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Author Topic: [MODDING] CREATURE & ENTITY QUESTIONS THREAD  (Read 737517 times)

McFeel

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5610 on: March 23, 2025, 07:25:05 pm »

Thank you very much for taking the time in reading the whole code, and solving the problem.
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0x517A5D

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5611 on: March 23, 2025, 09:08:31 pm »

It's not quite fixed yet.  The tiefling and dhampire variant body parts are added, but they don't have tissues.  Not sure why.

I can't find a single example in the vanilla raws of appending a second BODY tag with extra parts.  Not even when it would be obvious, like ANT_MAN caste DRONE adding 2WINGS, or DEER caste MALE adding 2HEAD_ANTLER.

So it's probably not legal.  You may have to SELECT_CASTE/SELECT_ADDITIONAL_CASTE all except tiefling and dhampire, apply the standard humanoid body to them, and then individually specify the tiefling and dhampire variant bodies.  You should still be well under that 255 body-part limit.

Edit: I think you will want to specify all the material and tissue templates inside a SELECT_CASTE:ALL instead of individually.  Just drop the HORN template in there as well, it won't mess up anything for all the castes that don't have horns.
« Last Edit: March 23, 2025, 09:18:20 pm by 0x517A5D »
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aSpatula66

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5612 on: March 23, 2025, 09:16:31 pm »

I can't find a single example in the vanilla raws of appending a second BODY tag with extra parts.  Not even when it would be obvious, like ANT_MAN caste DRONE adding 2WINGS, or DEER caste MALE adding 2HEAD_ANTLER.

So it's probably not legal.  You may have to SELECT_CASTE/SELECT_ADDITIONAL_CASTE all except tiefling and dhampire, apply the standard humanoid body to them, and then individually specify the tiefling and dhampire variant bodies.  You should still be well under that 255 body-part limit.

I've done it and it worked fine
You need to add the extra body parts before defining tissues though

0x517A5D

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5613 on: March 23, 2025, 09:20:43 pm »

So you would have a section that specifies all the body variants, then a second section that specifies the tissues?  I can see why that might work.
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McFeel

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5614 on: March 23, 2025, 09:42:30 pm »

I just added [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] to the tiefling body definition, and it solved the missing tissue problem. The creature works perfectly fine now, without errors. Thanks.
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Nuclearfairy

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5615 on: March 24, 2025, 10:07:52 pm »

In plant growth print priority, does the higher number have higher priority or does the lower one? Like if I gave one growth print 1, and the next 2 which one would be more likely to show?
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Nuclearfairy

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5616 on: March 26, 2025, 03:13:08 am »

Okay, so higher numbers do seem to give higher priority, and even when two different tiles have the same priority in the plant it'll only show one or the other for the whole map.
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Nuclearfairy

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5617 on: March 28, 2025, 08:23:38 pm »

Another question. I'm trying to give a creature steel bones, just steel bones. I could easily make the bones generic metal with:
Code: [Select]
[USE_MATERIAL_TEMPLATE:BONE:METAL_TEMPLATE]
[BONE:LOCAL_CREATURE_MAT:BONE:SOLID]
[BUTCHER_SPECIAL:BAR:NONE]
but then I'd have to make a whole slew of reactions to make them useable at the forge. But I've never tried anything like this before and I can't figure out how to get it to work.

Spoiler (click to show/hide)

I'm not getting any error messages, but the bones are just coming out as bones and this seems to have no effect on the critter.

Here's the whole critter btw.

Spoiler (click to show/hide)
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McFeel

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5618 on: March 29, 2025, 10:33:43 am »

You can obtain a similar result with this:
   [EXTRA_BUTCHER_OBJECT:BY_CATEGORY:BODY_UPPER]
      [EBO_ITEM:ITEM:ITEM:MATERIAL:MATERIAL]
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DPh Kraken

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5619 on: March 29, 2025, 05:11:43 pm »

Instead of defining steel as a separate tissue, you can edit the bone tissue's properties.

Code: [Select]
[REMOVE_MATERIAL:BONE]
[SELECT_TISSUE:BONE]
    [TISSUE_NAME:steel bone:NP]
    [TISSUE_MATERIAL:INORGANIC:STEEL]
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brewer bob

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5620 on: March 29, 2025, 06:14:14 pm »

Another question. I'm trying to give a creature steel bones, just steel bones. I could easily make the bones generic metal with:
Code: [Select]
[USE_MATERIAL_TEMPLATE:BONE:METAL_TEMPLATE]
[BONE:LOCAL_CREATURE_MAT:BONE:SOLID]
[BUTCHER_SPECIAL:BAR:NONE]
but then I'd have to make a whole slew of reactions to make them useable at the forge. But I've never tried anything like this before and I can't figure out how to get it to work.

You could make a reaction that "processes" the steel bones into a steel bar. That way you'd only need one reaction.

Nuclearfairy

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5621 on: March 30, 2025, 01:56:25 am »

Instead of defining steel as a separate tissue, you can edit the bone tissue's properties.

Code: [Select]
[REMOVE_MATERIAL:BONE]
[SELECT_TISSUE:BONE]
    [TISSUE_NAME:steel bone:NP]
    [TISSUE_MATERIAL:INORGANIC:STEEL]

It might be because I'm still playing version 47, but I unfortunately got this error message;

Code: [Select]
*** Error(s) found in the file "raw/objects/creature_fantastical.txt"
JACKALOPE:Unrecognized Creature Token: TISSUE_NAME
JACKALOPE:Unrecognized Creature Token: TISSUE_MATERIAL
JACKALOPE:Unrecognized Creature Token: BUTCHER_SPECIAL
*** Error(s) finalizing the creature JACKALOPE
undefined local creature material set to default: JACKALOPE BONE
Thanks though. :)

Another question. I'm trying to give a creature steel bones, just steel bones. I could easily make the bones generic metal with:
Code: [Select]
[USE_MATERIAL_TEMPLATE:BONE:METAL_TEMPLATE]
[BONE:LOCAL_CREATURE_MAT:BONE:SOLID]
[BUTCHER_SPECIAL:BAR:NONE]
but then I'd have to make a whole slew of reactions to make them useable at the forge. But I've never tried anything like this before and I can't figure out how to get it to work.

You could make a reaction that "processes" the steel bones into a steel bar. That way you'd only need one reaction.

Oh! That seems pretty simple, I'll have to see if I can get it working.
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DPh Kraken

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Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« Reply #5622 on: April 01, 2025, 03:20:39 am »

Did you put the lines I sent after [BODY_DETAIL_PLAN:STANDARD_TISSUES]?
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