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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 635050 times)

Dasistgutja

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3450 on: March 25, 2019, 02:18:50 am »

Sadly it didn't work. I still get populations of 0, or maybe 1-5 in some sites.
It seems that the inhabitants are the positions, so Queen and brain bugs, but no other population.
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CohentheBarbarian

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3451 on: March 25, 2019, 05:54:46 pm »

Will someone kindly post an example of a metal tree? And a stone tree?

Also a) is it possible to have Dwarf Toys train a skill?
&
b) can scepter be modded to be usable as a parrying device?
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Eric Blank

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3452 on: March 25, 2019, 08:41:54 pm »

If you replace
   [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
with
   [USE_MATERIAL_TEMPLATE:STRUCTURAL:METAL_TEMPLATE]
and do the same with
   [USE_MATERIAL_TEMPLATE:WOOD:WOOD_TEMPLATE]
then your tree would be made of metal. Replace metal_template with stone_template and its made of stone.

But no, toys cannot train skills without a workshop reaction, which children wont perform (is that what you want? children to learn skills? thats all I can imagine) and you cant mod scepters, the craft item, because they are hard-coded. You could make a weapon called a scepter and that could be used to parry.
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

CohentheBarbarian

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3453 on: March 25, 2019, 09:39:34 pm »

Yeah I did hope that things like mini-anvils could improve smithing skills. would make toys usefull.

any idea what size a scepter would be?
for my future Royal Scepter/Battle Scepter?
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Hugo_The_Dwarf

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3454 on: March 26, 2019, 01:12:28 am »

I imagine Scepters would be inbetween 1.5 to 2.5 ft long, sort of, obviously a slim fancy mace or cudgel 
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CohentheBarbarian

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3455 on: March 26, 2019, 09:47:22 pm »

Quote
If you replace
   [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
with
   [USE_MATERIAL_TEMPLATE:STRUCTURAL:METAL_TEMPLATE]
and do the same with
   [USE_MATERIAL_TEMPLATE:WOOD:WOOD_TEMPLATE]
then your tree would be made of metal. Replace metal_template with stone_template and its made of stone.


any suggestions on making it spawn more for the elves?
and is this passable?

Spoiler (click to show/hide)
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CohentheBarbarian

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3456 on: March 26, 2019, 10:26:51 pm »

sorry for blasting this thread:

is there a way to remove all leather types and just have  generic "Leather"?
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Dasistgutja

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3457 on: March 27, 2019, 02:29:10 pm »



I've been adjusting pretty much every variable in the creature.txt and entity.txt here to no avail. Sorry to bug y'all but can anyone lend a hand?

http://dffd.bay12games.com/file.php?id=14308

All I get are populations like this in every civ:
https://imgur.com/a/tDBeTUf

Thanks in advance.
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Hetsin

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3458 on: March 27, 2019, 03:14:57 pm »

sorry for blasting this thread:

is there a way to remove all leather types and just have  generic "Leather"?

Yes. Make a meta creature and reference that creature's skin leather in the skin tissue template.

Code: [Select]
[OBJECT:CREATURE]

[CREATURE:COMMON_ANIMAL]
[NAME:::]
[CASTE_NAME:::]
[DOES_NOT_EXIST]
...
[ADD_MATERIAL_TEMPLATE:SKIN:SKIN_TEMPLATE]
[ADD_TISSUE_TEMPLATE:SKIN:SKIN_TEMPLATE]

[USE_MATERIAL_TEMPLATE:LEATHER:LEATHER_TEMPLATE]
[USE_TISSUE_TEMPLATE:LEATHER:LEATHER_TEMPLATE]
...

or just add in a body detail plan that has skin and leather (which is just a shortcut for the USE_MATERIAL_TEMPLATE and USE_TISSUE_TEMPLATE tokens).

Code: [Select]
[OBJECT:TISSUE_TEMPLATE]

[TISSUE_TEMPLATE:SKIN_TEMPLATE]
...
[TISSUE_MATERIAL:CREATURE_MAT:COMMON_ANIMAL:SKIN]
...

I think there are other ways to do it, but this is the way I do it. If you want a variety of skins, but ONLY generic leather. e.g. leopard skin -> leather, you could probably modify the skin material to reference the meta creature's leather as the TAN_MAT. I haven't tested that though.
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CohentheBarbarian

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3459 on: March 27, 2019, 07:31:26 pm »



I've been adjusting pretty much every variable in the creature.txt and entity.txt here to no avail. Sorry to bug y'all but can anyone lend a hand?

as the queen is the one giving birth. should not all the casts come from her?


http://dffd.bay12games.com/file.php?id=14308

All I get are populations like this in every civ:
https://imgur.com/a/tDBeTUf

Thanks in advance.
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CohentheBarbarian

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3460 on: March 27, 2019, 10:14:52 pm »

as the queen is the one giving birth. should not all the casts come from her?


*reedited for clarity
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Dasistgutja

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3461 on: March 28, 2019, 06:22:46 am »

as the queen is the one giving birth. should not all the casts come from her?

So one would think. But there seem to be no other populations.

I added civ mode to them, and for some bizarre reason my starting seven bugs were all listed under the pet/livestock tab. Yet my fort didn't crumble.
There is nothing in their RAWs making them pets, as far as I can see.
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TomiTapio

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3462 on: March 29, 2019, 09:21:45 am »

as the queen is the one giving birth. should not all the casts come from her?
So one would think. But there seem to be no other populations.
I added civ mode to them, and for some bizarre reason my starting seven bugs were all listed under the pet/livestock tab. Yet my fort didn't crumble.
There is nothing in their RAWs making them pets, as far as I can see.

-CAN_LEARN, check, it is there.
-Maybe the queen caste is too rare, and therefore the world has zero females of that species. Try putting half the castes to male, half to female.
-I would try removing LARGE_PREDATOR and AMBUSHPREDATOR, maybe that forces animal-ness.
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
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My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

voliol

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3463 on: March 29, 2019, 10:43:32 am »

Is there a neat way of changing the tissues of only one body part without changing the body detail plan altogether? I.e, how do I make the CASQUEs (categorised as a GROWTH) of my helmeted hornbills be made out of keratin instead of fat and skin as defined by VERTEBRATE_TISSUE_LAYERS?

Fish Preferred

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #3464 on: March 29, 2019, 11:52:36 am »

Is there a neat way of changing the tissues of only one body part without changing the body detail plan altogether? I.e, how do I make the CASQUEs (categorised as a GROWTH) of my helmeted hornbills be made out of keratin instead of fat and skin as defined by VERTEBRATE_TISSUE_LAYERS?
Yes.
[SELECT_TISSUE_LAYER:ALL:BY_CATEGORY:GROWTH]
[SET_LAYER_TISSUE:KERATIN]
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