Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Modded creature has no name?  (Read 987 times)

Corinthian

  • Bay Watcher
    • View Profile
Modded creature has no name?
« on: December 15, 2014, 07:49:35 pm »

In the process of figuring out modding, I used the modding guide on the wiki to create an arachnid just to see how everything worked. The example offered by the guide was missing quite a few essential things (like tissues and attacks) but I corrected its various problems...Except for one: The creature apparently has no name despite...Well, giving it a name when I generated the character. The name appears normally when wandering (at the bottom left, as it should) but when looking at them and in the menu, they are only denoted as "Recruit" whereas all the default creatures have their proper names either in place of or preceding that.







Notably, a creature created by copy-pasting default things and just altering the name (so now I basically have a dwarf that insists it's a potato) does not produce this problem.
Logged

Ladygolem

  • Bay Watcher
    • View Profile
Re: Modded creature has no name?
« Reply #1 on: December 15, 2014, 08:31:44 pm »

Would you mind copy/pasting the raws here, so we can see the issue? Much easier to diagnose problems that way ;)

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Modded creature has no name?
« Reply #2 on: December 15, 2014, 09:14:29 pm »

The modding guide you linked is entirely worthless, since the raws underwent a complete overhaul in the 6 years (!!) since it was written. Here's the current guide.

King Kravoka

  • Bay Watcher
  • I will eat you.
    • View Profile
Re: Modded creature has no name?
« Reply #3 on: December 15, 2014, 10:40:51 pm »

Did you give them a language first?
Logged
Sure. Yes, you are the Silver Surfer to a very inept Galactus.

Corinthian

  • Bay Watcher
    • View Profile
Re: Modded creature has no name?
« Reply #4 on: December 17, 2014, 11:37:00 pm »

Would you mind copy/pasting the raws here, so we can see the issue? Much easier to diagnose problems that way ;)

Completely slipped my mind.  :o

Spoiler (click to show/hide)

(not sure if entity_default entries are relevant here but, included anyway)
Spoiler (click to show/hide)

I've already noted the creature is missing various things. It lacks tissues (rendering it unable to actually do much of anything) and description modifiers (indeed, attempting to view its description crashes the game) but I don't see how either of those would create this problem.

Though Putnam helpfully pointed out the guide I'd used is miserably outdated so the easiest fix is obviously just to edit an existing creature using the current guide instead. So I suppose that's that.

I'd still like to figure out what this exact flaw is in case I ever decide to build a creature from scratch rather than with editing.


Logged

vjmdhzgr

  • Bay Watcher
  • Hehehe
    • View Profile
Re: Modded creature has no name?
« Reply #5 on: December 17, 2014, 11:45:09 pm »

Well just in case I miss anything there's a file in the main Dwarf Fortress directory called errorlog and it's an errorlog and will probably tell you what I'm about to tell you. [LARGE_CHASM] is not a token, [SPEED] is not a token [STOUT] is not a token [EXTRACT] and all it's related tokens are not tokens [GENPOWER] is not a token [BLOODTYPE] is not a token [CHITIN] is not a token [SIZE] isn't a token [FAT] isn't a token [DAMBLOCK] isn't a token [STANDARD_FLESH] isn't a token and [LAYERING] isn't a token.
Logged
Its a feature. Impregnating booze is a planned tech tree for dwarves and this is a sneak peek at it.
Unless you're past reproductive age. Then you're pretty much an extension of your kids' genitalia

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Modded creature has no name?
« Reply #6 on: December 18, 2014, 01:31:30 am »

You made a creature that's already outdated by 6 years. Use a more up-to-date guide in the future.

King Kravoka

  • Bay Watcher
  • I will eat you.
    • View Profile
Re: Modded creature has no name?
« Reply #7 on: December 18, 2014, 02:28:05 am »

While you're at it, add the [EVIL] tag. Check the most recent creature and entity files on how to make them.
Logged
Sure. Yes, you are the Silver Surfer to a very inept Galactus.

Corinthian

  • Bay Watcher
    • View Profile
Re: Modded creature has no name?
« Reply #8 on: December 18, 2014, 02:45:27 am »

All noted. Making sure the pages are set to the current version (why I didn't notice those settings before is beyond me...) solved the problem. Things are running smoothly now. :)

Quick token question though: If I'm understanding the wiki correctly, setting [MAX_STARTING_CIV_NUMBER] to zero for a civ - for example, elves - will generate an elfless world, correct? I'd like to create sort of a last surviving member scenario for the adventure.
« Last Edit: December 18, 2014, 02:52:21 am by Corinthian »
Logged

vjmdhzgr

  • Bay Watcher
  • Hehehe
    • View Profile
Re: Modded creature has no name?
« Reply #9 on: December 18, 2014, 06:22:20 pm »

You can just make an entity file that only has the creature, a language, the indiv_controllable token and probably some others to make it so the civilization doesn't show up, but you can play as an outsider adventurer.
Logged
Its a feature. Impregnating booze is a planned tech tree for dwarves and this is a sneak peek at it.
Unless you're past reproductive age. Then you're pretty much an extension of your kids' genitalia