2015, 04:03:57 pm »

They were right.

gasznak

  • Bay Watcher
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #954 on: January 21, 2015, 05:30:36 pm »

Thanks for help! :)

Should I just edit entity_default.txt file and add an [CANNOT_UNDEAD] tag in any place of [ENTITY:MOUNTAIN] section?

Like that:
Code: [Select]
(...)
[ENTITY:MOUNTAIN]
[CIV_CONTROLLABLE]
[CREATURE:DWARF]
[CANNOT_UNDEAD]
[TRANSLATION:DWARF]
[DIGGER:ITEM_WEAPON_PICK]
(...)

Or should I edit some other files as well?

Cheers,
Matt
Logged

BlackFlyme

  • Bay Watcher
  • BlackFlyme cancels Work: Interrupted by bird.
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #955 on: January 21, 2015, 05:32:33 pm »

It's the creature file that you want to edit, not the entity.

Dwarves are in creature_standard.txt
Logged

gasznak

  • Bay Watcher
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #956 on: January 21, 2015, 05:35:14 pm »

Found it. Thanks!

Will do some testing now.

Cheers,
Matt
Logged

Old Greg

  • Bay Watcher
  • It was evitable.
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #957 on: January 22, 2015, 03:30:13 pm »

I'm curious about the behavior of aquatic biome tokens, such as ANY_RIVER or ANY_OCEAN, on entity files. Humans, in vanilla, list such biomes as supported - does this cause them to prefer making settlements adjacent to rivers and oceans?

I've tried using ANY_RIVER and ANY_OCEAN as start biomes for a shore-dwelling civ, but they were unable to spawn in worldgen (I added ANY_WETLAND and they worked fine). Any pointers?

FallenAngel

  • Bay Watcher
  • !!x(oᴥo)x!!
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #958 on: January 22, 2015, 04:17:37 pm »

I believe if an entity has water biome tags among others, it will prefer settling closer to the water biome within its other permitted biomes.
This will also grant it products from the water biome.
It does appear ones with ONLY water biome tags fail, since they can't settle close, since that would be in another biome, and they can't settle in the water biome, since it doesn't make too much sense.

Cryxis, Prince of Doom

  • Bay Watcher
  • Achievment *Fail freshman year uni*
    • View Profile
Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #959 on: January 23, 2015, 06:35:10 pm »

Might have a few questions later
Logged
Fueled by caffeine, nicotine, and a surprisingly low will to live.
Cryxis makes the best typos.
Pages: 1 ... 62 63 [64] 65 66 ... 365