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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 646144 times)

TomiTapio

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  • OldGenesis since 2012
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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3300 on: September 12, 2018, 01:31:35 pm »

That is actually a great idea. Mind if I borrow it?

Feel free to borrow hundreds of things from OldGenesis and its TODO list. (Mod is about 70% by Deon, 29% by me, 1% by guest contributors) (Deon doesn't mind if zillion things are borrowed)
I recommend my Finnish language file, good flavour. Maybe the "rat fork" toy.

I wish we could command "this plant rots in 1 month, cheese rots in 2 years" and "this creature can make offspring every 7 months".
« Last Edit: September 15, 2018, 09:35:30 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

Kat

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3301 on: September 12, 2018, 01:34:48 pm »

I have earlier mentioned my issue of a custom entity not appearing, despite the race running fine in arena and another custom entity working fine, and am quite eager to receive some suggestions about what the problem might be. I asked what is required for an entity to work and what prevents it so that there could be a page to tell any modding novices so they can be confident about their early mods. Please can someone help with this

Could be all sorts of things. Does the error log say anything that might be relevant ? You might also want to use Legends Viewer to take a look at the world's history, to see if the entity is generating at all. It might not be generating at all, or it might be generating but dying out.
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darkflagrance

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3302 on: September 12, 2018, 06:10:48 pm »

How do I get rid of everything's teeth? I'm sick of seeing that stuff splattered all over my fortress's lawn.
Yesterday I gave my current raws' tooth material
[EDIBLE_VERMIN] --let teeth decay from piles. Rats steal them.
so teeth will vanish.

I should give this tag to every tissue. Who needs stray limb disposal when I can get the rats to do it?
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...as if nothing really matters...
   
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TomiTapio

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3303 on: September 13, 2018, 07:10:10 am »

At the clay kiln, cremate bodypards:

Spoiler (click to show/hide)
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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

DWARFFRAWD

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3304 on: September 13, 2018, 09:14:35 am »

Anyone know modding to create creature without shapeshifting dwarf into creature?
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scourge728

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3305 on: September 13, 2018, 09:38:58 am »

As an inverse, what happens if you shape shift say, cows, into dwarves

thefriendlyhacker

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3306 on: September 13, 2018, 10:44:13 am »

Anyone know modding to create creature without shapeshifting dwarf into creature?
You would need to use DFHack, which has a create unit script.  There isn't any way of doing it in vanilla.
As an inverse, what happens if you shape shift say, cows, into dwarves
If the cow is owned by the player fortress, the resulting dwarf would be a weird and slightly buggy long term resident (because livestock lack the necessary hist-fig data to be fortress members).  If it isn't player fortress owned, it would become a friendly creature iirc.
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murphieschecker

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3307 on: September 13, 2018, 02:40:44 pm »

with my entity mods I have compared the raws to see what differences there are, and the main differences are things like biomes, reactions, jobs, nobles and values. The way I check to see if they work is to generate new world and start it in legends, searching for any reference to members of the race. Once I have seen multiple batches of one race in the historical figures list I can become quite sure that I have seen all the races that have been spawned. Of course, I have made sure that the second race has export to legends on nobles so that they should be present, quite aside from the fact that the gods should show up
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Orbotosh

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3308 on: September 14, 2018, 01:35:56 am »

How is reproduction handled for genderless or monogender species?
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Can we get migrant sponge cooks, a squid for bookkeeper, a starfish peasants, squirrel mechanics, vermin invaders, and cook roast crab meats? 

Enemy post

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3309 on: September 14, 2018, 01:51:40 am »

The game glosses over it, unless the creatures are specifically monogender and in a civ. They don't spawn in those conditions. Genderless civs work, however.
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murphieschecker

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3310 on: September 15, 2018, 07:06:21 am »

I discovered what was going wrong; the [SUPPORTED_BIOME] token required a number as the final term, which I had missed. And now my worlds have civilisations that exist to fight and will quite happily murder their own rulers. Sadly this happened at a lower rate than I had hoped
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Asin

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3311 on: September 15, 2018, 02:20:09 pm »

Guys, how do you replace skin with stone? Forgot how to do it.

Dunamisdeos

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3312 on: September 15, 2018, 04:05:53 pm »

If you can cast lvl6 spells, you just need lime, water, and earth.
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FACT I: Post note art is best art.
FACT II: Dunamisdeos is a forum-certified wordsmith.
FACT III: "All life begins with Post-it notes and ends with Post-it notes. This is the truth! This is my belief!...At least for now."
FACT IV: SPEECHO THE TRUSTWORM IS YOUR FRIEND or BEHOLD: THE FRUIT ENGINE 3.0

Asin

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3313 on: September 15, 2018, 04:07:09 pm »

If you can cast lvl6 spells, you just need lime, water, and earth.

Haha, real funny.

Dunamisdeos

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3314 on: September 15, 2018, 04:16:42 pm »

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.
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FACT I: Post note art is best art.
FACT II: Dunamisdeos is a forum-certified wordsmith.
FACT III: "All life begins with Post-it notes and ends with Post-it notes. This is the truth! This is my belief!...At least for now."
FACT IV: SPEECHO THE TRUSTWORM IS YOUR FRIEND or BEHOLD: THE FRUIT ENGINE 3.0
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