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Author Topic: [MODDING] 0.40.x QUESTIONS THREAD  (Read 313325 times)

EuropeanDorf

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2070 on: January 31, 2015, 11:48:53 am »

So I tried to do something.
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Note that the // comments are not in the actual text.

Is not selectable from Arena.

I do remember creating a new weapon that was selectable from arena, though. THESE THINGS ARE EASIER.

How much shit did I do wrong here?

Is it easier to say what I did right? :P

(Also, how does one make ranged attacks?)
« Last Edit: January 31, 2015, 11:53:02 am by EuropeanDorf »
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Badger Storm

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2071 on: January 31, 2015, 12:23:40 pm »

I have my own issues with modding creatures, but let me take a look and see what's going on.

I think the "Goomy" in [NAME] and [CASTE_NAME] have to be in all caps, but I haven't tried it otherwise.

I think you need to put a clutch size.  Unless the 6th gen changed things, you still only get one egg at a time, so you might have to guess.

You need to specify what color(s) it is.  The Goomy line, as you probably know, is light pink and purple with little black eyes.

You don't need the "GOOMY" after body.  Just say what the body parts are.  I know there are several "templates" of body type, including quadruped, humanoid, armless humanoid (used for birds) and others.  You probably want

   [BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH]

That's taken from the worm, and it looks pretty close to what a Goomy would have.

It probably needs skin, or at least muscle.  Ideally you'd want to mod in an appropriately gooey material, but for now you just need something to hold all its body parts together.

I'm not sure what, if anything, mental attributes do for a creature that isn't sapient.  Mental attributes mostly affect jobs and skills.

For some reference as to what makes a "complete" creature, here's my pride and joy, the noble and fluffy aquiloup. 

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:2][GENERAL_CHILD_NAME:aquiloup pup:aquiloup pups]
[CREATURE_TILE:'A'][COLOR:7:0:1]
[LARGE_PREDATOR]
[LARGE_ROAMING][FREQUENCY:50]
[BIOME:TUNDRA]
[BIOME:FOREST_TAIGA]
[BIOME:ANY_TEMPERATE_FOREST]
[BIOME:SHRUBLAND_TEMPERATE]
[BIOME:MOUNTAIN]
[POPULATION_NUMBER:15:30]
[CLUSTER_NUMBER:3:7]
[GRASSTRAMPLE:0][NATURAL]
[PETVALUE:1000]
[PET_EXOTIC]
[TRAINABLE]
[GOOD]
[FLIER]
[GRASSTRAMPLE:0]
[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]
[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:TALON_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:0:0:20000]
[BODY_SIZE:1:0:100000]
[BODY_SIZE:2:0:200000]
[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:TALON]
[ATTACK_SKILL:STANCE_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]
[SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:WHITE:1:SILVER:1:PEARL:1]
[TLCM_NOUN:hair and feathers:PLURAL]
[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]

Of course, considering that a wolf with bird feet is the polar opposite of a Goomy, this won't 100% apply.

EDIT: The pooka ruins the game too, confirming that the mere act of adding a creature, any creature, that I didn't add in 40.19 ruins it, but there is nothing wrong with the creatures themselves, or even their positioning.  Not even putting them in their own file helped.  Could it have something to do with the fact that I had to delete one of the libs for dfhack to work?  The fact that I'm on OSX and Mac users aren't allowed to have nice things?  I'll have to do a third install of DF, put in Phoebus without DFHack, try the bison there, move it to my "real" DF folder, and see what happens. 

EDIT: Even when put in a 100% fresh and new install of DF with literally nothing - NOTHING! - altered about it, it still caused the problem in both cases.  There were no graphics, no DFHack, no deleted libs, literally nothing else.  The errorlogs have remained gleefully empty the entire time.  I don't think it's possible to find out what the problem is, let alone to fix it.  I've got a sinking feeling that it's because I'm on OSX, and that's the one variable I cannot change. 

I think this is it for me, fellow modders.  There's no use creating mods if you can't even use them without ruining your game.  I am bitterly disappointed.
« Last Edit: January 31, 2015, 01:29:23 pm by Badger Storm »
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EuropeanDorf

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2072 on: January 31, 2015, 01:36:05 pm »

It doesn't have to be in all caps... In the official files it's normal. It's not even like that in yours :P

The GOOMY refers to a body.

Also, the closest color I can find here is LAVENDER (which is a shade of purple I think, anyway). For the lower part, it'd be AMETHYST... but this body makes game treat it as one part.

(There's also CREAM and PALE PINK, if I feel like adding shiny colors)

Also, just so you know, I tried modifying a slug (since Goomy is a slug; its Dragon-type likely comes from the French myth about a creature that's half a mollusk, half a serpent).

So anyway, after doing some stuff, this is what I came up with:
Spoiler (click to show/hide)
Spoiler: Required body part (click to show/hide)
If it's important, there's fact that I created new files for these. :P

obviouslystillcantspawn

@DOWN ARMNOTOKDAMMIT
« Last Edit: January 31, 2015, 01:43:53 pm by EuropeanDorf »
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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2073 on: January 31, 2015, 01:36:50 pm »

I have my own issues with modding creatures, but let me take a look and see what's going on.

I think the "Goomy" in [NAME] and [CASTE_NAME] have to be in all caps, but I haven't tried it otherwise.

nooooo. Why would that be? That's the display name in-game. It's probably better to have them in no caps, though.

You don't need to specify colors.

Goomy already has a body, so you can use that body, especially since the body has antennae and eyes that connect uniquely.

Mental attributes do stuff for combat, so those are important.

Anyway, it's probably just a problem with files. Make sure you have the filename on top and [OBJECT:CREATURE] below.

EuropeanDorf

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2074 on: January 31, 2015, 03:03:50 pm »

So I send these files into Region 1/raw and loaded that with arena. Still nothing.

Spoiler: Body file (click to show/hide)
Spoiler: Creature file (click to show/hide)

As I mentioned in that post above, I based off the build somewhat on the slug (that has apparently been sponsored by Bay12 forums)

« Last Edit: January 31, 2015, 03:05:26 pm by EuropeanDorf »
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BlackFlyme

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2075 on: January 31, 2015, 03:06:49 pm »

You can't add new creatures to an existing save.

If what you posted is the entire file, then you are missing an important part of the headers.

Add [OBJECT:BODY] between body_magical and [BODY:4ANTENNAE]

Add [OBJECT:CREATURE] between creature_magical and [CREATURE:GOOMY]
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Badger Storm

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2076 on: January 31, 2015, 03:08:02 pm »

Make sure it's a .txt file and not a .rtf file.
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EuropeanDorf

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2077 on: January 31, 2015, 03:23:45 pm »

>.rtf file
who uses that inferior thing anyway

Anyway...

IT WORKED.

I had to fix the body tags, though. They were written with _, even though they shouldn't.

But hey, thanks anyway!

YAY

Is there any TAG that makes game use either RANGED COMBAT or MELEE COMBAT depending on attack?

(That is, it treats one attack as physical and another one as ranged?)
« Last Edit: January 31, 2015, 03:25:31 pm by EuropeanDorf »
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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2078 on: January 31, 2015, 03:28:01 pm »

No

Urist McGoombaBrother

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2079 on: January 31, 2015, 04:58:53 pm »

Some weird problem appeared I don't really understand. Not sure, if it is reaction related or caused by something else, so I will try my luck within this thread.

I created the stones magnesite and magnesia. Magnesia should not occur naturally, only by melting magnesite or periclase. Magnesia isn't a metal, so I don't want to go the metal/ore route. I created following material definitions and formulas:

Spoiler: Magnesite, Magnesia (click to show/hide)


Spoiler: Reactions (click to show/hide)


The problem now is that upon generation of a new world, Magnesia appears quite often as mineable, which actually shouldn't be possible. On the other hand Magnesite, which is one of the source materials, can be hardly found at any embark. I checked the exact amounts with dfhack plugin prospect-all. Any ideas what could cause those issues?

I also added [ENVIRONMENT_SPEC:MAGNESITE:CLUSTER_SMALL:0]
[ENVIRONMENT_SPEC:PERICLASE:CLUSTER_SMALL:0] to magnesia, just in case those tokens are required without any difference. I also tested the reactions. Making Magnesia from Magnesite works.
« Last Edit: January 31, 2015, 05:04:38 pm by Urist McGoombaBrother »
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scamtank

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2080 on: January 31, 2015, 06:06:43 pm »

Is it really vital that you get your magnesia in boulder form that's stored in stone stockpiles? You could go the plaster/earthenware route and give it the [NO_STONE_STOCKPILE] tag.
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FallenAngel

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2081 on: January 31, 2015, 10:23:24 pm »

Make sure it's a .txt file and not a .rtf file.
In my early modding days, I saved things as .rtf files; they worked fine.
Still, .txt files are superior for modding purposes, since silly formatting gets in the way.

Urist McGoombaBrother

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2082 on: January 31, 2015, 11:55:51 pm »

Is it really vital that you get your magnesia in boulder form that's stored in stone stockpiles? You could go the plaster/earthenware route and give it the [NO_STONE_STOCKPILE] tag.

Stone is the most fitting category. Sounds like you got an idea, why it did not work? Will try the earthenware route.

edit: Found the solution. I put the exact same Magnesia definition into "inorganic_other.txt" instead of "inorganic_stone_mineral.txt". Now magnesia is stockpiled as economic stone as intended and does not appear as mineable anymore.
« Last Edit: February 01, 2015, 02:50:49 am by Urist McGoombaBrother »
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Putnam

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2083 on: February 01, 2015, 03:11:39 am »

What file you put things in doesn't matter whatsoever.

Max™

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Re: [MODDING] 0.40.x QUESTIONS THREAD
« Reply #2084 on: February 01, 2015, 03:44:39 am »

Was playing around with gm-editor trying to figure out jumping more.

No way I can find to make an idem you can throw and ride, or vice versa, but if you initiate a jump that starts with an attack (and is thus paused until you actually initiate it) you can edit the properties of the jump action... which can have amazing... or horrible effects.

Say you normally have:
x1: 95
y1: 56
z1: 24
x2: 91
y2: 56
z2: 24

You can in fact change that x2 to say, 85, and you will in fact jump 10 squares... and there is a good chance you will severely injure or kill yourself, though it is amazing for jumping tackles.

Unfortunately no matter what I tried with editing the z value it won't let me designate a mostly vertical trajectory, the closest I could get was fudging it by altering pos first to be a z or two off the ground before selecting the jump target, which again, can hurt pretty badly.

So I guess fart-cannon dust launches are the most straightforward method?
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