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Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 313217 times)

UnicodingUnicorn

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1710 on: December 19, 2014, 01:41:46 am »

What happens if you define a tree's material from something other than wood?
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BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1711 on: December 19, 2014, 01:48:29 am »

I don't think much would happen. In older versions the resulting logs wouldn't be considered wood, but could still be used at the carpenter's workshop.

I suppose it wouldn't hurt for someone to test in this version though.
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Naryar

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1712 on: December 19, 2014, 08:06:41 am »

Make iron trees !

Also feather trees already have eggs, so it shouldn't be a problem.

wooks

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1713 on: December 19, 2014, 01:25:49 pm »

If I add ITEMS_ARMOR or ITEMS_WEAPON to a bunch of metals and then gen a world will I encounter goblins and humans wearing bismuth or tin armor/swords?
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Valikdu

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1714 on: December 19, 2014, 01:27:39 pm »

All the creature files seem to have been updated in November. I assume it's the gelding
( [SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE] )

and the permitted job in the entity file?

Is there anything else that needs to be updated?
« Last Edit: December 19, 2014, 01:35:55 pm by Valikdu »
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Dirst

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1715 on: December 19, 2014, 03:41:10 pm »

I'm back trying to make my you-only-get-ont-try-at-this reaction.  I've found that I can use DFHack to set the wear level of the reagent (in this case a gem), but that changes the appearance of the item in game.  It becomes a xemerald cut hidden berylx which probably also affects its trade value.  Any changes I make to wear_timer don't seem to stick.  And I can't find rotten/unrotten values at all for an inorganic item.  So, that avenue of marking gems as "checked" looks exhausted.

I saw something about persistent data in the Lua API, and it looks like a promising way to save gem state information except that it wouldn't prevent a Dwarf from trying the same gem over and over again in vain.  I was hoping for a mark that could be filtered for in the reaction, keeping as much as possible in the raws.

Maybe I'm going about this the wrong way.  The original idea is that there might be a seed inside the special gem, and that seed can be planted to yield an inedible fruit that processes into booze, seeds, and possibly a gem (of the same type that produced the seed).  Rather than trying to make the gem-seed-extraction random, should I instead make seed-extraction certain and dial down the products from the plant?
« Last Edit: December 19, 2014, 03:47:13 pm by Dirst »
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smeeprocket

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1716 on: December 19, 2014, 05:31:53 pm »

okay so I've started testing my plant but it won't show up. I was going to force it to grow in a field, but it is not an option, not when I add the tag [underground_depth:1:1] does it show up for purchase in the embark screen, the current tags allow it to grow in dry wet any tropical and any temperate and this is a temperate embark.

edit: okay I figured it out and even figured out why my flowers weren't being brewed.

My problem now is, when I had my dwarves harvest plants, they didn't collect any tea plants, is there a quick way to check and see if they are occurring naturally? Other than just gathering around the whole map?
« Last Edit: December 19, 2014, 06:38:46 pm by smeeprocket »
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Naryar

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1717 on: December 19, 2014, 06:58:11 pm »

If I add ITEMS_ARMOR or ITEMS_WEAPON to a bunch of metals and then gen a world will I encounter goblins and humans wearing bismuth or tin armor/swords?

Yeah, they should.

okay so I've started testing my plant but it won't show up. I was going to force it to grow in a field, but it is not an option, not when I add the tag [underground_depth:1:1] does it show up for purchase in the embark screen, the current tags allow it to grow in dry wet any tropical and any temperate and this is a temperate embark.

edit: okay I figured it out and even figured out why my flowers weren't being brewed.

My problem now is, when I had my dwarves harvest plants, they didn't collect any tea plants, is there a quick way to check and see if they are occurring naturally? Other than just gathering around the whole map?

Oh that's hilariously simple... use k, then look at the bushes.

Lately in my fort I set a gather plants order in a rectangle looking for vine whips but then I realized 0.40 put the plant's names with k, so i just looked for vine whips and designed them. Problem solved.
« Last Edit: December 19, 2014, 07:01:42 pm by Naryar »
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smeeprocket

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1718 on: December 19, 2014, 07:21:02 pm »

If I add ITEMS_ARMOR or ITEMS_WEAPON to a bunch of metals and then gen a world will I encounter goblins and humans wearing bismuth or tin armor/swords?

Yeah, they should.

okay so I've started testing my plant but it won't show up. I was going to force it to grow in a field, but it is not an option, not when I add the tag [underground_depth:1:1] does it show up for purchase in the embark screen, the current tags allow it to grow in dry wet any tropical and any temperate and this is a temperate embark.

edit: okay I figured it out and even figured out why my flowers weren't being brewed.

My problem now is, when I had my dwarves harvest plants, they didn't collect any tea plants, is there a quick way to check and see if they are occurring naturally? Other than just gathering around the whole map?

Oh that's hilariously simple... use k, then look at the bushes.

Lately in my fort I set a gather plants order in a rectangle looking for vine whips but then I realized 0.40 put the plant's names with k, so i just looked for vine whips and designed them. Problem solved.

I'm not sure what you are saying exactly. I have however stumbled into another problem.

I have two growths that can make a drink, as well as a drink from the whole plant. I had a tag for a custom drink reaction on the flower, and realized that is why it wasn't brewing. So I changed it to the normal one for drinks. Now neither the leaves or the flowers will be brewed. (I haven't tested the tea plants out yet.)

Also, I have a custom reaction for the farmer's workshop that is process tea to bag, but it doesn't show up in the farmer's workshop.

I have placed everything in the appropriate file. I'll list the code again to give a reference:

Spoiler (click to show/hide)

and yes I realize I probably should start simple. But this does seem fairly simple to me and I think I've figured out the basics of plant construction in the process.

Working on this has actually given me a broader understanding of how things work within the raws in general, there's just some stuff I don't think I would know even with more practice.
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Badger Storm

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1719 on: December 19, 2014, 08:15:48 pm »

Well, I couldn't seem to find any coding for wing attacks (I would've thought it would be in one of the parakeet raws), so I've left that out for right now.  Is there a way to remove tissue layers from only certain parts of the body?  I can tell that I'm making progress.  I also would like to make it so that feathers are included, but are always the same color as the fur.  On the other hand it might be neat to have the flight feathers be darker, kind of like in snow geese.

Code: [Select]
[CREATURE:AQUILOUP]
[DESCRIPTION:A wolf-like creature with an eagle's broad wings and razor-sharp talons instead of paws.  It can be seen flying high above the virtuous temperate lands.]
[NAME:aquiloup:aquiloups:aquiloup]
[CASTE_NAME:aquiloup:aquiloups:aquiloups]
[CHILD:1][GENERAL_CHILD_NAME:aquiloup pup:aquiloup pups]
[CREATURE_TILE:'A'][COLOR:6:7:1]
[LARGE_PREDATOR][MEANDERER]
[LARGE_ROAMING][FREQUENCY:5]
[BIOME:TUNDRA]
[BIOME:FOREST_TAIGA]
[BIOME:ANY_TEMPERATE_FOREST]
[BIOME:SHRUBLAND_TEMPERATE]
[BIOME:MOUNTAIN]
[POPULATION_NUMBER:10:20]
[CLUSTER_NUMBER:3:7]
[GRASSTRAMPLE:0][NATURAL]
[PETVALUE:1000]
[PET_EXOTIC]
[TRAINABLE]
[GOOD]
[FLIER]
[MOUNT_EXOTIC]
[FANCIFUL]
[BONECARN]
[PREFSTRING:elaborate courtship flights]
[PREFSTRING:noble features]
[PREFSTRING:devoted parenting]
[BODY:QUADRUPED_NECK:2WINGS:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:4TOES_FQ_REG:4TOES_RQ_REG:MOUTH:TONGUE:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]
[BODYGLOSS:TALON]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[SELECT_TISSUE:HAIR]
[INSULATION:200]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[USE_MATERIAL_TEMPLATE:FEATHER_FEATHER_TEMPLATE]
[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:WING]
[USE_MATERIAL_TEMPLATE:TALON:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:TALON:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:TOE:TALON:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:4000]
[BODY_SIZE:1:0:20000]
[BODY_SIZE:2:0:40000]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[MAXAGE:20:40]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:claw:claws]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:SECOND]
[DIURNAL]
[HOMEOTHERM:10070]
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:447:298:149:1900:2900] 59 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph
[SWIMS_INNATE]
[MUNDANE]
[CASTE:FEMALE]
[FEMALE]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:WHITE:1:SILVER:1:PEARL:1]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_AMBER:1:ORANGE:1:GOLD:1]
[TLCM_NOUN:eyes:PLURAL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:4]
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smakemupagus

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1720 on: December 19, 2014, 08:20:04 pm »

Quote
Also, I have a custom reaction for the farmer's workshop that is process tea to bag, but it doesn't show up in the farmer's workshop.

I have placed everything in the appropriate file.

perhaps you didn't permit the reaction in the entity file?

smeeprocket

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1721 on: December 19, 2014, 08:26:18 pm »

Quote
Also, I have a custom reaction for the farmer's workshop that is process tea to bag, but it doesn't show up in the farmer's workshop.

I have placed everything in the appropriate file.

perhaps you didn't permit the reaction in the entity file?


oooh, thank you!
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UnicodingUnicorn

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1722 on: December 20, 2014, 02:02:48 am »

How does I_SOURCE:ATTACK work? Do you need to define a target, or can you just go straight to the effect?
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Dirst

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1723 on: December 20, 2014, 02:35:06 am »

Well, I couldn't seem to find any coding for wing attacks (I would've thought it would be in one of the parakeet raws), so I've left that out for right now.  Is there a way to remove tissue layers from only certain parts of the body?  I can tell that I'm making progress.  I also would like to make it so that feathers are included, but are always the same color as the fur.  On the other hand it might be neat to have the flight feathers be darker, kind of like in snow geese.

Code: [Select]
[CREATURE:AQUILOUP]
[DESCRIPTION:A wolf-like creature with an eagle's broad wings and razor-sharp talons instead of paws.  It can be seen flying high above the virtuous temperate lands.]
[NAME:aquiloup:aquiloups:aquiloup]
[CASTE_NAME:aquiloup:aquiloups:aquiloups]
[CHILD:1][GENERAL_CHILD_NAME:aquiloup pup:aquiloup pups]
[CREATURE_TILE:'A'][COLOR:6:7:1]
[LARGE_PREDATOR][MEANDERER]
[LARGE_ROAMING][FREQUENCY:5]
[BIOME:TUNDRA]
[BIOME:FOREST_TAIGA]
[BIOME:ANY_TEMPERATE_FOREST]
[BIOME:SHRUBLAND_TEMPERATE]
[BIOME:MOUNTAIN]
[POPULATION_NUMBER:10:20]
[CLUSTER_NUMBER:3:7]
[GRASSTRAMPLE:0][NATURAL]
[PETVALUE:1000]
[PET_EXOTIC]
[TRAINABLE]
[GOOD]
[FLIER]
[MOUNT_EXOTIC]
[FANCIFUL]
[BONECARN]
[PREFSTRING:elaborate courtship flights]
[PREFSTRING:noble features]
[PREFSTRING:devoted parenting]
[BODY:QUADRUPED_NECK:2WINGS:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:4TOES_FQ_REG:4TOES_RQ_REG:MOUTH:TONGUE:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:RIBCAGE]
[BODYGLOSS:TALON]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[SELECT_TISSUE:HAIR]
[INSULATION:200]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[USE_MATERIAL_TEMPLATE:FEATHER_FEATHER_TEMPLATE]
[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:WING]
[USE_MATERIAL_TEMPLATE:TALON:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:TALON:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:TOE:TALON:FRONT]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:4000]
[BODY_SIZE:1:0:20000]
[BODY_SIZE:2:0:40000]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[MAXAGE:20:40]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:claw:claws]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:SECOND]
[DIURNAL]
[HOMEOTHERM:10070]
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:447:298:149:1900:2900] 59 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph
[SWIMS_INNATE]
[MUNDANE]
[CASTE:FEMALE]
[FEMALE]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:WHITE:1:SILVER:1:PEARL:1]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:BROWN:1:BURNT_UMBER:1:CINNAMON:1:COPPER:1:DARK_BROWN:1:DARK_PEACH:1:DARK_TAN:1:ECRU:1:PALE_BROWN:1:PALE_CHESTNUT:1:PALE_PINK:1:PEACH:1:PINK:1:RAW_UMBER:1:SEPIA:1:TAN:1:TAUPE_PALE:1:TAUPE_SANDY:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_AMBER:1:ORANGE:1:GOLD:1]
[TLCM_NOUN:eyes:PLURAL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:4]
I'm on a phone so I can't do the code, but it is easy to make the feathers the same color as the fur... Just select them both and apply the color.  Use a noun like "fur and feathers" to make the description read properly.

What you can't do with raws alone is make the feathers a specific (different) color depending on the fur color.
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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

Valikdu

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #1724 on: December 20, 2014, 04:19:23 am »

All the creature files seem to have been updated in November. I assume it's the gelding
( [SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE] )

and the permitted job in the entity file?

Is there anything else that needs to be updated?

Addendum:
Is there any real point to the growths on crops, like strawberry leaves, that aren't stockpilables?
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