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Author Topic: Modding Race: Suggestions? And halp.  (Read 1435 times)

The Doctor

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Modding Race: Suggestions? And halp.
« on: December 07, 2008, 08:01:46 pm »

Alright. I want to make my own race, whom I will then use in a community fortress.

Problem: No clue how to make custom races. Oh, I have the basic grasp of modding items, and can even make my own. But creatures, and definitely races, elude me. So, if you can help with that, I will be EVER so grateful.

As well, I'd like suggestions for what I should add to this race. This is a completely custom race. I don't want it to be like any other race in the public domain, if possible. So. I want you guys to give me some suggestions for what I should add to it.
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JoshuaFH

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Re: Modding Race: Suggestions? And halp.
« Reply #1 on: December 07, 2008, 09:02:14 pm »

OH! OH! I just learned how to do this, like, within the last week! I will teach you what little i know.

First thing you need is a basis creature, it can be anything you like, but chances are it's gonna need the INTELLIGENT token added to its raw data.

You can learn all about creature tokens here:

http://www.dwarffortresswiki.net/index.php/Creature_tokens

What I did when I made my Pixies was i copied the raw data of the dwarves, and changed the name and all the little data. then added and removed stuff as i learned more and more. place your new creature in the Standard creatures file with all the other civilized creatures.

Just making a new creature isn't enough though! you need an entry in whats called the entity default file.

you can learn about entity tokens here:
http://www.dwarffortresswiki.net/index.php/Entity_tokens

I would suggest learning about how entities work by examining the wiki entry and examining the raws until you have a loose grasp of how things work.

to avoid unnecessary amounts of work, you can copy and paste one of the existing entity entries and change the name and data bits just like you did with the creature!

You want an idea for a creature also? i was toying about with the idea of a civilized race of cats. not anthropomorphic cats, just regular cats that walk and can hold weapons and tools with their mouths.
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The Doctor

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Re: Modding Race: Suggestions? And halp.
« Reply #2 on: December 08, 2008, 12:50:33 pm »

Well, I'm getting close to what I want for my race. I know what their Biome is, at least.

Glaciers.

Which, unfortunatly, don't have trees.

So I put this into the matgloss_wood.txt

[MATGLOSS_WOOD:CRYSTAL]
   [NAME:crystal tree][ADJ:crystal tree]
   [TILE:180]
   [PREFSTRING:fragile branches]
   [DRY][EVIL][GOOD][NEUTRAL]
   [BIOME:ANY_GLACIER]
   [SOLID_DENSITY:100]

Can you tell me if it's good? I put the evil, good, and neutral there, because this is a placeholder tree for Good places, and evil places. (I'm trying one tree first, the good will be "Pure Crystal" and the bad will be "Tainted Crystal")


Alright, so that didn't work. I took out the alignment tags, see if that works.
« Last Edit: December 08, 2008, 01:22:42 pm by DoctorZ »
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The Doctor

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Re: Modding Race: Suggestions? And halp.
« Reply #3 on: December 08, 2008, 01:53:25 pm »

Bah, still didn't work!

Help, someone?! How do I get my crystal trees to pop up on Glaciers? Is that even possible? Do I have to make them go on Tundra?
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commondragon

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Re: Modding Race: Suggestions? And halp.
« Reply #4 on: December 08, 2008, 02:05:02 pm »

Bah, still didn't work!

Help, someone?! How do I get my crystal trees to pop up on Glaciers? Is that even possible? Do I have to make them go on Tundra?

Your civ wont show up on a glacier, and neither will any plant life.  The game specifically prevents such a thing from happening, even when you tell it to.

Its mean like that.  Thats why it all has to be on tundra, so no glacier dwelling penguins for you!
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The Doctor

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Re: Modding Race: Suggestions? And halp.
« Reply #5 on: December 08, 2008, 02:51:00 pm »

Ah well.. The maps I've been making lately have vast fields of Glaciers and Tundra, so I can live with Tundral trees and races.

So, can you edit my code so that it can show up on Neutral Tundra? and show me how to make it on Evil and Good tundra?
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Boksi

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Re: Modding Race: Suggestions? And halp.
« Reply #6 on: December 08, 2008, 02:55:47 pm »

[MATGLOSS_WOOD:CRYSTAL]
   [NAME:crystal tree][ADJ:crystal tree]
   [TILE:180]
   [PREFSTRING:fragile branches]
   [DRY]
   [BIOME:TUNDRA]
   [SOLID_DENSITY:100]

There is no such thing as a neutral tag because that's the default. And you can't have it both [GOOD] and [EVIL] at the same time, because those contradict each other.
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[BODY_DETAIL:NAIL:NAIL:NAIL]
[HAMMER:HAMMER:HAMMER]

[TSU_NOUN:nose]
[SUN_TSU_NOUN:art:war]

The Doctor

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Re: Modding Race: Suggestions? And halp.
« Reply #7 on: December 08, 2008, 03:20:13 pm »

Alright.

Also, does Title mean what image in the tileset it uses? I want the tainted one to use the glumprong one, and the pure one to use the feather tree (I think. It's two to the left of the glumprong image) one. But I don't know how to get them to use certain tiles.
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Boksi

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Re: Modding Race: Suggestions? And halp.
« Reply #8 on: December 08, 2008, 03:25:47 pm »

You are correct, the [TILE:] tag is the tile it uses from the tileset.

Tile 180 is the glumprong tree. Tile 5 is feather tree amongst other trees.
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[BODY_DETAIL:NAIL:NAIL:NAIL]
[HAMMER:HAMMER:HAMMER]

[TSU_NOUN:nose]
[SUN_TSU_NOUN:art:war]

The Doctor

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Re: Modding Race: Suggestions? And halp.
« Reply #9 on: December 08, 2008, 03:40:37 pm »

Ah, alright.

Is there a way to find out by Math what tile is what? Like, line 9, column 9, is... 81? Or do I have to go the wiki?
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varkarrus

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Re: Modding Race: Suggestions? And halp.
« Reply #10 on: December 08, 2008, 03:44:20 pm »

You need to go to the wiki.
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Or try FUBAR! The best chocolate bar ever!
And you can't eat them, either, sadly. Even though it'd make sieges so much more fun; dwarves lining the walls, drooling and carrying sharp knives and forks, ready for the upcoming meals.

Boksi

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Re: Modding Race: Suggestions? And halp.
« Reply #11 on: December 08, 2008, 03:57:11 pm »

http://www.dwarffortresswiki.net/index.php/Tileset

You could also manually count them, but that is much more inefficient.
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[BODY_DETAIL:NAIL:NAIL:NAIL]
[HAMMER:HAMMER:HAMMER]

[TSU_NOUN:nose]
[SUN_TSU_NOUN:art:war]

Warlord255

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Re: Modding Race: Suggestions? And halp.
« Reply #12 on: December 08, 2008, 04:28:24 pm »

Have you been able to get your tundra tree to generate? I've been trying the same, based off the Saguaro, just with the biome changed, and it refuses to exist.
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The Doctor

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Re: Modding Race: Suggestions? And halp.
« Reply #13 on: December 08, 2008, 05:10:52 pm »

I'm about to try.

Nope. The crystal trees didn't spawn...

How can I do this? I don't know. I can't make my tundra race without tundra plants and wood.
« Last Edit: December 08, 2008, 06:05:20 pm by DoctorZ »
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Warlord255

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Re: Modding Race: Suggestions? And halp.
« Reply #14 on: December 08, 2008, 07:01:46 pm »

Plants they can live without.

If you set their site type to city, they will have wooden buildings but no furniture.

I'm not sure whether or not tundra and glacier biomes are hardcoded to have no trees. Maybe relocate them to taiga?
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