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Dwarf Fortress => DF Modding => Mod Releases => Topic started by: Dirst on October 17, 2014, 02:49:16 pm

Title: [0.42&0.43] The Earth Strikes Back! v2.15 - It's a mine... it's-a not yours!
Post by: Dirst on October 17, 2014, 02:49:16 pm
The Earth Strikes Back!

A mod for Dwarf Fortress v0.42 and v0.43.

Download version 2.15 from DFFD (http://dffd.bay12games.com/file.php?id=9915)
Rubble module (http://dffd.bay12games.com/file.php?id=11912)
Backup location (https://www.dropbox.com/sh/8lwraiy7v7jkifv/AADqFKPo1SCZtQSxp184MeN1a?dl=0)


Requirements:
- Dwarf Fortress v0.42.04 or later
- DFHack 0.42.04r1 or later
- Rubble 8.2.0 or later (for Rubble version only)

Previous version for Dwarf Fortress v0.40 is available here (https://www.dropbox.com/sh/8lwraiy7v7jkifv/AADqFKPo1SCZtQSxp184MeN1a?dl=0).

This mod includes new creatures, some new high-value gems to balance the risk posed by the new creatures, new workshops to mitigate the risks, exotic new plants as a side-effect of the new creatures' and gems' origins, and graphics for Stonesense, TWBT, and the main interface.


Background:
The world is flush with life, anywhere and everywhere we witness an endless variety of living things.  Not only do we see birds in the sky, beasts on the ground and fish in the sea, but ancient trees burrow into the earth itself for sustenance.  Some, such as the Dwarves and Goblins, are aware that life is as boundless below the surface as above it, filling great caverns with fantastic plants and animals and peoples.  Life, it seems, is everywhere.

From where does all of this life come?  Doubtless the gods forged it originally, striking upon the anvil of the world with unimaginable crafts to create the infinite variety of living things we see today.  To those races that have tamed even the simplest metals, it is obvious that the seas and the soil are too soft a foundation upon which to forge anything of consequence... life must have been forged on solid rock.  But we do not need to take this on faith... the Dwarves who mine into solid rock know that this is true.

When the gods forged the first life, their strikes were of such incredible force that even the forgotten embers possessed power beyond mortal comprehension.  These embers, buried deep within the rock, imbue the surrounding stone with the dignity and vigor of a living thing.  Fresh, hot embers are surrounded by Living Stone that can be quite dangerous if awakened by careless mining.  The smaller embers have cooled leaving behind Hidden Gems where they otherwise would not be expected.

Any miner knows that the surest way to prosperity is to strike the earth.  Wise miners know that sometimes the earth strikes back.


Features:
Hidden Gems
High-value gems lie hidden within the layer stones, and there is one Hidden Gem type for each of the 24 types of standard layer stone (the 25th and 26th, obsidian and slade, are special enough already).  They resemble common gems, but all are precious due to their special origins.  For example, Hidden Onyx is found within limestone and is much more valuable than common onyx.

Living Stone
Some stone still burns with enough animating force to react when struck by a pick, and this is when an Awakened Stone pulls itself free of the rock to attack the miner.

Awakened Stones
A bewildering hybrid of flesh and stone, an Awakened Stone appears to be a boulder with a face and four long, clawed arms.  The core of this creature is nerve and muscle and bone, but it is covered in a thick layer of stone and has mud running through its veins.  Had it been left in peace, its iridescent eyes would have eventually solidified into Hidden Gems.  A single Awakened Stone is no match for a prepared militia, but these creatures usually turn up deep in the mines where the only protection comes from the miner's pick.

Tributes, Altars and Secrets
Fortunately, Dwarves have learned how to pacify Living Stone so that the Awakened Stones that emerge are tame.  This is accomplished by researching a Secret (like necromancy, but less icky) or building a Tribute workshop from three blocks of that layer stone (or an Altar from a boulder of that stone inside an appropriate temple) and sacrificing a gem.  Each miner that learns the Secret or sacrifices an appropriate gem at the Tribute or Altar will usually be at peace with any Living Stone he or she awakens.  An appropriate sacrifice is expensive: either a large gem or any cut gem of that layer's Hidden Gem.

A Secret or sacrifice is specific to a miner and a layer stone.  A miner who has made Tribute to Limestone will be at peace with any new Awakened Limestones he or she frees from the rock, but would still be considered an enemy by Awakened Granite.  Another miner from the same fortress would anger an Awakened Limestone unless he or she also made an appropriate sacrifice.

Awakened Magma and Incandescent Stones
Living Stone that was unlucky enough to be awakened by magma is similar to an Awakened Stone, except that it is red-hot with heat and anger.  Tributes are of no use pacifying these creatures because they were not awakened by miners.  Living Stone that melts in magma becomes Awakened Magma, while "magma-safe" Living Stone becomes Incandescent Stone.

Wyrms
Embers of creation that have cooled leave Hidden Gems, those that are still warm leave Awakened Stones, and the hottest ones leave an egg that hatches into a fast-growing Wyrm.  Although it hatches about the same size as an Awakened Stone, it will be the size of a dragon within a month.

Unlike Awakened Stones, these embers burn so hot that most of a Wyrm remains organic after it is slain.  Unfortunately, these hot embers are very difficult to pacify with Tribute.  A Dwarf who has made an appropriate Tribute does not calm a Wyrm, but at least the beast won't be berserk when it emerges.  Usually.

Awakened Storms
Embers of creation that fall onto a lake or river simply burn their way through to the rock below, but an Ember that falls into the ocean stays in contact with the water long enough to affect it.  The boiling region rises above the surface to form a swirling mass of clouds and lightning that can be devastating to a coastal settlement.

Gem Seeds and Gem Vines
The boundary between animate Living Stone and inanimate Hidden Gem is not always simple or obvious.  Some Hidden Gems still contain enough force that they can be coaxed back to life.  A dwarf can attempt to extract a Gem Seed from a Hidden Gem at an appropriate Tribute.  If the extraction is successful, the Gem Seed can be planted to produce Gem Vines that can be brewed into alcohol and occasionally produce more Hidden Gems.

Pet Rocks
People often take comfort from talking to their plants or pets, even if there is no obvious response.  Some people have adopted bits of Living Stone as their conversation partners... at least they believe they are talking to Living Stone.  It is very difficult to tell Living Stone apart from regular stone.

DFHack Scripts
The mod includes seven DFHack scripts, more-item-descriptions, tesb-add-pets, tesb-create-unit, tesb-info, tesb-job-monitor, tesb-wake, and tesb-weather.

The tesb-info script print the mod's version number and gives information on how often Living Stone and Hidden Gems appear.

The other scripts are used internally, but they can be entered into the DFHack console if desired.  Use with -help for parameters.


Installation:
Method A: If you do not use Rubble or the Starter Pack's mod tool.

1. Unzip the file on top of your Dwarf Fortress folder.  Ensure that you will be prompted before overwriting anything.

2. You will be notified that raw/objects/entity_default.txt already exists.  If you use no other mods, accept this overwrite.

3. You will be notified that stonesense/index.txt already exists.  Again, if you use no other mods, accept this overwrite.

4. You will probably be notified that raw/onload.init already exists.  If this happens, copy the contents of this file into the your existing init file.

5. If you do use other mods, copy the contents of raw/objects/entity_default.insert and paste them into raw/objects/entity_default.txt between the [PERMITTED_BUILDING:SCREW_PRESS] and [PERMITTED_REACTION:TAN_A_HIDE] lines.  Then open the stonesense/index.txt file to add the text tesb/index.txt by itself on the last line.

6. If you do not want to use the creature graphics (e.g., want to use ASCII only), delete the file raw/graphics/graphics_TESB_awakenedstone.txt (you can also delete the tesb subfolder if desired).

7. To enable the TWBT overrides, add the contents of data/init/overrides.insert to data/init/overrides.txt (preferably at the end of the file).  Do this after any graphics packs changes you make with a Starter Pack.

8. If you use GemSet, you may wish to search-and-replace [CREATURE_TILE:'W'] with [CREATURE_TILE:'l'] in creature_TESB.txt to use a more Wyrm-like corpse tile.

Method B: If you want to use the Starter Pack's mod tool to manage The Earth Strikes Back.  This method is a bit hackish until I can figure out an elegant solution.

1. Unzip the file into a folder inside the Starter Pack's LNP/Mods folder, such as TESB.

2. Cut the stonesense folder out of this location and paste it into your Dwarf Fortress folder.  You will be notified that stonesense/index.txt already exists.  (Or simply delete this folder if you do not want Stonesense assets.)

3. If you use no other mods with Stonesense content, accept this overwrite.  Otherwise, add tesb/index.txt by itself on the last line.

4. Cut the grahics folder (which is inside the raw folder just extracted) out of this location and paste it into the same spot under LNP/Graphics/<your graphics pack>/raw.  There should be no conflicts.  (Or simply delete this folder if you want to use ASCII graphics.)  If you use GemSet, you may wish to search-and-replace [CREATURE_TILE:'W'] with [CREATURE_TILE:'l'] in creature_TESB.txt to use a more Wyrm-like corpse tile.

5. Cut the data folder out of this location and past into your Dwarf Fortress folder.  To enable the TWBT overrides, add the contents of data/init/overrides.insert to data/init/overrides.txt (preferably at the end of the file).  Do this after any graphics packs changes you make with a Starter Pack.

6. Move the readme_TESB.txt file somewhere convenient if desired.

7. Double-click "The Earth Strikes Back!" to move it from Available to Merged, where it will be highlighted in yellow due to overwriting a vanilla file.  Mix with other mods if desired, then click Install Mods.

Method C: If you want to use Rubble 7.3.1 or later.

1. Acquire the Rubble module (http://dffd.bay12games.com/file.php?id=11912) from DFFD.

2. Place ZIP file in Rubble's addons folder.  Do not unzip it.

3. Check The Earth Strikes Back!.  It will automatically enable Base if necessary.  This mod is compatible with First Landing.

4. This version of the mod includes several configration variables to customize your experience.
- Creature graphics may toggled be ON or OFF
- Secrets may be toggled ON or OFF
- Gem vines may be toggled ON or OFF
- Pet rocks may be toggled ON or OFF (but who could every toggle off such adorable creatures?)
- Living stone may be set to COMMON, RARE or NEVER
- Hidden gems may be set to COMMON, RARE or NEVER

Setting living stone to NEVER prevents anything from appearing while mining, and disables all of the creatures other than pet rocks.  Setting hidden gems to NEVER has the side-effects of disabling plants and turning Wyrm eyes into common gems.  If living stone and hidden gems are *both* set to NEVER, then Tributes have no function and are disabled.

Stonesense assets are installed if creature graphics are ON.  Note that Stonesense is not save-specific, so it is sufficient to install it once.

5. Generate raws normally.



Future Development Plans:
1. Leverage new DF 0.42/0.43 features.
2. Contribute to research on fixing spawned creature behavior.
3. Make the graphics a little less embarassing.



Reference:
Hidden Gems
All Hidden Gems are precious (material value 40) and can be used normally for gemcutting and encrusting once mined.  However, when they are still in the ground they are indistinguishable from the layer stone around them even to DFHack tools like prospect and reveal.  A notification such as "You have struck hidden amethyst!" will be generated whenever a Hidden Gem is found.  There are twenty-four types of Hidden Gem, one for each of the main layer stones in the game (the 25th and 26th, obsidian and slade, are special enough on their own).

♦   Hidden amber opal is found in sandstone.
♦   Hidden amethyst is found in gabbro.
♦   Hidden aquamarine is found in schist.
♦   Hidden beryl is a golden-yellow-colored gem found in marble.
♦   Hidden black opal is found in dolomite.
♦   Hidden bone opal is a beige-colored gem found in siltstone.
♦   Hidden cherry opal is a chestnut-colored gem found in rock salt.
♦   Hidden emerald is found in granite.
♦   Hidden fire opal is a scarlet-colored gem found in mudstone.
♦   Hidden garnet is a blue-colored gem found in gneiss.
♦   Hidden milk opal is a cream-colored gem found in claystone.
♦   Hidden onyx is a black and white gem found in limestone.  Like normal onyx, it is colored "black" for game purposes.
♦   Hidden pinfire opal is a flax-colored gem found in conglomerate.
♦   Hidden pyrite is a silver-colored gem found in dacite.
♦   Hidden pyrope is a dark-red-colored gem found in slate.  Like normal black pyrope, it is colored "black" for game purposes.
♦   Hidden quartz is a cream-colored gem found in andesite.
♦   Hidden shell opal is an ivory-colored gem found in shale.
♦   Hidden spinel is a purple-colored gem found in diorite.
♦   Hidden sunstone is a red gem with yellow flecks found in basalt.  Like normal sunstone, it is colored "pumpkin" for game purposes.
♦   Hidden tourmaline is an indigo-colored gem found in quartzite.
♦   Hidden turquoise is found in rhyolite.
♦   Hidden wax opal is a flax-colored gem found in chert.
♦   Hidden white opal is found in chalk.
♦   Hidden zircon is a red-colored gem found in phyllite.

Note that material preferences for Hidden Gems are unrelated to the normal gems with similar names.  That is, a Dwarf with a preference for amethyst will not be impressed by hidden amethyst, and vice versa.  This is due to the same system that makes "gold" and "native gold" unrelated preferences in the vanilla game.

Spoiler: Technical details (click to show/hide)

Living Stone
When a tile of Living Stone is mined, the resulting boulder animates into an Awakened Stone.  Whether that Awakened Stone is friendly or hostile depends on whether the miner performed a sacrifice at an appropriate Tribute.

Spoiler: Technical details (click to show/hide)

Awakened Stones
When Living Stone is disturbed by mining, it attempts to tear itself free of the surrounding rock to move about on its own.  You will receive an announcement like "Urist McMiner has awakened a creature of Living Limestone" if the miner previously made a sacrifice at an appropriate Tribute, and the Awakened Stone will be tame.  Otherwise you will receive an announcement like "Urist McMiner has incurred the wrath of an Awakened Limestone", and the Awakened Stone will be hostile.  There is a one-in-ten chance that a hostile Awakened Stone will be berserk.  If an Awakened Stone is hostile, it will remain hostile even if it later meets a Dwarf who made an appropriate Tribute.

An Awakened Stone appears to be a boulder with a face and four long, clawed arms.  Its surface is made of rock and its blood is mud, but while still animated it has organic fleshy innards with familiar bones and organs.  Upon death, an Awakened Stone reverts quickly to a normal boulder.
     
Awakened Stone
â
Urist likes awakened stones for their chiseled features.

In combat, an Awakened Stone is much more likely to bite than it is to use its claws.  Tame specimens can be trained for hunting or war, but they cannot breed.  Awakened Stones have a high running speed (60kph) but accelerate slowly, and they are not slowed down as much as other creatures by climbing or crawling (19kph).  They are also low-level building destroyers (able to destroy archery targets, slabs, statues, windows, wooden doors, and wooden hatches), making it that much harder to slow them down.

The creature tile for an Awakened Stone is â (although this will only be visible if the creature graphics are disabled).  The tile color is brown, dark gray, gray, light gray, or white depending on the stone type.

Spoiler: Technical details (click to show/hide)

Tributes and Altars
A Tribute is a 3x3 workshop constructed from three blocks of a layer stone, while an Altar is a 1x1 workshop constructed from a boulder of a layer stone.  An Altar will only function if it is built inside a temple dedicated to a deity associated with an appropriate Sphere (see Secrets below).

The Masonry labor is required to construct a Tribute or Altar and the Mining labor is required to perform sacrifices or extract Gem Seeds at one.  The sacrifices are very expensive, so it is recommended that a Manager be used to assign a specific miner to the workshop to ensure that the intended Dwarf performs the sacrifice.
     
Tribute
 O O   XXX
  ∩    XXX
 O O   XXX

Each Tribute or Altar allows two "sacrifice" reactions, either of which has the same effect upon the Dwarf performing the reaction.  The first reaction (shortcut lowercase-L) consumes a large gem, and the second one (shortcut lowercase-H) consumes a normal cut gem of the Hidden Gem associated with that stone.  For example, the Tribute to Marble allows "Sacrifice large gem (l)" and "Sacrifice hidden beryl (h)".

The Dwarf performing the sacrifice will be permanently affected by a syndrome (e.g., "marble favor") that has two effects.  The first effect is to reduce the hostility of any Awakened Stones or Wyrms that the Dwarf releases from Living Stone.  The second effect is that the Dwarf suffers half-damage from anything made of that stone, including falling onto a floor of that material.  Repeated sacrifices do not further reduce the damage.

The third reaction attempts to extract a Gem Seed from a rough Hidden Gem, with a shortcut key of lowercase-X.  For example, the Tribute to Marble allows "Extract hidden beryl seed (x)".  The attempt always destroys the rough Hidden Gem and produces a usable Gem Seed 50% of the time.

Spoiler: Technical details (click to show/hide)

Secrets
A person can also gain the "favor" syndrome by learning a divine Secret.  The Secret can be written down and learned by others, but unlike necromancy the holders of these secrets do not build towers.  Learning one of the Secrets does not prevent learning the others, so in principle a migrant can arrive who is already at peace with several types of Living Stone.

Sedimentary stones are in the EARTH and MINERALS Spheres.  Rock salt is also in the SALT Sphere.
Metamorphic stones are in the EARTH and MOUNTAINS Spheres.
Igneous intrusive stones are in the MOUNTAINS and CAVERNS Spheres.
Igneous extrusive stones are in the MOUNTAINS and VOLCANOS Spheres.
Flux stones are in the MINERALS and METALS Spheres.

Spoiler: Technical details (click to show/hide)

Awakened Magma and Incandescent Stones
These creatures were Living Stone awakened by natural causes, and as such there is no opportunity to calm them with Tributes.  In fact, these creatures are perpetually angry and completely untrainable.

They are also as hot as magma and always on fire.  The difference between Awakened Magma and Incandescent Stone is that the former has a molten surface while the latter has a red-hot solid surface of magma-safe stone (Basalt, Chert, Dolomite, Gabbro, Quartzite or Sandstone).  They are at home in subterranean magma formations, but often wander across the land in search of prey.
     
Awakened Magma
â
Urist likes awakened magmas for their mesmerizing colors.
     
Incandescent Stone
â
Urist likes incandescent stones for their hot tempers.

Spoiler: Technical details (click to show/hide)

Wyrms
A Wyrm resembles a wingless dragon, although it is covered in rock instead of scales.  These fast-growing beasts attack with their bites, claws and tails, and fortunately lack the fiery breath attack of their look-alikes.  Born about the size of an Awakened Stone, a Wyrm quadruples in size each week for four weeks to roughly the size of a dragon.  The initial miner who released the Wyrm will probably have the easiest time killing it.  Any Living Stone hot enough to emerge as a Wyrm will be hostile, but the creture is much less likely to be berserk if the miner had previously made an appropriate Tribute.
     
Wyrm
W
Urist likes wyrms for their rapid growth.
These fast-growing beasts attack with their bites, claws and tails, and have special attacks that vary depending on their type:
    Aquifer-bearing stones have a bite that causes all fat tissue to swell up (as it fills with water).
    Igneous extrusive stones can slap the ground with their tail, staggering nearby foes.
    Igneous intrusive stones can spit magma.
    Flux stones have steel for bones, teeth, and their oversized claws.
    The remaining Wyrms spit rocks quite often.

Spoiler: Technical details (click to show/hide)

Awakened Storms
An Awakened Storm is a huge, dense formation of clouds with four swirling arms around a central core.  These arms will batter and lash nearby creatures, but the lightning that surrounds them will strike any creature in the vicinity.  Lightning is far more dangerous to creatures standing in water, and that is likely because it is always raining when an Awakened Storm arrives.

An Awakened Storm does not have any vital organs, so killing it requires disrupting its core.  Once that is accomplished, you will be rewarded with a special Hidden Gem that cannot be acquired through mining.
     
Awakened Storm
§
Urist likes awakened storms for their swirling motion.

Spoiler: Technical details (click to show/hide)

Gem Seeds and Gem Vines
If the fortress extracts a Gem Seed from a rough Hidden Gem at a Tribute, that seed can be planted in an underground farm plot to produce a Gem Vine.  Each type of Hidden Gem has its own species of Gem Vine. The growths of this plant, known as "clusters," can be processed at a Still to produce 5 units of alcoholic "spirits" and a 20% chance of recovering a rough Hidden Gem.  For example, an amethyst seed can grow into an amethyst vine which produces amethyst clusters; those clusters can be brought to a Still to produce amethyst spirits and possibly a rough hidden amethyst.

The reaction at the Still is "brew gem cluster (g)" and requires a barrel or pot to hold the spirits.
Gem Vine
"
Urist likes gem vines for their gem clusters.

Spoiler: Technical details (click to show/hide)

Pet Rocks
These small pets are very low-maintenance because rocks don't eat or drink.  Unfortunately, they will not move unless picked up by a dwarf.  Pet Rocks should be pastured in meeting areas to make them more likely to be adopted, then released from the pasture in case the owner wishes to bring the new pet to work.  If any Pet Rock ever did anything, no one witnessed it.

Pet Rock
·
Urist likes pet rocks for their inactivity.

Spoiler: Technical details (click to show/hide)

DFHack Scripts
more-item-descriptions adds mod-specific information to the detailed item description screen.

tesb-add-pets adds specific pet castes to the civilizations of a specific entity, making them available at embark.  Here it is used to add Per Rocks associated the layer stones known to that civilization.

tesb-create-unit is version 0.55 of modtools/create-unit.  This mod-specific copy is used if the DFHack version is before 0.43.03-r1.

tesb-info reports the version of the mod and information about the probabilities of striking Living Stone or Hidden Gems while mining.

tesb-job-monitor is used in spawning Hidden Gems, Awakened Stones and some Pet Rocks while mining.  It also monitors the construction of Tributes to ensure they end up as the proper type.  This script is configured from onload.init and running it without arguments in the console will report the grace period.

tesb-wake is discussed in the technical details for Tributes.

tesb-weather is used to force rain when an Awakened Storm is on the map.

Spoiler: File list (click to show/hide)

Spoiler: Known bugs (click to show/hide)
Title: [40.xx] The Earth Strikes Back! v1.34 - In this land, aquifer pierce you!
Post by: Dirst on October 17, 2014, 02:49:34 pm
Here is a small gallery of things you'll find in The Earth Strikes Back!

BUILDINGS
(http://i8.photobucket.com/albums/a28/8gon/Tributes.png)
In Stonesense, the appearance of Tributes veries depending on what type of stone is used to build them.

CREATURES
(http://i8.photobucket.com/albums/a28/8gon/TESB206.gif)
Back row (left to right): Wyrm (basalt), Awakened Storm, Awakened Stone (granite)
Middle row: War-trained Awakened Stone (chalk), Awakened Magma (gneiss), Incandescent Stone (gabbro), Hunter-trained Awakened Stone (sandstone)
Note that the flashing eyes are an artifact of the GIF recorder, but everything else is a good representation of what you see in Stonesense.
Front row: Pet Rocks (marble)



Same creatures in the main DF interface:
(http://i8.photobucket.com/albums/a28/8gon/TESB206.png)
Title: Re: The Earth Strikes Back! mod (version 1.00)
Post by: Baffler on October 17, 2014, 02:57:07 pm
You are one clever bastard. I'll try this for sure once my current fort runs its course.
Title: Re: The Earth Strikes Back! mod (version 1.00)
Post by: infiniteunrest on October 17, 2014, 04:56:45 pm
Very interested to try this out and to see more of your content develop. Congratulations on getting this far and good luck with future iterations.
Title: Re: The Earth Strikes Back! mod (version 1.00)
Post by: Abadrausar on October 17, 2014, 06:06:35 pm
This is a very creative and well thought content! incrusted with precious gems and menazing with spikes of living stone, nothing could be more dwarfy.
;-)
Title: Re: The Earth Strikes Back! mod (version 1.00)
Post by: Dirst on October 17, 2014, 08:53:31 pm
Thanks for kind words, everyone.  I know I'm not an expert at militias, so I'm curious to see others' experience to see I balanced the creatures right.
Title: Re: The Earth Strikes Back! mod (version 1.02)
Post by: Dirst on October 23, 2014, 11:48:36 pm
I realize that you can only get the interesting bits of the mod if there is Living Stone on your map, but that some players might consider embark-shopping with prospect all to be cheating.

If that is you, I've added a DFHack script that will list any Living Stone types or Hidden Gem types on the map... but it doesn't reveal the amounts or locations of the deposits.  This script will work pre-embark or in a fortress.

[DFHack]# tesb-prospect
===== Living Stones =====
Living Gabbro
Living Granite
Living Marble

====== Hidden Gems ======
Hidden Amethyst
Hidden Aquamarine
Hidden Emerald
[DFHack]#
Title: Re: The Earth Strikes Back! mod (version 1.10)
Post by: Dirst on November 06, 2014, 12:15:10 pm
Hello everyone, I rounded out the Awakened Stones' ecology a bit.  Specifically: What happens when Living Stone is disturbed by magma rather than a miner?  It depends on whether the stone is magma-safe of not.

If the stone was magma-safe, you end up with a really angry red-hot Awakened Stone.  These are represented in the game as Incandescent Stones.

If the stone was not magma-safe, you end up with a really angry Living Magma.

Both of these can be found deep in subterranean magma formations, and they will wander out onto solid land if given the chance.  If you breach the second cavern layer and find it engulfed in fire, you probably found them :)  Because they occur independent of player actions, they can appear in adventure mode and during worldgen.

I'd appreciate any feedback on the combat-effectiveness of any of the creatures, since I know different people do militias differently (and I am by no means an expert of militia-building).
Title: Re: The Earth Strikes Back! mod (v1.10) - Now even the magma strikes back
Post by: Meph on December 13, 2014, 03:02:14 am
Posting to follow.

And super bonus for the formatting of your opening post, its very well sorted. :)
Title: Re: The Earth Strikes Back! mod (v1.12) - Now even the magma strikes back
Post by: Dirst on February 15, 2015, 11:46:19 pm
Version 1.12 is an intermediate update because the next new feature (extracting seeds from gems) is taking longer than I expected.
Title: Re: The Earth Strikes Back! mod (v1.12) - Now even the magma strikes back
Post by: Dirst on April 09, 2015, 03:47:47 pm
The next version of The Earth Strikes Back is coded up and running, but work commitments are preventing me from dedicating sufficient time for testing it.  For people who like watching their computer burst into flames running untested mods, TESB_dev_build.zip is available at the "backup" site listed in the top post.
Title: Re: The Earth Strikes Back! mod (v1.12) - Now even the magma strikes back
Post by: vjmdhzgr on April 09, 2015, 03:53:29 pm
The next version of The Earth Strikes Back is coded up and running, but work commitments are preventing me from dedicating sufficient time for testing it.  For people who like watching their computer burst into flames running untested mods, TESB_dev_build.zip is available at the "backup" site listed in the top post.
What was added that's so computer combustingly buggy?
Title: Re: [40.08+] The Earth Strikes Back! v1.20 - Hidden gems...what are they hiding?
Post by: Dirst on April 09, 2015, 06:15:12 pm
What was added that's so computer combustingly buggy?
The new version adds extracting seeds from gems, which then get involved with farming.  Lots of changes to plants in 0.40, so it will be interesting to see if everything works the way it's supposed to.

Edit: Everything seems to be in working order, and no computer combustion issues.  So on to the next version!
Title: Re: [40.08+] The Earth Strikes Back! v1.20 - Hidden gems...what are they hiding?
Post by: Dirst on April 14, 2015, 09:00:57 pm
The new version is posted, and it includes a new intermediate state for the embers left over from creation.  Some hidden gems now have enough of a spark left in them that a Tribute can coax them gently back to life, though not into anything as violent as an Awakened Stone.  These delicate gem seeds can be planted into fertile earth to welcome otherworldly plants into your fortress.  These elegant plants occasionally produce hidden gems, but like all useful plants they reliably produce alcohol.
Title: Re: [40.08+] The Earth Strikes Back! v1.21 - You know you want a pet rock
Post by: Dirst on May 13, 2015, 01:24:05 am
Version 1.21 is posted.  Now you on one hand you have some of the stones and some of the magma actively trying to kill your dwarves... but on the other hand you have adorable pet rocks and booze that comes from gems.

Try to catch your pet rocks in the act of... well... anything.
Title: Re: [40.08+] The Earth Strikes Back! v1.22 - Pet rocks, and enemy rocks
Post by: Dirst on June 03, 2015, 07:16:17 am
1.22 is a bugfix update.  The only new feature is that the mod will use the new standard spawn-unit script if it is present, but don't worry it will still use the included custom script as a fallback.  This change is just to take advantage of any new features or stability improvements from the DFHack dev team.
Title: Re: [40.08+] The Earth Strikes Back! v1.22 - Pet rocks, and enemy rocks
Post by: Meph on June 04, 2015, 02:02:56 am
I think it would make sense to change the title to 40.24, to let people know that it's not outdated. Even I had to double check to see if 40.08+ means "current version" or not.
Title: Re: [40.24] The Earth Strikes Back! v1.22 - Pet rocks, and enemy rocks
Post by: Dirst on June 04, 2015, 05:01:38 am
Thanks Meph, that's a really good point.
Title: Re: [40.24] The Earth Strikes Back! v1.22 - Pet rocks, and enemy rocks
Post by: Vattic on July 30, 2015, 06:29:21 am
I think you should have AWAKENED_STONE creatures spawn in caverns rarely. It makes sense that there would be at least some at large down there having been woken by some hapless miner in another fort. That way you might get mention of them in legends.
Title: Re: [40.24] The Earth Strikes Back! v1.22 - Pet rocks, and enemy rocks
Post by: Dirst on July 31, 2015, 09:16:48 am
I think you should have AWAKENED_STONE creatures spawn in caverns rarely. It makes sense that there would be at least some at large down there having been woken by some hapless miner in another fort. That way you might get mention of them in legends.

Dirst cancels working on complicated DFHackery to generate worldgen encounters: facepalming.

I'm also working on a change to how living stone is mined to eliminate the need for a miner to inhale syndrome-laden mist.  I might rush out a new version before incorporating the mining changes, but in the meantime you can add this to the AWAKENED_STONE creature:

Code: [Select]
[BIOME:SUBTERRANEAN_CHASM]
[UNDERGROUND_DEPTH:1:3]
[POPULATION_NUMBER:10:20]
[CLUSTER_NUMBER:1:1]
[FREQUENCY:5]

The only drawback is there is no way to force the game to give you granite Awakaned Stones in granite areas, etc.  But you can imagine these guys have wandered vast distances underground.
Title: Re: [40.24] The Earth Strikes Back! v1.30 - Like mining, but with more bloodshed
Post by: Dirst on July 31, 2015, 01:27:57 pm
Version 1.30 is up.  This version makes significant changes under the hood.

1. Living stone and hidden gems are no longer specific tiles that you could in principle locate and avoid.  Now every time you mine out or carve into a tile of layer stone, there is a random chance of a Hidden Gem or an Awakened Stone.  This means they no longer crowd out other minerals.
2. Awakened Stones can now show up during worldgen (thanks to Vattic's solution that was orders of magnitude simpler than the one I was working on).
3. I removed the FANCIFUL tag from all of the Awakened Stone variants.  They no longer automatically show up in artwork, but dwarves can now have preferences for them normally.
4. Pet rocks no longer all look alike in Stonesense.

Let me know if the Awakened Stones are showing up too often or too seldom.  The current frequencies are supposed to mimic the previous version's, but now it can be fine-tuned much more easily.
Title: Re: [40.24] The Earth Strikes Back! v1.30 - Like mining, but with more bloodshed
Post by: Arcvasti on July 31, 2015, 09:13:56 pm
oOOOOH, this looks intriguing. PTW.
Title: Re: [40.24] The Earth Strikes Back! v1.30 - Like mining, but with more bloodshed
Post by: Bearskie on August 02, 2015, 07:13:43 am
Cool stuff, I like it. :)
Title: Re: [40.24] The Earth Strikes Back! v1.30 - Like mining, but with more bloodshed
Post by: Dirst on August 05, 2015, 01:19:14 pm
Apparently, on this world one can be impressive enough to inspire worship by doing nothing at all.

(http://i8.photobucket.com/albums/a28/8gon/Nunur.png)
Title: Re: [40.24] The Earth Strikes Back! v1.30 - Like mining, but with more bloodshed
Post by: Meph on August 06, 2015, 07:43:07 am
Quote
1. Living stone and hidden gems are no longer specific tiles that you could in principle locate and avoid.  Now every time you mine out or carve into a tile of layer stone, there is a random chance of a Hidden Gem or an Awakened Stone.  This means they no longer crowd out other minerals.
May I ask how you did that?
Title: Re: [40.24] The Earth Strikes Back! v1.30 - Like mining, but with more bloodshed
Post by: vjmdhzgr on August 06, 2015, 01:30:31 pm
Apparently, on this world one can be impressive enough to inspire worship by doing nothing at all.

(http://i8.photobucket.com/albums/a28/8gon/Nunur.png)
I'm pretty sure just about all deities do nothing at all. Only death gods being worshipped by people who want to be necromancers, or ones who curse people that defile their temple do anything.
Title: Re: [40.24] The Earth Strikes Back! v1.30 - Like mining, but with more bloodshed
Post by: Teneb on August 06, 2015, 01:52:11 pm
Apparently, on this world one can be impressive enough to inspire worship by doing nothing at all.

(http://i8.photobucket.com/albums/a28/8gon/Nunur.png)
I'm pretty sure just about all deities do nothing at all. Only death gods being worshipped by people who want to be necromancers, or ones who curse people that defile their temple do anything.
They do from 40.x onwards. Any diety can help a demon escape the underworld for a reason related to their sphere (so a god of heroism frees the demon so heroes can have a villain), and set angels (with sphere-based appearance) to guard the site of the demon's ascent.
Title: Re: [40.24] The Earth Strikes Back! v1.30 - Like mining, but with more bloodshed
Post by: vjmdhzgr on August 06, 2015, 04:38:40 pm
Well that's still not going to be all deities, probably not even half unless it's a really long world with lots of vampires.
Title: Re: [40.24] The Earth Strikes Back! v1.30 - Like mining, but with more bloodshed
Post by: Dirst on August 06, 2015, 05:51:28 pm
Quote
1. Living stone and hidden gems are no longer specific tiles that you could in principle locate and avoid.  Now every time you mine out or carve into a tile of layer stone, there is a random chance of a Hidden Gem or an Awakened Stone.  This means they no longer crowd out other minerals.
May I ask how you did that?
The tesb-mining.lua script uses an eventful callback every time a job is completed, and if it's one of several digging jobs then the scripts checks if it was a layer stone.  If it was, it rolls dice on spawning a creature.  Failing that roll, it rolls dice on spawning a rough "hidden gem".

The main loop is here, though it does refer to helper functions.
Code: [Select]
miningCheck = require('plugins.eventful')
miningCheck.onJobCompleted.one=function(job)
if job.job_type >= 3 and job.job_type <= 7 then
local pos = job.pos
if caste_list[GetLayerMat(pos)] and (not GetVeinMat(pos)) and (not dfhack.maps.getTileBlock(pos).occupancy[pos.x%16][pos.y%16].item) then
if rng:drandom()<living_prob then
local command = "tesb-wake -caste " .. caste_list[GetLayerMat(pos)] .. " -location "
command = command .. "[ " .. pos.x .. " " .. pos.y .. " " .. pos.z .. " ]"
command = command .. " -miner " .. job.general_refs[0].unit_id
dfhack.run_command(command)
elseif rng:drandom()<gem_prob then
local gem = hiddenGem_list[GetLayerMat(pos)]
local gem_name = dfhack.matinfo.find(gem).material.state_name.Solid
dfhack.gui.showAnnouncement("You have struck " .. gem_name .. "!",15)
local command = "modtools/create-item -creator " .. job.general_refs[0].unit_id
command = command .. " -material \"INORGANIC:" .. gem .. "\""
command = command .. " -item ROUGH:NONE"
dfhack.run_command(command)
end
end
end
end

The parameters for that script are set in onload.init.  I haven't had any problems running it directly from the console to override the defaults for testing purposes.
Title: Re: [40.24] The Earth Strikes Back! v1.30 - Like mining, but with more bloodshed
Post by: Dirst on August 06, 2015, 09:03:02 pm
Well that's still not going to be all deities, probably not even half unless it's a really long world with lots of vampires.
As far as I can tell Nunur never cursed anyone nor raised any spires.  I wonder if the [IMMOBILE] tag on the creature (which prevents any use of interactions) has an effect on the deity.
Title: Re: [40.24] The Earth Strikes Back! v1.30 - Like mining, but with more bloodshed
Post by: Teneb on August 06, 2015, 09:14:02 pm
Well that's still not going to be all deities, probably not even half unless it's a really long world with lots of vampires.
As far as I can tell Nunur never cursed anyone nor raised any spires.  I wonder if the [IMMOBILE] tag on the creature (which prevents any use of interactions) has an effect on the deity.
I don't think so. It's just that gods have a random chance of freeing a demon. And for that, a worldgen demon needs to be created by the game in the first place. There are always more gods than demons, so of course only a few will ever do that. Vampires/werecreatures happen when temples are defiled by a creature for whatever reason. From the devlog, we should be seeing a lot more of that soon.
Title: Re: [40.24] The Earth Strikes Back! v1.30 - Like mining, but with more bloodshed
Post by: Muffinator on August 07, 2015, 10:06:47 am
PTW I'm trying out 1.30 now, i really like the mod :D

Edit: Is it possible to use TESB with the more stones metals and gems mod? I'm gonna find out :D
Title: Re: [40.24] The Earth Strikes Back! v1.30 - Like mining, but with more bloodshed
Post by: Dirst on August 07, 2015, 10:57:27 am
PTW I'm trying out 1.30 now, i really like the mod :D

Edit: Is it possible to use TESB with the more stones metals and gems mod? I'm gonna find out :D
I'm glad you like it.  I haven't tried that other mod, but I did try to compartmentalize this one to make it play well with others.  You would need to insert some stuff by cut-and-paste rather than just dropping in the files, but it should all just work.  (I really wish the people making mod-merge tools got together with the people making the visualizer tools, but no ever confused DF with being easy.)

Only oddity might be if the other mod adds new layer stones that TESB doesn't recognize.  They would be barren without any Hidden Gems or Awakened Stones.
Title: Re: [40.24] The Earth Strikes Back! v1.30 - Like mining, but with more bloodshed
Post by: Muffinator on August 07, 2015, 01:17:32 pm
I made a fort and everything seems to be going okay, The barren layers are fine, I believe it adds some layer stones too... I'm beginning to forget what is vanilla now. I actually havent found any hidden or awakened gems yet.

Title: Re: [40.24] The Earth Strikes Back! v1.30 - Like mining, but with more bloodshed
Post by: Muffinator on August 12, 2015, 12:07:31 pm
I just want you to know, dwarves adopting pet rocks is the cutest thing I've ever heard. :3
I love your mod!
Title: Re: [40.24] The Earth Strikes Back! v1.30 - Like mining, but with more bloodshed
Post by: Dirst on August 13, 2015, 09:24:07 am
I checked the More Stone, Metals, Gem Mod, and the only new layer stone is Feldspar.  Add Feldspar variants of Awakened Stones and Pet Rocks would spam error messages at anyone not using that mod, so the correct answer seems to be leaving that stone barren.

And glad that you're enjoying the Pet Rocks :)
Title: Re: [40.24] The Earth Strikes Back! v1.30 - Like mining, but with more bloodshed
Post by: Jazzeraint on August 16, 2015, 06:54:41 pm
Do the Awakened Stones have fleshy innards / organs in order to make them die more easily in combat, or for some other, more arcane reason?
Title: Re: [40.24] The Earth Strikes Back! v1.30 - Like mining, but with more bloodshed
Post by: Dirst on August 17, 2015, 08:36:18 pm
The idea was that the ember turned everything around it into living flesh, and the stone coating is the boundary where it tore itself free from the surrounding rock.  I didn't want to just do Gabbro Men with a different body shape.
Title: Re: [40.24] The Earth Strikes Back! v1.30 - Like mining, but with more bloodshed
Post by: Jazzeraint on August 17, 2015, 08:46:52 pm
The idea was that the ember turned everything around it into living flesh, and the stone coating is the boundary where it tore itself free from the surrounding rock.  I didn't want to just do Gabbro Men with a different body shape.

I have difficulty wrapping my imagination around this creature, but I appreciate the differentiation.

My only personal dis-preferences with this mod are the 1) mass proliferation of gem types with the hidden versions, and thus clutter / etc (further cluttering with the layer-specific gem vine farming), 2) the tribute system feeling similarly cluttery due to its layer-specific design, and 3) the general uselessness of benign awakened stones (though lots of vanilla creatures are similar in their lack of explicit uses, so~).

Regardless, it's an excellent mod, and the scripts are more than high-five worthy.
Title: Re: [40.24] The Earth Strikes Back! v1.30 - Like mining, but with more bloodshed
Post by: Dirst on August 18, 2015, 07:22:02 am
I have difficulty wrapping my imagination around this creature, but I appreciate the differentiation.
The Pet Rocks are made of just stone, if that makes you feel better :)

My only personal dis-preferences with this mod are the 1) mass proliferation of gem types with the hidden versions, and thus clutter / etc (further cluttering with the layer-specific gem vine farming), 2) the tribute system feeling similarly cluttery due to its layer-specific design, and 3) the general uselessness of benign awakened stones (though lots of vanilla creatures are similar in their lack of explicit uses, so~).

There are some really neat tools for de-cluttering raws (Rubble, PyDwarf, etc.) but I couldn't find any way to de-clutter the interface.  I made a single reaction that deftly handles processing every kind of gem cluster, but unfortunately I couldn't do the same for the Tributes.  The alternative is to make a one-size-fits-all Tribute, but it would either need 72 distinct reactions or 26 and a heroic amount of micro-management from the player.

I made a suggestion to let modders reference the workshop's building material in a reaction, which would allow for a single Tribute workshop on the building menu that simply did different things depending on its material.  Since this suggestion would benefit approximately one modder on the planet, I understand it's unlikely to happen.  Though now that I think about it, I can probably achieve that with DFHackery.

The mod expands the types of gems by 20% and the types of underground plants by a lot.  It did bother me hidden gems crowded out ordinary small clusters, but I was able to fix that in version 1.30.  Now they are a rare random drop from mining a tile of layer stone.  I was less worried about living stone crowding out ordinary single-tile clusters because no vanilla gems would compete for the same tiles, but the solution for hidden gems also made living stone spawn awakened stones more reliably (and who knows what other mod might be trying to add single-tile cluster gems?).  The random drop method also slimmed down the mod by 24 materials and a material template.

The gem vines do clutter things up a bit, and if you prefer you can delete plant_tesb.txt to remove them.  You'll end up with a redded-out menu choice on your still and the "extract gem seed" operation at a Tribute will simply destroy the rough gem.

Regardless, it's an excellent mod, and the scripts are more than high-five worthy.
Thanks, I appreciate that.  The original motivation for the mod was to do something that hadn't been done before in DF.  That means I've been learning a lot about how DF works, and that almost all of it requires DFHack sleight-of-hand (it is possible to spawn creatures with raw modding, but it was so unreliable that I didn't release the mod until I'd duct-taped together a 0.40 version of spawn-unit.lua).  Right now, the only feature 100% in the raws is the gem vine, and even that depends on you getting your hands on a rough hidden gem that can only appear due to a script.

Probably not in 1.31, but watch out for a single Tribute building to take on all of the Tribute functions.
Title: Re: [40.24] The Earth Strikes Back! v1.30 - Like mining, but with more bloodshed
Post by: Meph on August 18, 2015, 07:53:41 am
Quote
The original motivation for the mod was to do something that hadn't been done before in DF.

Quote
Three harder mining creatures:
All rocks/ores have a chance to spawn 1-3 rock/metalwraiths.
In igneous-intrusive, the deepest layer, you might hit a balrog or soggoth.
You miner will transform, drop his gear and stand still for a time (shocked and motionless from fear)
Then the creature will spawn, with a little delay, to help your miner to get away.
Rockwraiths are weak, even copper kills them easily. Punches/Kicks wont help though.
Metalwraiths are slightly stronger, you need bronze or iron to kill them.
Balrogs are like little megabeats, send your military.
Soggots need special tactics. They multiply when an apendage gets cut off. If you send your military, you get overrun.
Use cave-ins, magma, fire, ice, obsidian, wall-ins, or kill it otherwise instantly.
(From Masterwork DF, April 2013)

:P
Title: Re: [40.24] The Earth Strikes Back! v1.30 - Like mining, but with more bloodshed
Post by: Dirst on August 18, 2015, 08:21:28 am
Quote
The original motivation for the mod was to do something that hadn't been done before in DF.

Quote
Three harder mining creatures:
All rocks/ores have a chance to spawn 1-3 rock/metalwraiths.
In igneous-intrusive, the deepest layer, you might hit a balrog or soggoth.
You miner will transform, drop his gear and stand still for a time (shocked and motionless from fear)
Then the creature will spawn, with a little delay, to help your miner to get away.
Rockwraiths are weak, even copper kills them easily. Punches/Kicks wont help though.
Metalwraiths are slightly stronger, you need bronze or iron to kill them.
Balrogs are like little megabeats, send your military.
Soggots need special tactics. They multiply when an apendage gets cut off. If you send your military, you get overrun.
Use cave-ins, magma, fire, ice, obsidian, wall-ins, or kill it otherwise instantly.
(From Masterwork DF, April 2013)

:P

Yes, I know, I found Masterwork's "warpstone" feature after I'd sunk quite a bit of work into the raws-only method... if I recall correctly it was the first example I'd seen of raws-only spawing that actually functioned, though it was over-complicated for my purposes.  There is a ridiculous amount of creative content for DF.

That said, I am so glad that warmist came along with the spawn-unit script  :)
Title: Re: [40.24] The Earth Strikes Back! v1.30 - Like mining, but with more bloodshed
Post by: Jazzeraint on August 18, 2015, 11:35:11 am
Quote
The original motivation for the mod was to do something that hadn't been done before in DF.

Quote
Three harder mining creatures:
Spoiler (click to show/hide)
(From Masterwork DF, April 2013)

:P

We already know you're awesome, Meph. ;)
Title: Re: [40.24] The Earth Strikes Back! v1.30 - Like mining, but with more bloodshed
Post by: Jazzeraint on August 18, 2015, 11:44:00 am
The Pet Rocks are made of just stone, if that makes you feel better :)

It's my own personal failing of imagination, so I don't blame you at all.

There are some really neat tools for de-cluttering raws (Rubble, PyDwarf, etc.) but I couldn't find any way to de-clutter the interface.  I made a single reaction that deftly handles processing every kind of gem cluster, but unfortunately I couldn't do the same for the Tributes.  The alternative is to make a one-size-fits-all Tribute, but it would either need 72 distinct reactions or 26 and a heroic amount of micro-management from the player.

Thinking about it now, I'd probably just add a [REACTION_CLASS] tag to all of the hidden gems, then make a tribute cost 3 cut hidden gems (any), but have that make them wholly 'tributed' to all awakened stones. Less clutter and micromanagement all around. If that's too 'generous', the cost in hidden gems could also be increased.

It did bother me hidden gems crowded out ordinary small clusters, but I was able to fix that in version 1.30.  Now they are a rare random drop from mining a tile of layer stone.  I was less worried about living stone crowding out ordinary single-tile clusters because no vanilla gems would compete for the same tiles, but the solution for hidden gems also made living stone spawn awakened stones more reliably (and who knows what other mod might be trying to add single-tile cluster gems?).  The random drop method also slimmed down the mod by 24 materials and a material template.

All of which I appreciate!

The gem vines do clutter things up a bit, and if you prefer you can delete plant_tesb.txt to remove them.  You'll end up with a redded-out menu choice on your still and the "extract gem seed" operation at a Tribute will simply destroy the rough gem.

Per my thoughts with tributing, I'd probably slim this down to 1 to 4 crops in total, and make it produce a random hidden gem at chance when brewing, especially since all of the hidden gems have the same material value. The side effect of that would be having multiple gems occasionally show up, I think, but I don't mind that kind of randomness.

Probably not in 1.31, but watch out for a single Tribute building to take on all of the Tribute functions.

Looking forward to seeing more!
Title: Re: [40.24] The Earth Strikes Back! v1.30 - Like mining, but with more bloodshed
Post by: Dirst on August 18, 2015, 12:46:47 pm
Thanks for the feedback.  It's really helpful.

As an aside, fleshy innards actually make awakened stones a bit hardier in combat.  Without internal organs, fracturing a stone upper body seems to be an insta-kill.

There's nothing mechanically preventing all stone types from accepting a single tribute, or splitting it to sedimentary, metamorphic, igneous extrusive, and igneous intrusive classes.  The current system's reasoning is that these creatures are only semi-intelligent and they're being lulled by the rocky equivalent of pheromone perfume, which seems to call for fairly specific tributes.*  Version 1.31 will add a second way of attaining "favor" status (mostly for color, since Tributes will still be the most reliable solution), and it could apply at the same level of breadth/detail.  The gem vines could follow suit, though it would probably entail re-arranging the hidden gem types to allow for meaningful groupings.  As it is, all of the hidden ___ opals are associated with sedimentary stones but the others are just "this kind of gem can appear in this kind of rock".

The stumbling block, for the moment, is that there would still be 24 different types of Tribute building anyway, since I can't specify "this building can be made from any of these six specific materials."  I can have a script that deconstructs the building if its materials are wrong, but if I'm going to script it I might as well go with a single building type and script the outcomes of reactions.

I'm curious what everyone thinks about keeping each tribute and gem vine distinct vs. grouping them into 4 classes or even 1 class.  In any case, there will still be 24 types of awakened stone and 24 types of pet rock (even the Modest Mod, which is merciless in reducing material counts, retains all of the layer stones).

*My original concept was more god-based, and was going to require sacrificing a dwarf to build the Tribute that would lull all awakened stones of that type anywhere on the map.  That turned out to be beyond my DFHacknomancy at the time, and the implemented version makes more sense anyway.
Title: Re: [40.24] The Earth Strikes Back! v1.30 - Like mining, but with more bloodshed
Post by: Jazzeraint on August 18, 2015, 01:00:00 pm
The stumbling block, for the moment, is that there would still be 24 different types of Tribute building anyway, since I can't specify "this building can be made from any of these six specific materials."  I can have a script that deconstructs the building if its materials are wrong, but if I'm going to script it I might as well go with a single building type and script the outcomes of reactions.

I was going to say, why not just make them reactions, and the tribute building can be built from whatever stone or materials. If you want to make it costlier, I'd focus on increasing the cost of the reaction, rather than the building itself.

Alternatively, require the building to be built from gemstones.
Title: Re: [40.24] The Earth Strikes Back! v1.30 - Like mining, but with more bloodshed
Post by: Meph on August 18, 2015, 01:16:16 pm
Suggestion:
- A new metal (vein) that spawns strong enemies 100% of the time.
- A new gem (single stone) that spawns a megabeast-like enemy 100% of the time.

You like deep steel? Fight for it.
You want an arkenstone? Defeat it's guardian.
Title: Re: [40.24] The Earth Strikes Back! v1.30 - Like mining, but with more bloodshed
Post by: Dirst on August 18, 2015, 01:28:42 pm
Suggestion:
- A new metal (vein) that spawns strong enemies 100% of the time.
- A new gem (single stone) that spawns a megabeast-like enemy 100% of the time.

You like deep steel? Fight for it.
You want an arkenstone? Defeat it's guardian.
I like that idea, which actually ropes in an idea I was going to put into a completely separate mod.  No one has seen that mod yet since (1) I haven't gotten it up to set-your-computer-on-fire-less-than-100%-of-the-time reliability and (2) it didn't have a decent backstory.  This at least lets me piggyback on the embers-of-creation backstory that already brought us awakened stones, pet rocks and gem vines.
Title: Re: [40.24] The Earth Strikes Back! v1.30 - Like mining, but with more bloodshed
Post by: Muffinator on August 18, 2015, 02:56:52 pm
I checked the More Stone, Metals, Gem Mod, and the only new layer stone is Feldspar.  Add Feldspar variants of Awakened Stones and Pet Rocks would spam error messages at anyone not using that mod, so the correct answer seems to be leaving that stone barren.

And glad that you're enjoying the Pet Rocks :)

Trying to mod on my own, I'm gonna add the Feldspar variants in and see if it works. Thanks!
Title: Re: [40.24] The Earth Strikes Back! v1.30 - Like mining, but with more bloodshed
Post by: Dirst on August 19, 2015, 07:12:37 am
3) the general uselessness of benign awakened stones (though lots of vanilla creatures are similar in their lack of explicit uses, so~).
Just thought I'd mention that tame Awakened Stones can be trained as hunting or war animals.  Be careful, though, because they cave-adapt.
Title: Re: [40.24] The Earth Strikes Back! v1.30 - Like mining, but with more bloodshed
Post by: Jazzeraint on August 19, 2015, 11:40:59 am
Just thought I'd mention that tame Awakened Stones can be trained as hunting or war animals.  Be careful, though, because they cave-adapt.

Oh yeah? How do they compare with dogs?
Title: Re: [40.24] The Earth Strikes Back! v1.30 - Like mining, but with more bloodshed
Post by: Dirst on August 19, 2015, 11:44:36 am
Just thought I'd mention that tame Awakened Stones can be trained as hunting or war animals.  Be careful, though, because they cave-adapt.

Oh yeah? How do they compare with dogs?
I would let you know if I'd ever actually set up a functional kennel :)
Title: Re: [40.24] The Earth Strikes Back! v1.30 - Like mining, but with more bloodshed
Post by: Meph on August 19, 2015, 12:15:59 pm
Another suggestion: Make slade diggable, but make it spawn a random demon. Creature ID for them is DEMON_X, starting with DEMON_1 to whichever demon number you permitted in worldgen, the norm is ~25.

Same would work with FORGOTTEN_BEAST_1 ;)
Title: Re: [40.24] The Earth Strikes Back! v1.30 - Like mining, but with more bloodshed
Post by: Dirst on August 19, 2015, 12:37:47 pm
Another suggestion: Make slade diggable, but make it spawn a random demon. Creature ID for them is DEMON_X, starting with DEMON_1 to whichever demon number you permitted in worldgen, the norm is ~25.

Same would work with FORGOTTEN_BEAST_1 ;)
I'm not sure that would work as intended.
But I think I'm going to work on generalizing tesb-mining.lua so that it's easier to test wacky ideas mid-game.
Title: Re: [40.24] The Earth Strikes Back! v1.30 - Like mining, but with more bloodshed
Post by: Jazzeraint on August 19, 2015, 12:40:26 pm
Another suggestion: Make slade diggable, but make it spawn a random demon. Creature ID for them is DEMON_X, starting with DEMON_1 to whichever demon number you permitted in worldgen, the norm is ~25.

Same would work with FORGOTTEN_BEAST_1 ;)

Hmmm. That's fairly sudden, and idk on the lore behind demon-in-a-rock.

Though the idea of escalating baddies is rather exciting. Would there be a way to have some kind of dig-counter, where eventually you spawn something like, Awakened Behemoth, where it's a massive thing of stone that announces itself with a cave-in of surrounding rock?

'cause that would be awesome.
Title: Re: [40.24] The Earth Strikes Back! v1.30 - Like mining, but with more bloodshed
Post by: Meph on August 20, 2015, 06:45:46 am
Another suggestion: Make slade diggable, but make it spawn a random demon. Creature ID for them is DEMON_X, starting with DEMON_1 to whichever demon number you permitted in worldgen, the norm is ~25.

Same would work with FORGOTTEN_BEAST_1 ;)
I'm not sure that would work as intended.
But I think I'm going to work on generalizing tesb-mining.lua so that it's easier to test wacky ideas mid-game.
Spoiler (click to show/hide)

Other tricks I used to make mining harder: Gas-syndrome rocks that make sick/kill, undiggable veins (people didn't like those, because it messed up their fortress designs), single gems with aquifers (my favourite, they are fun).
Title: Re: [40.24] The Earth Strikes Back! v1.30 - Like mining, but with more bloodshed
Post by: Dirst on August 20, 2015, 11:45:36 am
Though I'm perfectly willing to compromise for playability, the mod is more conceptual than gamey.  What would the consequences be if there were embers-of-creation left behind?  Still haven't decided what happens to an ember that landed in water, though it wouldn't be constrained to my self-imposed rule that a mined creature fit inside the tile.

Requiring the creature to fit inside the tile doesn't completely prevent huge monsters.  The "next level" of awakened stone will be a rocky wyrm that starts boulder-sized and expands to dragon-sized within a season.  Kill it... now.
Title: Re: [40.24] The Earth Strikes Back! v1.30 - Like mining, but with more bloodshed
Post by: Meph on August 20, 2015, 12:13:47 pm
If you can make hidden gems (aka spawn item:ROUGH), can't you add hidden items? A rusty sword. A magical shield. A clockwork crossbow, made of unknown origin. A slade helmet, that makes the wearer go berserk. A strangely-hot rod, allowing the wearer to throw fireballs. Etc.

If you dislike the idea, I take that one for myself. :P
Title: Re: [40.24] The Earth Strikes Back! v1.30 - Like mining, but with more bloodshed
Post by: Dirst on August 20, 2015, 01:19:56 pm
If you can make hidden gems (aka spawn item:ROUGH), can't you add hidden items? A rusty sword. A magical shield. A clockwork crossbow, made of unknown origin. A slade helmet, that makes the wearer go berserk. A strangely-hot rod, allowing the wearer to throw fireballs. Etc.

If you dislike the idea, I take that one for myself. :P
The modtools/create-item.lua script can handle most inorganic items, though it's not set up for quality levels, cut gems, or anything with content.  So you can drop a standard-quality sword or crossbow, but not a book.  The magical items would require their own DFHackery to function, and I'm sure there are tools in the various script repositories around the forum.

One longer-term goal is to ask permission to re-purpose DigRoom.lua to let your miner find a several-tile-radius void that might contain various nasties.


One of the oddities of the current mining script is that the drop chances aren't independent of one another.  It is not like having an encounter table that says:

000-002 Awakened Stone
003-008 Hidden Gem
010-999 Nothing

It's more like

Table I:
000-002 Awakened Stone
003-999 Roll on Table II

Table II:
000-004 Hidden Gem
005-999 Nothing

It's trivial for two possibilities, but gets to be an issue if there are several outcomes or worse yet an arbitrary list.
Title: Re: [40.24] The Earth Strikes Back! v1.30 - Like mining, but with more bloodshed
Post by: Dirst on September 03, 2015, 03:26:09 pm
Getting close to a releasable v1.31, which among other things will make angry Awakened Stones more aggressive.

Even the first victim in the test fort was excited to see progress in developing the mod!

(http://i8.photobucket.com/albums/a28/8gon/Exhilarated.png)
Title: Re: [40.24] The Earth Strikes Back! v1.30 - Like mining, but with more bloodshed
Post by: vjmdhzgr on September 03, 2015, 05:52:04 pm
Suggestion:
- A new metal (vein) that spawns strong enemies 100% of the time.
- A new gem (single stone) that spawns a megabeast-like enemy 100% of the time.

You like deep steel? Fight for it.
You want an arkenstone? Defeat it's guardian.
The problem with this idea is that you could then just buy it if your civilization has access to it, and most civilizations have access to most materials, especially if you make them common enough you'd be able to find them on most embark sites.
Title: Re: [40.24] The Earth Strikes Back! v1.30 - Like mining, but with more bloodshed
Post by: Dirst on September 03, 2015, 10:55:31 pm
The problem with this idea is that you could then just buy it if your civilization has access to it, and most civilizations have access to most materials, especially if you make them common enough you'd be able to find them on most embark sites.
There are two ways to handle that.  The first is to make the metal so damned expensive you can't buy it on embark, and probably not from a caravan until the late game.  The second is make the vein use the soil template (stone, except you can't make anything out of it), and use a script to drop special stuff made out of a completely different material that has no natural environment.

The second sounds complicated, but it's what I'm already doing for Hidden Gems.

I'm leaning toward a "specialler" kind of cluster that's basically a void: mine out one tile and the whole cluster evaporates, with a baddie inside and perhaps some treasure.  The drawback is that I'd be back to crowding out mundane gem clusters.  Making a void appear the same way Hidden Gems or Living Stone does seems really really complicated, but it has the advantage that I can control the size of the void.  Maybe the inhabitant depends on the size of the void, too.

In any case, not going to be in v1.31 and unlikely in v1.32.
Title: Re: [40.24] The Earth Strikes Back! v1.30 - Like mining, but with more bloodshed
Post by: Meph on September 04, 2015, 06:43:35 am
Suggestion:
- A new metal (vein) that spawns strong enemies 100% of the time.
- A new gem (single stone) that spawns a megabeast-like enemy 100% of the time.

You like deep steel? Fight for it.
You want an arkenstone? Defeat it's guardian.
The problem with this idea is that you could then just buy it if your civilization has access to it, and most civilizations have access to most materials, especially if you make them common enough you'd be able to find them on most embark sites.
Very easy solution: [SPECIAL]. Civs dont trade metals with that tag, just like dwarves do not trade adamantine.

Dirst, can you make "voids" that are empty at embark? Aka worldgen plants a cluster or vein of a material, but as soon as you embark, the material is replaced with open-space or floors? I think it would be awesome if dwarves could run into mini-caverns, like veins that are already dug-out and you can quickly move through them. With or without creatures or items inside, just some open area would be nice.
Title: Re: [40.24] The Earth Strikes Back! v1.30 - Like mining, but with more bloodshed
Post by: Dirst on September 04, 2015, 09:10:21 am
Suggestion:
- A new metal (vein) that spawns strong enemies 100% of the time.
- A new gem (single stone) that spawns a megabeast-like enemy 100% of the time.

You like deep steel? Fight for it.
You want an arkenstone? Defeat it's guardian.
The problem with this idea is that you could then just buy it if your civilization has access to it, and most civilizations have access to most materials, especially if you make them common enough you'd be able to find them on most embark sites.
Very easy solution: [SPECIAL]. Civs dont trade metals with that tag, just like dwarves do not trade adamantine.

Dirst, can you make "voids" that are empty at embark? Aka worldgen plants a cluster or vein of a material, but as soon as you embark, the material is replaced with open-space or floors? I think it would be awesome if dwarves could run into mini-caverns, like veins that are already dug-out and you can quickly move through them. With or without creatures or items inside, just some open area would be nice.
They can't be empty at embark, nor will they boil away on their own unless mined, but a script can watch for when a tile is exposed and remove all contiguous tiles of the "void material".

This method crowds out normal veins or clusters.

The other method above makes them pop up at random, but the script needs to respect any boundaries of revealed tiles, veins and clusters.  This means the procedure needs to be prepared to make a smaller-than-planned void, or even abort the void and put a single-tile special instead.

It will be an interesting challenge, but Wyrms and generic Tribute buildings are the next things in queue.
Title: Re: [40.24] The Earth Strikes Back! v1.30 - Like mining, but with more bloodshed
Post by: Meph on September 04, 2015, 09:57:34 am
Quote
Wyrms and generic Tribute buildings
?
Title: Re: [40.24] The Earth Strikes Back! v1.30 - Like mining, but with more bloodshed
Post by: Dirst on September 04, 2015, 03:33:52 pm
Quote
Wyrms and generic Tribute buildings
?
The goal for 1.31 is to add Wyrms as a higher-level Awakened Stone (e.g., Andesite Wyrm) plus some miscellaneous fixes and an alternate path to getting Favor.

The goal for 1.32 is to make a single Tribute building that does different things based on the material from which it's made.
Title: Re: [40.24] The Earth Strikes Back! v1.30 - Like mining, but with more bloodshed
Post by: vjmdhzgr on September 04, 2015, 05:14:22 pm
Suggestion:
- A new metal (vein) that spawns strong enemies 100% of the time.
- A new gem (single stone) that spawns a megabeast-like enemy 100% of the time.

You like deep steel? Fight for it.
You want an arkenstone? Defeat it's guardian.
The problem with this idea is that you could then just buy it if your civilization has access to it, and most civilizations have access to most materials, especially if you make them common enough you'd be able to find them on most embark sites.
Very easy solution: [SPECIAL]. Civs dont trade metals with that tag, just like dwarves do not trade adamantine.

Dirst, can you make "voids" that are empty at embark? Aka worldgen plants a cluster or vein of a material, but as soon as you embark, the material is replaced with open-space or floors? I think it would be awesome if dwarves could run into mini-caverns, like veins that are already dug-out and you can quickly move through them. With or without creatures or items inside, just some open area would be nice.
For some reason I had thought that the [SPECIAL] token was tied to the metal showing up in the lava sea, but I forgot that that's something else.

Also please don't do that empty space thing, I might need to build walls instead of just mine them out which would mean I couldn't engrave them it sounds like a nightmare.
Title: Re: [40.24] The Earth Strikes Back! v1.30 - Like mining, but with more bloodshed
Post by: Dirst on September 04, 2015, 05:26:04 pm
Also please don't do that empty space thing, I might need to build walls instead of just mine them out which would mean I couldn't engrave them it sounds like a nightmare.
These would be in deep areas, uncommon even there, and only 3 or 4 tiles across.  Haven't thought through if they'd be pre-placed persistently, pre-placed each time the map is loaded, or truly pop up at random during mining.

I understand that voiding out a whole vein-shaped area or large cluster could wreak havoc on fort designs.  There's no need to reinvent the Caverns.
Title: Re: [40.24] The Earth Strikes Back! v1.31 - And this time it's angry.
Post by: Dirst on September 10, 2015, 07:16:24 am
Version 1.31 is posted.  This changes some more stuff under the hood, but there are some new features you'll notice very soon.

1. Sometimes instead of an Awakened Stone you'll release a rocky Wyrm.  These start about the same size as an Awakened Stone but grow to dragon size in four weeks.
2. Hostile Awakened Stones and Wyrms now spawn berzerk, which can change the fortunes of your miner for the worse.
3. Favor is now available by divine secret.  You could actually get a migrant who already has a Favor syndrome.  But don't worry, the RNG doesn't like you that much.
Title: Re: [40.24] The Earth Strikes Back! v1.31 - And this time it's angry.
Post by: Jazzeraint on September 12, 2015, 01:44:34 am
Version 1.31 is posted.  This changes some more stuff under the hood, but there are some new features you'll notice very soon.

1. Sometimes instead of an Awakened Stone you'll release a rocky Wyrm.  These start about the same size as an Awakened Stone but grow to dragon size in four weeks.
2. Hostile Awakened Stones and Wyrms now spawn berzerk, which can change the fortunes of your miner for the worse.
3. Favor is now available by divine secret.  You could actually get a migrant who already has a Favor syndrome.  But don't worry, the RNG doesn't like you that much.

Love it.

Could you explain 3. in more detail? It makes it sound like a necromancer book, except far less useful.
Title: Re: [40.24] The Earth Strikes Back! v1.31 - And this time it's angry.
Post by: Dirst on September 12, 2015, 02:56:45 pm
Version 1.31 is posted.  This changes some more stuff under the hood, but there are some new features you'll notice very soon.

1. Sometimes instead of an Awakened Stone you'll release a rocky Wyrm.  These start about the same size as an Awakened Stone but grow to dragon size in four weeks.
2. Hostile Awakened Stones and Wyrms now spawn berzerk, which can change the fortunes of your miner for the worse.
3. Favor is now available by divine secret.  You could actually get a migrant who already has a Favor syndrome.  But don't worry, the RNG doesn't like you that much.

Love it.

Could you explain 3. in more detail? It makes it sound like a necromancer book, except far less useful.
Well, that's because it's like a necromancer's book, except far less useful :)

Due to a quirk in worldgen, only people with the Immortality goal will seek out divine secrets... so these Secrets are associated with the Immortality goal.  I kinda feel bad about the bait-and-switch there.

At present, anyone can get and store a slab, but only a necromancer in a tower will write s Secret into a book.  A necromancer who also knows one of these Secrets will pass it on to apprentices, and write distinct books about each secret they know.
Title: Re: [40.24] The Earth Strikes Back! v1.31 - And this time it's angry.
Post by: Jazzeraint on September 13, 2015, 01:38:17 pm
Well, that's because it's like a necromancer's book, except far less useful :)

Due to a quirk in worldgen, only people with the Immortality goal will seek out divine secrets... so these Secrets are associated with the Immortality goal.  I kinda feel bad about the bait-and-switch there.

At present, anyone can get and store a slab, but only a necromancer in a tower will write s Secret into a book.  A necromancer who also knows one of these Secrets will pass it on to apprentices, and write distinct books about each secret they know.

Oh, well then. ;)

New round of ideas:
1. Awakened Stones have a variable chance to spawn benign, hostile, or hostile & berserk
2. Instead of planting gem seeds and having a ton of reactions, just have two or three reactions that accomplish the same result sans-farming with GET_ITEM_DATA to produce their results
3. Rework tribute so that it's a syndrome buff with a duration that's gained from sacrificing a hidden gem - drawing power from the living stone and embers of creation, rather than using it to pacify awakened stones
4. Wyrms always start hostile and have a chance to spawn hostile & berserk; have some lore about them
5. Instead of a secret giving the protective favor syndrome, have the Secret instead be a Rock-mancer. That is, it gives you the power to AWAKEN STONE since you learned the secrets of the embers of creation.
Title: Re: [40.24] The Earth Strikes Back! v1.31 - And this time it's angry.
Post by: Meph on September 14, 2015, 08:08:59 am
Well, that's because it's like a necromancer's book, except far less useful :)

Due to a quirk in worldgen, only people with the Immortality goal will seek out divine secrets... so these Secrets are associated with the Immortality goal.  I kinda feel bad about the bait-and-switch there.

At present, anyone can get and store a slab, but only a necromancer in a tower will write s Secret into a book.  A necromancer who also knows one of these Secrets will pass it on to apprentices, and write distinct books about each secret they know.

Oh, well then. ;)

New round of ideas:
1. Awakened Stones have a variable chance to spawn benign, hostile, or hostile & berserk
2. Instead of planting gem seeds and having a ton of reactions, just have two or three reactions that accomplish the same result sans-farming with GET_ITEM_DATA to produce their results
3. Rework tribute so that it's a syndrome buff with a duration that's gained from sacrificing a hidden gem - drawing power from the living stone and embers of creation, rather than using it to pacify awakened stones
4. Wyrms always start hostile and have a chance to spawn hostile & berserk; have some lore about them
5. Instead of a secret giving the protective favor syndrome, have the Secret instead be a Rock-mancer. That is, it gives you the power to AWAKEN STONE since you learned the secrets of the embers of creation.
1. ok.
2. great idea, I'd do it.
3. why not both? Gives the player the option to get either or.
4. ok... I'd indroduce more castes of wyrms with special attacks.
5. Again, why not both? Geomancer or Geomantic Mage + whatever you have atm.
Title: Re: [40.xx] The Earth Strikes Back! v1.31 - And this time it's angry.
Post by: Dirst on September 14, 2015, 09:37:40 am
It looks like 1.32 is going to be relatively quick with just some bug fixes (and I'm trying to make it play nice with the Starter Pack's mod merge tool).

Just some quick notes before I get back to work:

1 & 4: I don't like hostiles always coming out berserk, but it's the only way I can guarantee a sustained fight.  Dialing berserkness down to a percentage chance seems like a good change.  I do want the Favor to influence their behavior, though.

2: Not sure why the number of reactions is a problem; no more than three appear at any given workshop.  Is it causing problems with the Manager screen, plant stockpiles, or something?

3: There are two paths I can take in simplifying Tribute, neither of which I'm certain will work.  First, I can have the player build a generic Tribute that DFHack then poofs into a specific Tribute based on its material.  This has the advantage that you can tell what a Tribute is by scrolling over it.  Second, I can reduce the Tribute to a single building and DFHack the results of reactions based on the Tribute material.  This will decrease the reaction count considerably, but it also means there will only be one type of Tribute graphic in Stonesense.

For that matter, has anyone even noticed the Stonesense graphics? :)

5: I still want Favor to affect the behavior of Living Stone, and I've been working on an Animate Stone effect on and off for a while.  The main problem is that interactions can't target items (such as boulders), so it would need to be an aura around the creature that works without the game really understanding what's happening.  That is, to the best of my DFHackery, an invader who could animate andesite would not arrive with any Animated Andesites in tow nor would he seek out andesite boulders on the map to use against the fort.  Of course the player can take advantage of the animating ability just fine with some creative pathing.

Title: Re: [40.xx] The Earth Strikes Back! v1.31 - And this time it's angry.
Post by: Jazzeraint on September 14, 2015, 01:26:45 pm
2: Not sure why the number of reactions is a problem; no more than three appear at any given workshop.  Is it causing problems with the Manager screen, plant stockpiles, or something?

It isn't, the planting was; this skirts around that matter. Also, ELEGANCE!


For that matter, has anyone even noticed the Stonesense graphics? :)

Are they haxalicious? I always use ASCII after changing graphics fuxed up a mod & install once. (Plus ASCII, come on)
Title: Re: [40.xx] The Earth Strikes Back! v1.31 - And this time it's angry.
Post by: Dirst on September 15, 2015, 01:14:01 pm
2: Not sure why the number of reactions is a problem; no more than three appear at any given workshop.  Is it causing problems with the Manager screen, plant stockpiles, or something?

It isn't, the planting was; this skirts around that matter. Also, ELEGANCE!
Yes, the plants probably aren't for everyone.  If you don't want to risk a dwarf having a preference for Emerald Spirits:
The gem vines do clutter things up a bit, and if you prefer you can delete plant_tesb.txt to remove them.  You'll end up with a redded-out menu choice on your still and the "extract gem seed" operation at a Tribute will simply destroy the rough gem.
 

If no one seems to like the plants, I can try to figure out some way of putting a delay into the gem seed extraction reaction and just give you the gem clusters.  You can think of the gem seed maturing in a planter/incubator/whatsit sitting in the Tribute.  I do not want to make gem clusters just pop out of gems.

But I worked so hard on those plants... (sob)

For that matter, has anyone even noticed the Stonesense graphics? :)

Are they haxalicious? I always use ASCII after changing graphics fuxed up a mod & install once. (Plus ASCII, come on)
Just type stonesense into the DFHack console near a few different kinds of Tributes.  Stonesense has its own completely independent set of graphics assets, so it doesn't matter what graphics set you're using in the main interface.  As an added bonus, you'll see my horrific attempts at drawing Awakened Stones, Pet Rocks and Wyrms.

Edit: The Incandescent Stones and Awakened Magmas use the same picture as the Awakened Stones, but with interesting color effects.
Title: Re: [40.xx] The Earth Strikes Back! v1.31 - And this time it's angry.
Post by: Jazzeraint on September 15, 2015, 01:19:44 pm
Yes, the plants probably aren't for everyone.  If you don't want to risk a dwarf having a preference for Emerald Spirits:
The gem vines do clutter things up a bit, and if you prefer you can delete plant_tesb.txt to remove them.  You'll end up with a redded-out menu choice on your still and the "extract gem seed" operation at a Tribute will simply destroy the rough gem.

If no one seems to like the plants, I can try to figure out some way of putting a delay into the gem seed extraction reaction and just give you the gem clusters.  You can think of the gem seed maturing in a planter/incubator/whatsit sitting in the Tribute.  I do not want to make gem clusters just pop out of gems.

But I worked so hard on those plants... (sob)

You know I can just mod them out myself. :P No need for you to wreck your hard work.

Just type stonesense into the DFHack console near a few different kinds of Tributes.  Stonesense has its own completely independent set of graphics assets, so it doesn't matter what graphics set you're using in the main interface.  As an added bonus, you'll see my horrific attempts at drawing Awakened Stones, Pet Rocks and Wyrms.

Edit: The Incandescent Stones and Awakened Magmas use the same picture as the Awakened Stones, but with interesting color effects.

I'll try that. :D
Title: Re: [40.xx] The Earth Strikes Back! v1.31 - And this time it's angry.
Post by: Dirst on September 15, 2015, 03:59:23 pm
These test fort dwarves confuse me at times.  They get horrified seeing hostile creatures die and shrug off the death of friendly (but not yet adopted) Pet Rocks.

(http://i8.photobucket.com/albums/a28/8gon/Feeling%20nothing.png)

(This test fort had the probability of spawning creatures dialed way up.)
Title: Re: [40.xx] The Earth Strikes Back! v1.32 - And this time it's angry.
Post by: Dirst on September 16, 2015, 02:39:38 pm
Version 1.32 has been posted, mostly with bug-fixes to just how pissed off a creature will be when it emerges from Living Stone.

A "Favored" miner will release a tame Awakened Stone.
Any other miner will release a hostile Awakened Stone that claws the miner.  There is a 1-in-10 chance it is also berserk.
A "Favored" miner will release a hostile Wyrm that tail-slaps the miner.  There is a 1-in-10 chance it is also berserk.
Any other miner will release a hostile Wyrm that tail-slaps the miner.  There is a 1-in-4 chance that it is also berserk.

As before, Living Stone can leave behind a Pet Rock or two worth of rubble.

I have also included instructions for making this mod kinda-sorta work with the Starter Pack's mod manager.
Title: Re: [40.xx] The Earth Strikes Back! v1.32 - And this time it's angry.
Post by: Jazzeraint on September 16, 2015, 03:28:09 pm
+1
Title: Re: [40.xx] The Earth Strikes Back! v1.33-In the mines, everyone can hear you scream
Post by: Dirst on September 21, 2015, 09:07:34 am
I've posted version 1.33, which changes the building menu so that you only have a single "Tribute" option.  This only affects the interface and not the gameplay: a Tribute built from three blocks of granite is still a Tribute To Granite and so on.

If you accidentally build a Tribute out of mismatched stones, or out of something pointless like microcline, you'll end up with a generic "Tribute" building with no available reactions.  Simple deconstruct the building to get your blocks back.  These generic Tributes will have any common-to-all-Tribute reactions that might get added in future versions.

There is a fairly important bug fix in this release, too.  Upgrading to TESB v1.33 will require genning a new world, but there are steps you can take if you have a v1.32 world that you really like.  Simply fish out the new raw/onload.init file, copy it over the one from v1.32, and comment out or delete the line that says tesb-tribute.
Title: Re: [40.xx] The Earth Strikes Back! v1.33-In the mines, everyone can hear you scream
Post by: Muffinator on September 22, 2015, 12:53:27 pm
Hey so I really like your mod, and updated to v1.33 by manually adding the files to the lnp r16, like I've done previously because i also like modest mod and the expanded glazes mod. I stopped using more stones metals gems mod because some of the reactions for titanium/aluminum seem too technologically advanced but i digress... After doing a fresh install on a fresh LNP and starting a new fort, I'm not finding any fun or hidden gems, and my DFHack is spitting out this at me http://imgur.com/FGblSy6 (http://imgur.com/FGblSy6). Also I can build the workshops for all the different tributes, and built a tribute to chert, sacrificed a large gem there, and got the blue mist effect, so that parts working. Also I got pet rocks from caravans, so they're there. I have no idea how to program and stuff, but the angry red error text starts with "C:" and all my DF stuff is on my E: drive? is that it? I'ma ask my awesome programming bf when he's done playing Hots whether he knows.

 I just wanna say this is my favorite mod, adds a lot of character to the fantasy of it. I think the gem plants are cool too, they kind of flesh out the world, and to me at least make the growing of underground crops feel less hacky and like they're only there so dwarves can embark on mountains/die in worldgen or something. More fleshed out you know?
Title: Re: [40.xx] The Earth Strikes Back! v1.33-In the mines, everyone can hear you scream
Post by: Dirst on September 22, 2015, 02:34:58 pm
Hey so I really like your mod, and updated to v1.33 by manually adding the files to the lnp r16, like I've done previously because i also like modest mod and the expanded glazes mod. I stopped using more stones metals gems mod because some of the reactions for titanium/aluminum seem too technologically advanced but i digress... After doing a fresh install on a fresh LNP and starting a new fort, I'm not finding any fun or hidden gems, and my DFHack is spitting out this at me http://imgur.com/FGblSy6 (http://imgur.com/FGblSy6). Also I can build the workshops for all the different tributes, and built a tribute to chert, sacrificed a large gem there, and got the blue mist effect, so that parts working. Also I got pet rocks from caravans, so they're there. I have no idea how to program and stuff, but the angry red error text starts with "C:" and all my DF stuff is on my E: drive? is that it? I'ma ask my awesome programming bf when he's done playing Hots whether he knows.
I wouldn't expect you to troubleshoot my code :)  My initial guess from that error dump is that the script blew up when you built a trap.

This looks like it might be an situation I didn't catch in testing, since I typically don't keep a test fort around long enough to build traps.  Sincerely sorry about that!  I'll see if I can push out a quick fix after work today.

I just wanna say this is my favorite mod, adds a lot of character to the fantasy of it. I think the gem plants are cool too, they kind of flesh out the world, and to me at least make the growing of underground crops feel less hacky and like they're only there so dwarves can embark on mountains/die in worldgen or something. More fleshed out you know?
Thanks, I'm glad you're enjoying it.
Title: Re: [40.xx] The Earth Strikes Back! v1.33-In the mines, everyone can hear you scream
Post by: Dirst on September 22, 2015, 04:21:57 pm
It turns out that custom_type is undefined for traps, and Lua crashes instead of returning nil.

I uploaded a fixed version, but didn't increment the version number because this was a pure bugfix.  There was also an issue with the entity file, so be sure to re-install the mod completely.  The method ought to differentiate traps and bridges from workshops, but I'll ask around the DFHack thread for a more elegant solution.

Edit: Aaaaand that's what I get for rushing.  Whoever already downloaded the update, please download it again.  There was a not-yet-functional snippet of 1.34 in the hotfix, which is now removed.
Title: Re: [40.xx] The Earth Strikes Back! v1.33-In the mines, everyone can hear you scream
Post by: Muffinator on September 22, 2015, 11:01:11 pm
Woops, that was me, I'll download it again.
Title: Re: [40.xx] The Earth Strikes Back! v1.33-In the mines, everyone can hear you scream
Post by: Dirst on September 23, 2015, 11:05:20 am
Woops, that was me, I'll download it again.
It was my fault, not yours :) The fix just requires the new files, not a new worldgen.

I did get an answer in the DFHack thread, so once I've worked the kinks out of their code v1.34 will have a more robust way of processing new Tributes.

Edit: Bad autocorrect action on my phone.
Title: Re: [40.xx] The Earth Strikes Back! v1.33-In the mines, everyone can hear you scream
Post by: Muffinator on September 23, 2015, 12:26:23 pm
Sounds awesome! i did another fresh start and im gonna build a fort (in a super easy place with lots of resources) and roll all the way up to some big fun to see if I find anything else.

Edit: so i did a fresh start, modest mod, glazes mod, and this mod on a fresh LNP, and started a fort, in the (b)uild a (w)orkshop menu, there are no tributes, but i do see modest mods pedestal, and I put the .insert for this mod into entity_default. I'll just see if I can find the hidden gems/awaken some stones via mining. Another thing I noticed in my older save (I dont have it anymore, I need more HDD space) was that if I had a *trained* awakened stone, saved game and exited DF, and then started playing later, upon unpausing the game, the awakened stones would attack my peeps. It got to the point where I just killed them with DFHack because they were still saying they were trained and stuff. After sacrificing a gem, the (tame) stones never did this. This was with version 1.3.
Title: Re: [40.xx] The Earth Strikes Back! v1.33-In the mines, everyone can hear you scream
Post by: Dirst on September 23, 2015, 01:59:10 pm
Thanks, I will look into what those allegedly tame Awakened Stones are up to.  For the missing Tributes, insert this at the beginning or end of your building_tesb.txt and restart the game.  It shouldn't require a regen, but you might want to anyway.

Code: [Select]
[BUILDING_WORKSHOP:TESB_TRIBUTE]
[NAME:Tribute]
[NAME_COLOR:7:0:0]
[DIM:3:3]
[BUILD_KEY:CUSTOM_ALT_T]
[WORK_LOCATION:2:2]
[BUILD_LABOR:MASON]
[BLOCK:1:1:0:1]
[BLOCK:2:0:0:0]
[BLOCK:3:1:0:1]
[TILE:0:1:7:',':7]
[TILE:0:2:39:96:'.']
[TILE:0:3:7:',':7]
[COLOR:0:1:MAT:MAT:MAT]
[COLOR:0:2:MAT:MAT:MAT]
[COLOR:0:3:MAT:MAT:MAT]
[TILE:1:1:'O':',':7]
[TILE:1:2:39:7:'.']
[TILE:1:3:7:',':7]
[COLOR:1:1:MAT:MAT:MAT]
[COLOR:1:2:MAT:MAT:MAT]
[COLOR:1:3:MAT:MAT:MAT]
[TILE:2:1:'O':',':'O']
[TILE:2:2:39:'O':'.']
[TILE:2:3:7:',':7]
[COLOR:2:1:MAT:MAT:MAT]
[COLOR:2:2:MAT:MAT:MAT]
[COLOR:2:3:MAT:MAT:MAT]
[TILE:3:1:'O':',':'O']
[TILE:3:2:39:'O':'.']
[TILE:3:3:7:',':'O']
[COLOR:3:1:MAT:MAT:MAT]
[COLOR:3:2:MAT:MAT:MAT]
[COLOR:3:3:MAT:MAT:MAT]
[TILE:4:1:'O':',':'O']
[TILE:4:2:39:'O':'.']
[TILE:4:3:'O':'.':'O']
[COLOR:4:1:MAT:MAT:MAT]
[COLOR:4:2:MAT:MAT:MAT]
[COLOR:4:3:MAT:MAT:MAT]
[TILE:5:1:'O':'.':'O']
[TILE:5:2:'.':239:'.']
[TILE:5:3:'O':'.':'O']
[COLOR:5:1:MAT:MAT:MAT]
[COLOR:5:2:MAT:MAT:MAT]
[COLOR:5:3:MAT:MAT:MAT]
[BUILD_ITEM:3:BLOCKS:NONE:NONE:NONE]

The file on DFFD and the Dropbox backup have been updated.  Again.
Title: Re: [40.xx] The Earth Strikes Back! v1.33-In the mines, everyone can hear you scream
Post by: Muffinator on September 23, 2015, 07:43:20 pm
Hey, after starting a new world with the pasted stuff in it I can build a tribute just fine, built one with 3 schist blocks, got a tribute to schist, seems to work. However, after mining for a bit, I notice nothing is spawning, and I look at DFHack, I'm still getting errors like this: http://imgur.com/xYtT5p0 (http://imgur.com/xYtT5p0). Haven't tried sacrificing a gem yet, but I will.
Title: Re: [40.xx] The Earth Strikes Back! v1.33-In the mines, everyone can hear you scream
Post by: Dirst on September 23, 2015, 08:43:18 pm
Hey, after starting a new world with the pasted stuff in it I can build a tribute just fine, built one with 3 schist blocks, got a tribute to schist, seems to work. However, after mining for a bit, I notice nothing is spawning, and I look at DFHack, I'm still getting errors like this: http://imgur.com/xYtT5p0 (http://imgur.com/xYtT5p0). Haven't tried sacrificing a gem yet, but I will.
The tameness is decided after the creature spawns, so a gem probably wouldn't help.  You can try typing tesb-mining -living .25 into the DFHack console to temporarily dial up the chance of spawning... Or see an error.

I really appreciate the troubleshooting help, just wish I wasn't up against a work deadline so I can take a nice long look at what exactly the code is doing.
Title: Re: [40.xx] The Earth Strikes Back! v1.33-In the mines, everyone can hear you scream
Post by: Muffinator on September 23, 2015, 09:00:04 pm
Just typed in the console command, got http://imgur.com/IoS2vJH (http://imgur.com/IoS2vJH) error out immediately. Its no problem, if you can think of anything else for me to test, say the commands, I got a fort going nicely now, I've mined out a pretty big space, and I still haven't found a single hidden gem/awakened stone/wrym..
Title: Re: [40.xx] The Earth Strikes Back! v1.33-In the mines, everyone can hear you scream
Post by: Dirst on September 23, 2015, 09:51:04 pm
The dash before "living" is necessary (as is the space before the dash), but it might still error out again.  It's the closest thing that DFHack has to a standard syntax.

The other parameter is -gem which controls how often hidden gems appear.
Title: Re: [40.xx] The Earth Strikes Back! v1.33-In the mines, everyone can hear you scream
Post by: Muffinator on September 23, 2015, 10:28:07 pm
OSHI- yep not the command works, cage traaps FTW. I havent sacrificed gems yet and I got them all in cage traps. I'll see if I can replicate trained stones/wryms not staying trained when i log now.
Title: Re: [40.xx] The Earth Strikes Back! v1.33-In the mines, everyone can hear you scream
Post by: Dirst on September 24, 2015, 03:03:31 pm
If you have a save with wild-caught-trainer-tamed and spawned-tame Awakened Stones in the same fort, it would really help pin down what's going on in their little minds.
Title: Re: [40.xx] The Earth Strikes Back! v1.33-In the mines, everyone can hear you scream
Post by: Muffinator on September 24, 2015, 08:24:02 pm
I'm working on it, got the wild-caught-and-trained ones, I cant seem to replicate the thing I said earlier though by saving and continuing later. I did find a little something wierd though with tributes, I built one, then discovered the caves were closer than I thought, a bunch of blind cave ogres rolled up and destroyed my tribute. After that, whenever I would build a tribute, it would just be a generic tribute with no actions even though I used three siltstone blocks. Tried making a gabbro one too, Same thing, just tribute. I saved and exited, then started playing again after breaking down all tributes, and when I started playing again when i built the tribute to siltstone, it built the right tribute. That's no biggie though, its not gonna happen again.. hopefully. Anyways, I'll upload my save to dffd when I get a regular tame one, though since that bug occurred pre-v1.30 (IIRC) you might have fixed it doing something. when i saved and resumed play previously for the tribute thing, I had a trained war siltstone, and it didn't go crazy on the livestock.
Title: Re: [40.xx] The Earth Strikes Back! v1.33-In the mines, everyone can hear you scream
Post by: Dirst on September 30, 2015, 10:01:21 am
I'm lucky to have players with such a positive attitude about bugfixing  :D

There was a bug in the spawn-unit script tucked deep inside the innards of the mod, but Boltgun and I thought we had that fixed.  If you have a 1.33 save that has tame Awakened Stones that go nuts on reload, it would help troubleshoot any remaining edge cases.  TESB will use spawn-unit.lua if it can find it; otherwise it falls back to tesb-spawn-unit.lua (which is a clone of spawn-unit at the time the mod version was published).

The DFHack wizards are working on a successor tool, create-unit.lua that should be more stable and less duct-taped-together.  If the spawn-unit features I use survive in create-unit, I'll re-write TESB to use that instead.

The case of the building destroyers destroying the ability to build the right buildings has me stumped.  If it happens again, enter tesb-tribute at the DFHack prompt to re-initialize the routine that converts useless generic Tributes into the useful specific ones.  Till next time I'll try to topple Tributes to tell what transpired.

Edit: typo
Title: Re: [40.xx] The Earth Strikes Back! v1.33-In the mines, everyone can hear you scream
Post by: Unknown-Figure1 on September 30, 2015, 12:38:18 pm
I'll need to play with this mod some time. By the way, I like the subtitle and your signature, Dirst! ))
Title: Re: [40.xx] The Earth Strikes Back! v1.33-In the mines, everyone can hear you scream
Post by: Dirst on October 01, 2015, 03:27:21 pm
Looking at differentiating the wyrms a bit.  My current thinking is:

Aquifer-bearing stones have a bite that causes all fat tissue to swell up (as it fills with water).
Igneous extrusive stones can slap the ground with their tail, staggering nearby foes (implemented as dizziness).
Igneous intrusive stones can spit magma.
Flux stones have steel for bones, teeth, and their oversized claws.
The remainder spits rocks, more often than the magma guys.

"Favor" protects one from the aquifer venom, the staggering effect, or being targeted by spit rocks/magma.

I want these guys to be a challenge, but not be a death sentence for the fort.  So long as that is met, I'm less concerned that they all present an equal level of challenge.
Title: Re: [40.xx] The Earth Strikes Back! v1.33-In the mines, everyone can hear you scream
Post by: milo christiansen on October 01, 2015, 03:50:41 pm
If I provided a Rubble addon version of this mod would you maintain it? It would be made in such a way that it would be unlikely to require updating for new Rubble versions, and if I make a change to Rubble that breaks the addon I will provide a patch to fix it. Basically you would just need to make sure it stays up to date with the normal version.

In general the only changes I would need to make for this to be Rubble compatible would be renaming some files so that they are auto-installed (changing script extensions to ".com.lua") and adding templates to register buildings and reactions, it would be easy to do in such a way that keeping two versions in sync would be trivial (most files would not need to be modified at all).
Title: Re: [40.xx] The Earth Strikes Back! v1.33-In the mines, everyone can hear you scream
Post by: Muffinator on October 02, 2015, 11:17:24 am
So, let's just say I'm not the best at actually playing DF, and I cant seem to get trained and tame awakened stones together at once, because I keep needing to conscript them to defend my fort. Maybe I should embark somewhere less crazy .. Anyways, I did notice that my DFHack window keeps getting spammed with this still http://imgur.com/J27kUPt (http://imgur.com/J27kUPt). Also, the wrym thing your thinking of sounds cool :3
Title: Re: [40.xx] The Earth Strikes Back! v1.33-In the mines, everyone can hear you scream
Post by: Dirst on October 02, 2015, 01:04:59 pm
If I provided a Rubble addon version of this mod would you maintain it? It would be made in such a way that it would be unlikely to require updating for new Rubble versions, and if I make a change to Rubble that breaks the addon I will provide a patch to fix it. Basically you would just need to make sure it stays up to date with the normal version.

In general the only changes I would need to make for this to be Rubble compatible would be renaming some files so that they are auto-installed (changing script extensions to ".com.lua") and adding templates to register buildings and reactions, it would be easy to do in such a way that keeping two versions in sync would be trivial (most files would not need to be modified at all).
I wouldn't mind keeping it in sync, but actually recreating the mod from Rubble scripts sounds like a lot of work (unless you're just dumping in the raws more-or-less pre-built).  Since there are 24 of a lot of things, the scripting might be helpful once the fixed cost of translating is done.
Title: Re: [40.xx] The Earth Strikes Back! v1.33-In the mines, everyone can hear you scream
Post by: Dirst on October 02, 2015, 01:06:44 pm
So, let's just say I'm not the best at actually playing DF, and I cant seem to get trained and tame awakened stones together at once, because I keep needing to conscript them to defend my fort. Maybe I should embark somewhere less crazy .. Anyways, I did notice that my DFHack window keeps getting spammed with this still http://imgur.com/J27kUPt (http://imgur.com/J27kUPt). Also, the wrym thing your thinking of sounds cool :3
I don't run into that spam when I try test forts, but I'll get a chance to do some more in-depth testing in the next few days.  Just to double-check, are you using the latest build of 1.33?  I did do a couple hotfixes without incrementing the version number.
Title: Re: [40.xx] The Earth Strikes Back! v1.33-In the mines, everyone can hear you scream
Post by: Muffinator on October 02, 2015, 01:38:24 pm
Yeah, I think I got one after you hotfixed it, but if I didnt, can I reinstall the latest over this fort and have it work or do i need to regen a world?
Title: Re: [40.xx] The Earth Strikes Back! v1.33-In the mines, everyone can hear you scream
Post by: Dirst on October 02, 2015, 03:21:34 pm
It should just work, but to be extra sure just apply it to a copy of the save folder.
Title: Re: [40.xx] The Earth Strikes Back! v1.33-In the mines, everyone can hear you scream
Post by: Muffinator on October 05, 2015, 12:05:01 am
Hey so I didnt get both tame and trained awakened stones at the same time, but in this fort i made I have two -trained- war awakened chalks, and when I reload it to play some more, they start attacking my dwarf child (which I'm not that upset about really). I uploaded the save file here http://dffd.bay12games.com/file.php?id=11188 (http://dffd.bay12games.com/file.php?id=11188) because though they just killed one kid, in the units list they are still with my livestock, and not the list of other things and stuff.. Thank goodness its chalk.. Also, when I first built the tribute to chalk, it was just "Tribute" and not to chalk, even though it had three chalk blocks in the mats. broke it down, rebuilt it, still tribute, so I saved and exited it,restarted DF, and got my miner to rebuild it in the same spot, and then it was a "tribute to chalk" and not just a tribute. Somehow the miner just managed to ignore the rampaging rocks and built the thing, and thats when I noticed that the "trained" rocks were attacking my dwarves again. Dunno if this rambling helps out a whole lot.. and the giant hole in the ground in the fort "Blazedbasement" is gonna be a large light underground pasture, I'm putting a roof over it soon, Its gonna look epic, if invaders don't happen before the roof does...
Title: Re: [40.xx] The Earth Strikes Back! v1.33-In the mines, everyone can hear you scream
Post by: Dirst on October 05, 2015, 05:22:48 am
Thanks for the save and the description of how it got there.  The Tribute thing is definitely a bug.  The war animals going nuts could conceivably be normal DF tomfoolery (an animal tamed by your dwarves can revert to a wild state under the wrong conditions), but it sounds like the old spawned creature bug.

I can just imagine the animal trainer bringing the awakened stones to the militia commander.  "Beings of rock to crush our enemies!  Wait...  The rock is chalk?  Whose side are you on?"
Title: Re: [40.xx] The Earth Strikes Back! v1.33-In the mines, everyone can hear you scream
Post by: Muffinator on October 05, 2015, 10:54:28 am
I actually have another bug I found in the save, too. After building the tribute to chalk and sacrificing a few hidden gems I got a "seeds". Cant plant them or anything, just sitting in my seed pile. 
Title: Re: [40.xx] The Earth Strikes Back! v1.33-In the mines, everyone can hear you scream
Post by: Dirst on October 05, 2015, 03:16:38 pm
This save was very helpful!  Here's what I figured out so far:

The war-trained awakened stones go nuts the moment the tesb-tribute script errors out, which happens to be when a floor is constructed in a completely different part of the fort.  Version 1.34's more stable tesb-tribute script doesn't error out at that point, so no nuttiness ensues.

Not sure why the tribute script affects existing awakened stones at all, but I'll be asking for help in the DFHack thread to nail down the remaining instability in the spawn-unit.  Or they'll tell me that create-unit is finished and I'll switch to that instead.

To help you with your fort, I put a beta version of version 1.34 in the alternate download location.  All you need from this is the raw/scripts/tesb-tribute.lua file; drop it into the scripts subfolder of your default raws and save folder.  After some more testing and documentation, I'll release 1.34 for real.
Title: Re: [40.xx] The Earth Strikes Back! v1.33-In the mines, everyone can hear you scream
Post by: Muffinator on October 06, 2015, 12:26:13 pm
Oh man thats so awesome that you figured that out! This is really good for my fort because I got myself a female dragon now :D I'm gonna build a semi-autonomous flamethrower wheeee~ If you need another save for debugging at any point, I can upload one, I have it set to seasonal autosave with backups, so I have them all.
Title: Re: [40.xx] The Earth Strikes Back! v1.34 - In this land, aquifer pierce you!
Post by: Dirst on October 07, 2015, 10:48:34 am
Version 1.34 has been posted.  Behind the scenes, the scripts are more stable so that you can concentrate more on the game.

The major feature change is that Wyrms now have special abilities depending on what type of Living Stone they came from.  The scariest sounding is the aquifer venom that causes the victim's fat tissue to swell up with excessive water.  For those of you who have been playing with aquifers turned off, a friendly reminder that conglomerate and sandstone are the aquifer-bearing layer stones.

Strike the Earth!  Carefully.
Title: Re: [40.xx] The Earth Strikes Back! v1.33-In the mines, everyone can hear you scream
Post by: milo christiansen on October 07, 2015, 12:05:21 pm
Since there are 24 of a lot of things, the scripting might be helpful once the fixed cost of translating is done.

I actually have a port finished (I forgot to bring it with me, so I can't upload it, sigh). I did not use any scripting, at least not directly. Everything that I needed could be done via standard templates, so yes, it is mostly just plain raws. I did make a custom template for the tribute reactions, but that was done using the "normal" template system, not scripts.

About the only place a script would be needed is if an addon was made to install the StoneSense graphics.

Do you mind using Rubble? Because it would be easy for me to make a fully templated (no scripts, just templates) version that could be generated together with a special support addon (which I would provide, with documentation) to make a "vanilla" raw set, ready to zip and distribute. That way you could do all your modding with the templated Rubble copy (which would be around half the size, with no "almost identical" reactions and the like), then run a batch file and get a set of ready to go raws that could be distributed to non-Rubble users.

It would be a lot of work to change over now, but I would do all that :)

If you want some idea of how the raws would look fully templated download First Landing (http://www.bay12forums.com/smf/index.php?topic=151180.0), it was designed to use Rubble to it's fullest, so almost all of it's reactions are templated.
Title: Re: [40.xx] The Earth Strikes Back! v1.33-In the mines, everyone can hear you scream
Post by: Dirst on October 08, 2015, 11:26:24 am
Since there are 24 of a lot of things, the scripting might be helpful once the fixed cost of translating is done.

I actually have a port finished (I forgot to bring it with me, so I can't upload it, sigh). I did not use any scripting, at least not directly. Everything that I needed could be done via standard templates, so yes, it is mostly just plain raws. I did make a custom template for the tribute reactions, but that was done using the "normal" template system, not scripts.

About the only place a script would be needed is if an addon was made to install the StoneSense graphics.

Do you mind using Rubble? Because it would be easy for me to make a fully templated (no scripts, just templates) version that could be generated together with a special support addon (which I would provide, with documentation) to make a "vanilla" raw set, ready to zip and distribute. That way you could do all your modding with the templated Rubble copy (which would be around half the size, with no "almost identical" reactions and the like), then run a batch file and get a set of ready to go raws that could be distributed to non-Rubble users.

It would be a lot of work to change over now, but I would do all that :)

If you want some idea of how the raws would look fully templated download First Landing (http://www.bay12forums.com/smf/index.php?topic=151180.0), it was designed to use Rubble to it's fullest, so almost all of it's reactions are templated.
I don't have any problem with having the mod in Rubble format... my concern was more that the mod has different kinds of interrelated assets and I wasn't sure if those were the types that interested anyone else enough to be worth including in Rubble :)

I would very much like to include some toggle options for this mod's features, but the base ("everything on") version needs to operate without Rubble.  One of Rubble's advertised features is that it can spit out stand-alone raws, so that probably won't be an issue.  I'm okay with manually generating a JSON file and packaging a ZIP for non-Rubble users.  Let me poke around Rubble's documentation and see how this would work.



In the meantime, for everyone else I'm testing the beta version of create-unit to see if I can push it out in v1.35.  My nagging in its development thread paid off, and the niche feature I need is included :)
Title: Re: [40.xx] The Earth Strikes Back! v1.34 - In this land, aquifer pierce you!
Post by: Dirst on October 16, 2015, 07:09:21 am
So, it turns out that create-unit is not quite as ready for prime time as I'd hoped.  I'll be trying to help the developer work out the kinks and also trying to think up better Secrets appropriate to this world.

In other news, I put a small gallery of The Earth Strikes Back! images in the thread's second post.
Title: Re: [40.xx] The Earth Strikes Back! v1.34 - In this land, aquifer pierce you!
Post by: Muffinator on October 19, 2015, 01:58:35 pm
Hey, I don't really know how to definitively test this or not, but I'm not sure the .init file is working properly, it seems like if i start a new fort/resume an old fort, I can dig all day and find neither hidden gems for fun rocks, but the moment i run tesb-mining -living .002 and tesb-mining -gem .005 like you showed me earlier the gems and fun start getting mined out in reasonable amounts. I started a new fort and dug out 31x31 squares in stone layers multiple times, 3x3 long hallways across the map, nothing until i run the commands.
Title: Re: [40.xx] The Earth Strikes Back! v1.35 - In homeland, aquifer pierce you!
Post by: Dirst on October 19, 2015, 03:07:58 pm
Hey, I don't really know how to definitively test this or not, but I'm not sure the .init file is working properly, it seems like if i start a new fort/resume an old fort, I can dig all day and find neither hidden gems for fun rocks, but the moment i run tesb-mining -living .002 and tesb-mining -gem .005 like you showed me earlier the gems and fun start getting mined out in reasonable amounts. I started a new fort and dug out 31x31 squares in stone layers multiple times, 3x3 long hallways across the map, nothing until i run the commands.
Nice catch!  I figured out what the problem is... tesb-tribute and tesb-mining where incompatible with each other, which is kinda embarrassing because they're distributed together.  I'll push out a fix as soon as I can.  create-unit will need to wait.

Edit: And v1.35 is posted, the fix turned out to be less complicated than I expected.  Should be no problem just dropping this on top of your existing install and/or save folder unless you're manually merging mods by hand.  Which would be a dwarfy thing to do.  In that case, just bring in the tesb-mining.lua and tesb-tribute.lua scripts.  The manifest.json changed as well, but I doubt anyone manually merging is using the Start Pack merging tool.
Title: Re: [40.xx] The Earth Strikes Back! v1.35 - In homeland, aquifer pierce you!
Post by: Muffinator on October 19, 2015, 11:10:26 pm
Awesome! the only other thing that's bugging out is the seeds reaction, i keep getting a generic "seeds" i cant plant instead of "amethyst seeds", etc. But seriously, this is the coolest mod. :3
Title: Re: [40.xx] The Earth Strikes Back! v1.35 - In homeland, aquifer pierce you!
Post by: milo christiansen on October 20, 2015, 10:32:48 am
OK, I have a Rubble version you can look at, just get it from DFFD (http://dffd.bay12games.com/file.php?id=11218).

About half of the raws are fully templated, the others have the minimum required for full functionality. I included a simple addon that allows you to generate ready to go non-Rubble raws, usage documentation is included, see "Readme.md" in the archive.
Title: Re: [40.xx] The Earth Strikes Back! v1.35 - In homeland, aquifer pierce you!
Post by: Dirst on October 20, 2015, 10:56:01 am
Thank you for all of that work, and for pointing out the issues you found in the raws.  The Rubble pack is v1.33 of the mod, and the releases since then have been bugfixes.  There is also one outstanding bug that I have in my sights.  Will be useful practice to weave those updates into the Rubble pack.

My goal is to release Rubble and standard versions in parallel, and I'll call that v1.40.  It leaves me room for any other hotfixes that might be needed while I'm figuring this out.

Out of curiosity, what makes TESB incompatible with First Landing?  I was trying to keep this mod capable of co-existing with other mods.
Title: Re: [40.xx] The Earth Strikes Back! v1.35 - In homeland, aquifer pierce you!
Post by: milo christiansen on October 20, 2015, 11:18:05 am
Out of curiosity, what makes TESB incompatible with First Landing?  I was trying to keep this mod capable of co-existing with other mods.

Lots of stuff. For one thing First Landing lacks some of the layer stones (I forget which ones), most of the basic gems are gone (which would result in "hidden x" being available when "x" does not exist), and the permitted creature tag in the syndromes will obviously cause problems (but that's an easy fix).

It would have been possible to make them compatible (using the @IF_ACTIVE template or something similar) but frankly it would be a fearsome amount of work and the result would be fragile and hard to keep up to date.

There are ways to structure addons so that they can be used with radically different bases like that, but it involves lots of templates, basically you make a "library" of all the raws that do not depend on vanilla content in any way wrapped in templates, then make a different addon that uses these templates to create the actual raws used by the game. It's not really hard to do if you start that way from the begining, but would require a major rewrite now. It would be a good task to combine with a major update like moving to a new DF version, but only if you really want total compatibility with everything really badly :)
Title: Re: [40.xx] The Earth Strikes Back! v1.35 - In homeland, aquifer pierce you!
Post by: Muffinator on October 20, 2015, 11:31:55 am
I do totally merge them manually, like a scrub Dwarf, but i only bother with three mods now, so its mainly entity_default.txt that needs work. the one time i tried to use the started pack merge tool it deleted my raws folder, I have no idea how it works...
Title: Re: [40.xx] The Earth Strikes Back! v1.35 - In homeland, aquifer pierce you!
Post by: Dirst on October 20, 2015, 12:39:53 pm
the one time i tried to use the started pack merge tool it deleted my raws folder, I have no idea how it works...
I think there was a missing impulse ramp in one of the minecart logic gates...

I've had a hard time getting the Starter Pack mod merge to work as well.  It usually involves performing the steps, closing the Starter Pack, launching again, performing the steps again and this time it works.  And keep in mind that the state of the Pre-Merge Graphics button changes when it wants to change, not when you want it to change.

Things seemed to go smoother after I sacrificed a large gem at the Tribute to Python.
Title: Re: [40.xx] The Earth Strikes Back! v1.35 - In homeland, aquifer pierce you!
Post by: Muffinator on October 20, 2015, 12:53:26 pm
Hehehe yup, that sums it up! On another note, I have found out the hard way that awakened stones can become werebeasts... Interesting.
Title: Re: [40.xx] The Earth Strikes Back! v1.35 - In homeland, aquifer pierce you!
Post by: Dirst on October 20, 2015, 12:59:39 pm
Out of curiosity, what makes TESB incompatible with First Landing?  I was trying to keep this mod capable of co-existing with other mods.

Lots of stuff. For one thing First Landing lacks some of the layer stones (I forget which ones), most of the basic gems are gone (which would result in "hidden x" being available when "x" does not exist), and the permitted creature tag in the syndromes will obviously cause problems (but that's an easy fix).

It would have been possible to make them compatible (using the @IF_ACTIVE template or something similar) but frankly it would be a fearsome amount of work and the result would be fragile and hard to keep up to date.

There are ways to structure addons so that they can be used with radically different bases like that, but it involves lots of templates, basically you make a "library" of all the raws that do not depend on vanilla content in any way wrapped in templates, then make a different addon that uses these templates to create the actual raws used by the game. It's not really hard to do if you start that way from the begining, but would require a major rewrite now. It would be a good task to combine with a major update like moving to a new DF version, but only if you really want total compatibility with everything really badly :)
In principle, the mod could be "scripted" for arbitrary stone types if I was willing to sacrifice some detail, but I'd rather have a master list of potential stone types (with associated colors and hidden gems) then include only the ones that exist in the raws as layer stones.  I remember seeing an example script that created a caste of a creature for each type of wood in the game.

That would let me include feldspar without breaking a stand-alone installation, and absorb the deletion of some vanilla layer stones.  It'd still require some coordination to make sure the gem type appears alongside the stone type, but it's simpler than accommodating specific mods by name or building a Rube Goldberg contraption that picks a gem for each type of stone.
Title: Re: [40.xx] The Earth Strikes Back! v1.35 - In homeland, aquifer pierce you!
Post by: milo christiansen on October 20, 2015, 01:24:56 pm
I just remembered: There is an "IF" template (I forget it's exact name, @SHARED_OBJECT_EXISTS maybe?) that triggers on existence of a "shared object" (any item that is wrapped with the proper templates, which all the materials in the standard base are). Some simple modification of the existing templates would automatically not generate castes for any stone that does not exist. No scripting required, simple and flexible. Basically if, say SLATE exists it would parse and insert the caste raws for the SLATE caste, else it would insert a message stating slate was missing. If you wanted to support new layer stones that mods may add it would just be a matter of adding the proper template call, Rubble would automatically cull unneeded ones. This would require some changes to the DeRubblizer addon, but nothing complicated.

I can finish templating the creature raws and make the other stuff tolerant of missing materials without making the raws much more complicated. That would make TESB First Landing compatible, which would be really cool.

Expect a patch next time I get to a library that has the needed changes for general compatibility with any base addon.

I am making a concerted effort to avoid scripting or any of the more complicated features of Rubble, I don't want something that you will have trouble working with, plus by using just the core template library this will remain compatible with Rubble versions going into the future. I will need to make some changes to the addon.meta files when Rubble 7 hits because I am changing from scripts-as-data-files to a more generic format that should be simpler to use and maintain. Technically if not for the addon.meta files the addon would be compatible with Rubble versions from... 4.x? I think? Anyway, the way things are now you won't have to worry about Rubble updates breaking anything until Rubble 7 (which is still a ways off), and that should be the only time it is a problem. Ever.
Title: Re: [40.xx] The Earth Strikes Back! v1.35 - In homeland, aquifer pierce you!
Post by: Dirst on October 20, 2015, 01:34:29 pm
I just remembered: There is an "IF" template (I forget it's exact name, @SHARED_OBJECT_EXISTS maybe?) that triggers on existence of a "shared object" (any item that is wrapped with the proper templates, which all the materials in the standard base are). Some simple modification of the existing templates would automatically not generate castes for any stone that does not exist. No scripting required, simple and flexible. Basically if, say SLATE exists it would parse and insert the caste raws for the SLATE caste, else it would insert a message stating slate was missing. If you wanted to support new layer stones that mods may add it would just be a matter of adding the proper template call, Rubble would automatically cull unneeded ones. This would require some changes to the DeRubblizer addon, but nothing complicated.

I can finish templating the creature raws and make the other stuff tolerant of missing materials without making the raws much more complicated. That would make TESB First Landing compatible, which would be really cool.

Expect a patch next time I get to a library that has the needed changes for general compatibility with any base addon.

I am making a concerted effort to avoid scripting or any of the more complicated features of Rubble, I don't want something that you will have trouble working with, plus by using just the core template library this will remain compatible with Rubble versions going into the future. I will need to make some changes to the addon.meta files when Rubble 7 hits because I am changing from scripts-as-data-files to a more generic format that should be simpler to use and maintain. Technically if not for the addon.meta files the addon would be compatible with Rubble versions from... 4.x? I think? Anyway, the way things are now you won't have to worry about Rubble updates breaking anything until Rubble 7 (which is still a ways off), and that should be the only time it is a problem. Ever.
An "IF" template would handle this concept nicely, as long as it works in entities, creatures, plants, secrets, reactions, interactions and init files.  The DFHack scripts would need to be hardened, but I should do that anyway.  Hell, I'd be willing to load up the documentation with template tags to help the player know what to expect in that world.
Title: Re: [40.xx] The Earth Strikes Back! v1.35 - In homeland, aquifer pierce you!
Post by: milo christiansen on October 20, 2015, 01:46:28 pm
Don't worry about it too much just yet, I'll have everything ready to go in a week or so. For now just use the existing version.

Unless you want to try to fix it yourself of course :) (but why would you want to when I am volunteering?)

Sadly the documentation does not support dynamic generation :) , well you could but it would be really, really hard... That would actually be something to look into for Rubble 7.
Title: Re: [40.xx] The Earth Strikes Back! v1.35 - In homeland, aquifer pierce you!
Post by: Dirst on October 20, 2015, 04:02:38 pm
Don't worry about it too much just yet, I'll have everything ready to go in a week or so. For now just use the existing version.

Unless you want to try to fix it yourself of course :) (but why would you want to when I am volunteering?)

Sadly the documentation does not support dynamic generation :) , well you could but it would be really, really hard... That would actually be something to look into for Rubble 7.
I incorporated the changes to bring it up to 1.35, which was just a cut-and-paste operation, and fixed one typo (the workshop NAME_COLOR was ignored).  It is available in the "backup" download location now.

Haven't actually played it yet, but saw this during setup: "No Variables listed in Meta Data"
I can think of some interesting things to do with that, but it will require a much deeper look at the documentation.

This looks great so far!
Title: Re: [40.xx] The Earth Strikes Back! v1.35 - In homeland, aquifer pierce you!
Post by: Thuellai on October 20, 2015, 06:31:40 pm
Released a Dolomite Wyrm.  It promptly killed both my miners (probably because I had them attack it and didn't remember that it was made of steel) and then promptly stopped fighting anyone

Now it's just chilling in my dining room with everyone else, but it's not aggressive.  It does, however, like to knock over buildings from time to time.
Title: Re: [40.xx] The Earth Strikes Back! v1.35 - In homeland, aquifer pierce you!
Post by: Dirst on October 20, 2015, 07:52:09 pm
Released a Dolomite Wyrm.  It promptly killed both my miners (probably because I had them attack it and didn't remember that it was made of steel) and then promptly stopped fighting anyone

Now it's just chilling in my dining room with everyone else, but it's not aggressive.  It does, however, like to knock over buildings from time to time.
This is one of the bugs in spawn-unit.  Spawned units are built trait by trait for every trait known to the DFHack devs, and something about the mind just doesn't get made.  The newer create-unit takes a different approach by fooling the game into thinking for a moment that it's creating an Arena Mode test creature.  The unleashed units should behave more naturally once I can get the new tool working.

By the way, their claws and bones are steel, and their hide is stone... But there is some flesh in there, including a heart, brain and lungs for your militia to attempt to hit.

But think of it this way: if you were a Wyrm who just mowed down two armed dwarves, and since then you've been quadrupling in size every week, would you feel threatened by a dining hall full of the bearded buggers?
Title: Re: [40.xx] The Earth Strikes Back! v1.35 - In homeland, aquifer pierce you!
Post by: Dirst on October 21, 2015, 03:15:25 pm
An historic day for Dwarf Fortress.  A pet rock was moved to violence!

(http://i8.photobucket.com/albums/a28/8gon/Pet%20Rock%20Meets%20Wyrm.png)

Although it didn't end well for the poor pet rock.

Maybe it will do better against a smaller foe?

(http://i8.photobucket.com/albums/a28/8gon/Pet%20Rock%20Meets%20Awakened%20Stone.png)

Not really.
Title: Re: [40.xx] The Earth Strikes Back! v1.35 - In homeland, aquifer pierce you!
Post by: Thuellai on October 22, 2015, 01:34:55 pm
Am getting the bug reported earlier where the tribute reactions to create gem seeds don't work, and just produce generic, unusable 'seeds'
Title: Re: [40.xx] The Earth Strikes Back! v1.36 - Now with added violence
Post by: Dirst on October 22, 2015, 03:05:54 pm
I've released v1.36, which fixes the useless seeds issue and the oddly calm creatures issue.

You should be able to drop this on top of an existing save with no ill effects.  If you're merging manually, neither entity_default.txt nor onload.init has changed.  Existing creatures will retain their chilled-out ways, but new ones should act like typical DF creatures... which is to say less friendly.
Title: Re: [40.xx] The Earth Strikes Back! v1.36 - Now with added violence
Post by: Thuellai on October 22, 2015, 06:19:57 pm
New Awakened Gabbros are popping out and now being listed as 'Friendly', which I guess is technically an improvement on being listed as 'Wild' and acting Friendly.

Haven't re-tested the seed reactions yet.
Title: Re: [40.xx] The Earth Strikes Back! v1.36 - Now with added violence
Post by: Dirst on October 23, 2015, 07:22:04 am
New Awakened Gabbros are popping out and now being listed as 'Friendly', which I guess is technically an improvement on being listed as 'Wild' and acting Friendly.

Haven't re-tested the seed reactions yet.
Irritatingly, this didn't happen while I was testing... but I just reproduced the problem in a test fort.  I'll work on this and let you know when I have a fix.
Title: Re: [40.xx] The Earth Strikes Back! v1.36 - Now with added violence
Post by: Dirst on October 23, 2015, 03:08:13 pm
Continuing to get overly friendly spawned creatures, which is different from overly calm ones.  The issue appears to be the new unit's enemy_status, which seems to not be defined until the creature has existed for a tick.  I'm still working on that.

In other news I found a repeated typo in the reactions file.  Search-and-replace PLAT_ to PLANT_ to fix the fix for gem seed extraction.
Title: Re: [40.xx] The Earth Strikes Back! v1.37 - Even the pet rocks are dangerous
Post by: Dirst on October 28, 2015, 07:04:47 am
I've posted version 1.37 with bugfixes that should make the spawned creatures appear correctly as "wild animals" and correct the issue with gem seed extraction.

Like v1.36, you should be able to drop these files onto an existing save (but make a back-up just in case).  There are no changes to entity_default.txt to cause merge issues.

I had one Awakened Stone attack its miner then wander off, so I'm still working on their aggressiveness.  The Pet Rocks spawned through create-unit seem a lot more active... I might keep the old lobotomizing spawn-unit around for those guys :)
Title: Re: [40.xx] The Earth Strikes Back! v1.37 - Even the pet rocks are dangerous
Post by: milo christiansen on October 28, 2015, 02:45:32 pm
OK, a version of the Rubble port with more stuff template and with the raws tolerant of missing layer materials is up on DFFD (http://dffd.bay12games.com/file.php?id=11218).

This is still an older version, and the DFHack scripts need work (they need to be tolerant of missing creature castes and the like), so it's not really ready for general users.
Title: Re: [40.xx] The Earth Strikes Back! v1.37 - Even the pet rocks are dangerous
Post by: Dirst on October 28, 2015, 10:54:01 pm
Thanks milo.  Fortunately the scripts now work with caste names rather than indices, so that will help hardening them against missing materials.
Title: Re: [40.xx] The Earth Strikes Back! v1.37 - Even the pet rocks are dangerous
Post by: Dirst on November 10, 2015, 05:03:05 pm
Working on beefing up the Secrets, and for most of them it seems fitting to give the geomancer the same special ability as the equivalent Wyrm.  Launching rocks and magma balls from the hand is fairly standard wizardy stuff, and stomping to cause a local earthquake fits well.  The aquifer venom seems a bit odd, but at least the geomancer can be nudged into using a "bite" interaction.  The flux-stone Wyrms have steel bones, teeth and claws, and there is no easy way to apply that to an existing creature.  I was thinking of launching globs of molten steel from the hand, but am open to other ideas out there.
Title: Re: [40.xx] The Earth Strikes Back! v1.37 - Even the pet rocks are dangerous
Post by: Dirst on December 02, 2015, 12:37:58 am
Greetings,

The new version of DF has arrived!

For those of you staying on 0.40 until DF gets relatively stable, I am still working on TESB 1.40, which will finally make the living stone Secrets worth having, though the RNG probably  still doesn't like you enough to give you a Secret-powered immigrant.  That version will have an official Rubble release as well, which will be raws-identical to the main version but may be easier or harder to blend with other mods depending on your setup.

Unfortunately my day job has been keeping me too busy to get 1.40 out the door :(

TESB version 2.00 will arrive at some point after DFHack becomes available for DF0.42, with a Rubble module for Rubble 7 when it arrives (but in any case not before DFHack).  I will attempt to integrate Tributes with the new temple system, and see what else I can do from there.  I intend to maintain the 1.x fork for as long as people are playing it, but eventually DF0.42-dependent features will cause divergence.

In the meantime, cherish this interlude where the DF0.42 rocks are not yet trying to eat your miners!
Title: Re: [40.xx] The Earth Strikes Back! v1.37 - Even the pet rocks are dangerous
Post by: milo christiansen on December 04, 2015, 10:27:38 am
As soon as you are ready to move to 42.x let me know, because Rubble 7 will require some (minor) addon changes (that I will happilly make for you as per my offer to fix anything I break).

Obviously this won't be usable until DFHack is working again, but if you want to get a head start you can send me a working copy for updating anytime...
Title: Re: [40.xx] The Earth Strikes Back! v1.37 - Even the pet rocks are dangerous
Post by: Dirst on December 04, 2015, 10:46:34 am
As soon as you are ready to move to 42.x let me know, because Rubble 7 will require some (minor) addon changes (that I will happilly make for you as per my offer to fix anything I break).

Obviously this won't be usable until DFHack is working again, but if you want to get a head start you can send me a working copy for updating anytime...
Thanks for the offer, milo.  I'm composing 1.40 in Rubble templates and will then generate the normal raws from that.  I think I have all of the gangs-of-24 now in template form, cleaning up some inconsistencies as I go.  In related news, I now hate rock salt.
Title: Re: [40.xx] The Earth Strikes Back! v1.37 - Even the pet rocks are dangerous
Post by: milo christiansen on December 04, 2015, 10:52:10 am
:) There is always at least one thing that is outside the normal pattern...
Title: Re: [40.xx] The Earth Strikes Back! v1.37 - Even the pet rocks are dangerous
Post by: Dirst on January 06, 2016, 08:18:41 am
Hail hearty miners!

I've been working on 1.40 as real life permits, and once that is finished will move on to 2.00 for DF0.42 compatibility.  For those who like to live dangerously, there is now an alpha version of v1.40 at the alternate download location.  It hasn't been tested much, but since it requires a worldgen you probably can't do too much damage.

The biggest visible change is to the Secrets, which now convey powers similar to what the Wyrms have naturally.  The biggest behind-the-scenes change is that the mod now exists as a set of Rubble 7.2 templates, which I then combine with the Stonesense content to build the standard mod.  Many thanks to milo for getting that up and running.

(Unfortunately, TESB requires bugfixes in Rubble 7.2 in order to work, but Rubble 7.2 is built for DF 0.42.  You'll need to sneak Rubble's output into a DF 0.40 installation for it to work.  TESB 2.00 will work natively with the then-current version of Rubble.)
Title: Re: [40.xx] The Earth Strikes Back! v1.40 - The secret is the Earth hates you
Post by: Dirst on January 11, 2016, 02:41:34 pm
Version 1.40 has been released, which will be final DF0.40-only release.  This version expands significantly on the Secrets, and does require a worldgen to use the new features.  I have a development build of DFHack for DF0.42, and will be focusing on updating the mod for that version.  I will back-port what I can to support those who prefer to stick with DF0.40 until DF0.42 is more stable.

Some of the fringe DFHack features I was using have been incorporated into the core package, so hopefully the port will go smoothly.  Oh, who am I kidding?  I'll be lucky to get out of it without major injuries :)
Title: Re: [42.xx] The Earth Strikes Back! v2.00 - Early bird gets the wyrm
Post by: Dirst on March 02, 2016, 07:13:36 pm
Version 2.00 is now up! TESB is now compatible with DF v0.42, so your brief interlude of safe mining is now over :)

This release has the same features as the final version for DF v0.40, and I will do my best to keep feature parity between the 1.x and 2.x versions for the time being.

I generated the raws with Rubble, and there is a Rubble Addon version (called The Earth Strikes Back!.zip) available at the alternate download location.

Let me know if you run into any problems.  There is an updated version of create-unit.lua here (http://www.bay12forums.com/smf/index.php?topic=139553.msg6845001#msg6845001), which will be in the next release of DFHack.

Strike the Earth!  And watch out for when it strikes back!
Title: Re: [42.xx] The Earth Strikes Back! v2.00 - Early bird gets the wyrm
Post by: Dirst on March 02, 2016, 07:19:25 pm
Playtesting DF is always great fun.

Spoiler: Combat bathing (click to show/hide)

Spoiler: Interesting move there (click to show/hide)

Title: Re: [42.xx] The Earth Strikes Back! v2.01 - Dig deep... if you dare
Post by: Dirst on March 08, 2016, 04:13:48 pm
Hey there, a minor fix just posted as version 2.01.  It gets rid of a scary-looking-but-harmless error in the DFHack terminal, trims out the excess whitespace in the raw files, and removes the HEIGHT modifier for the creatures.  I found out that having HEIGHT and LENGTH in the same creature causes the description to almost always say "gigantic."  For each of these critters describing it as long or short makes more sense than tall or short.

Let me know if anyone runs into any problems, but for now it appears that you can definitely wait for your next world before upgrading.  The updated tesb-tribute.lua can be copied onto an existing save; I'm less sure about creature_tesb.txt.
Title: Re: [42.xx] The Earth Strikes Back! v2.01 - Dig deep... if you dare
Post by: milo christiansen on March 11, 2016, 02:13:24 pm
I have been having an urge to run a Rubble Gnome fort now that there is a DFHack for 42.6, this will be a perfect addition!

EDIT: How hard is it to get books with the various secrets? Is it even possible?
Title: Re: [42.xx] The Earth Strikes Back! v2.01 - Dig deep... if you dare
Post by: Dirst on March 14, 2016, 05:02:19 am
I have been having an urge to run a Rubble Gnome fort now that there is a DFHack for 42.6, this will be a perfect addition!

EDIT: How hard is it to get books with the various secrets? Is it even possible?
The secrets have the tags to allow mundane recording in books, and mundane research which should in theory let a scholar write a book without divine intervention.  But I've yet to run a real long-term fort with a library, so I don't know how likely that is.  Under 0.40 books would only be written by someone who knew the secret and ALSO had a necromancer tower.

If mundane research actually works correctly, then I can switch the secret goal from immortality to something that makes more sense.
Title: Re: [42.xx] The Earth Strikes Back! v2.01 - Dig deep... if you dare
Post by: milo christiansen on March 14, 2016, 09:39:55 am
I hate to mention this, but I think your creature file has some minor problems (that or wiki doesn't know what its talking about). Generating your addon with recent versions of Rubble reports some consistency check failures, some of which were my fault (I missed a few tags in my rules), but most of which appear to be incorrect tags. It's not very many, but you may want to give it a look.

(just generate with the newest Rubble version and it will spew some warnings)
Title: Re: [42.xx] The Earth Strikes Back! v2.01 - Dig deep... if you dare
Post by: Dirst on March 14, 2016, 01:17:52 pm
I hate to mention this, but I think your creature file has some minor problems (that or wiki doesn't know what its talking about). Generating your addon with recent versions of Rubble reports some consistency check failures, some of which were my fault (I missed a few tags in my rules), but most of which appear to be incorrect tags. It's not very many, but you may want to give it a look.

(just generate with the newest Rubble version and it will spew some warnings)
Thanks, problems definitely crept in over time, and I was hoping they would all be surfaced by making a Rubble version (a lot of the problems I found revolved around that Spawn of Evil... rock salt).  I'll take a look when I get some time.
Title: Re: [42.xx] The Earth Strikes Back! v2.01 - Dig deep... if you dare
Post by: pikachu17 on March 15, 2016, 10:20:33 am
Whenever I see the name of your mod, I think of Star Wars
Title: Re: [42.xx] The Earth Strikes Back! v2.01 - Dig deep... if you dare
Post by: Dirst on March 15, 2016, 11:08:52 am
Whenever I see the name of your mod, I think of Star Wars
The name is a play on Strike The Earth!, and I had been using the abbreviation TESB for a while before I realized that to most people it looks like The Empire Strikes Back, and now I can't unsee it :)
Title: Re: [42.xx] The Earth Strikes Back! v2.01 - Dig deep... if you dare
Post by: milo christiansen on March 17, 2016, 12:29:23 pm
And here I thought it was an intentional Star Wars reference... It's a cool name no matter how you look at it :P
Title: Re: [42.xx] The Earth Strikes Back! v2.01 - Dig deep... if you dare
Post by: Dirst on March 17, 2016, 03:19:42 pm
By the way Milo, was rubric is used for Rubble's consistency checks?  The lines that appears in the R7.5.1 log all looked valid to me (and there were no warnings in R7.5.0).

Edit: typo
Title: Re: [42.xx] The Earth Strikes Back! v2.01 - Dig deep... if you dare
Post by: milo christiansen on March 17, 2016, 03:37:29 pm
The consistency checker uses rules that specify allowable tag parameter counts and how tags relate to each other (for example "CDI" must come after "CAN_DO_INTERACTION", etc). Sometimes these rules also specify that certain arguments must be one of a certain list of values.

If I remember correctly most of the rule failures for TESB were missing parameters, for example PRONE_TO_RAGE needs a numeric parameter specifying how prone to rage something is, and the tissue selection tags need a tissue name to specify which one to select from the results that fit the given criteria.

Just look up any tags reported on the wiki, that will probably tell you what's wrong. Also make sure you use the latest Rubble (7.5.2) as I fixed some tags missing rules, and I think one or two of the missing ones effected TESB (but that certainly doesn't cover all the rule match failures reported).

BTW: If you find a tag that is reported as incorrect and is definitely correct post about it in the Rubble thread and I'll fix the rules for the next version. Currently vanilla DF and my First Landing addon both pass with only one warning (a vanilla bug), so the rules should be largely correct.
Title: Re: [42.xx] The Earth Strikes Back! v2.01 - Dig deep... if you dare
Post by: Dirst on March 26, 2016, 11:33:04 pm
I've fixed all of the inconsistencies that Rubble identified, though one of them was a false-positive.  Using a built-in material for blood does not need a subtype.  Oddly, by the time I changed it back, Rubble stopped complaining about those lines.  My guess is that's one of the fixes between 7.5.1 and 7.5.2.

Aside from the raw tweaks, I've added descriptions for the reactions and am in the middle of building a creature for "when an Ember falls into the ocean."  The interactions and Stonesense sprite for that one are turning out to be particularly challenging.

I can backport the new creature into the 0.40 version if anyone is still making new worlds with it, but the descriptions are a 0.42 feature.
Title: Re: [42.xx] The Earth Strikes Back! v2.02 - Now even the sea is striking back
Post by: Dirst on April 03, 2016, 01:00:31 am
Version 2.02 has been posted in the OP, both as a standard mod and as a Rubble module.  Note that Rubble doesn't support Stonesense content, so you would need to get that from the standard package.

This update requires a new world, but it finally answers the question of what happens if one of those Embers of Creation falls into water.  The answer is not good for coastal forts, although if you do manage to defeat the creature you get a Hidden Gem that is not available through mining.
Title: Re: [42.xx] The Earth Strikes Back! v2.03 - Learn why mining is a *combat* skill
Post by: Dirst on April 09, 2016, 12:35:03 am
Hi everyone.  People are downloading the mod, but the comments have tapered off.  The good news is that people aren't running into problems.  The bad news is it doesn't give me a lot of feedback on where to go next.

Are you finding the creatures too easy or too difficult?

In the meantime, the standard pack has been updated to v2.03 with improvements to the Stonesense interface.  Since Rubble packs don't include the Stonesense assets, there was no point in incrementing its version number.

In case you were curious what those gem vines look like...
(http://i8.photobucket.com/albums/a28/8gon/Gem%20Vines%202.png)
The gem clusters obviously match the gems, but there are subtle differences in the vines as well.

EDIT: Lo-res farm plot looked really bad at this level of zoom, so I tried to fix it a bit.
Title: Re: [42.xx] The Earth Strikes Back! v2.03 - Learn why mining is a *combat* skill
Post by: SOLDIER First on April 09, 2016, 12:45:22 am
ptw
Title: Re: [42.xx] The Earth Strikes Back! v2.03 - Learn why mining is a *combat* skill
Post by: Meph on May 12, 2016, 06:00:08 pm
I just added it to the mod and launcher, as discussed. I added options to turn it on/off, turn the domestic pet rock on/off and secrets on/off.

Your building files are very peculiar, usually they start with Tile:1 and go to Tile:3... yours go to Tile:5, but as far as I know 4 and 5 have no effect.

I thought about using TWBT to use a new building graphic for the Tributes:
(http://i.imgur.com/M29f6Ad.png)

A round stone-altar with some magic in the center. Phoebus floor as background. Still retains the material color when build. Would that be ok?

PS: Testing also reveals an intersting AI quirk: The created awakened stones are wildlife, hit the miner once, but really just run away to the nearest map-edge to flee. Maybe add CRAZED to them? OPPOSED_TO_LIFE? They way they are, they do not pose any threat.

PPS: Why are pet rocks "VERMIN_GROUNDER" ? As vermin, they dont have a creature graphic, cant be pastured, etc... and most importantly, dont appear in the creatures list, where you look at your pets.
Title: Re: [42.xx] The Earth Strikes Back! v2.03 - Learn why mining is a *combat* skill
Post by: Dirst on May 12, 2016, 11:28:20 pm
Hi Meph, thanks for including the mod in your GUI.

The five-stage construction just allows the corner pillars to go up one by one; you don't see the central slab/altar thing erected because the dwarf building it is always standing there, but in principle the dwarf could get pulled away at the last moment.

As for the graphics, I've just been too busy to make up TWBT overrides for the Tributes.  They would be a nice touch.  Take a look at the second post in the thread to get an idea what they are supposed to look like (the four corner tiles are impassible).

The AI quirk is irritating.  I can induce an "attack" but haven't figured out how to induce a "fight."  Still working on that.  Fortunately, Awakened Stones tend to appear deep in the fortress and give your militia time to try to fight them.  Wyrms are almost always berserk, so they don't have this problem.

Pet Rocks are classified as vermin because (1) they are small, (2) I don't want them blocking out a wild animal population slot, (3) I don't want them appearing at the edge of map never to budge again, and (4) the wiki claims that owners of pet vermin will carry them around.  I have not observed that last behavior, though.  I haven't had a problem assigning them as pet-adoptable from the Z screen, or getting them pastured from the pasture's N menu (though actually moving a Pet Rock seems to be a low-priority job).  This class of vermin can pop up at random around the map, though the overwhelming majority are a side-effect of mining.

Remember, Pet Rocks are friendly little buggers... any Pet Rock that appears on the map via any means switches to the fort's or adventurer's civ pretty much instantly.  You don't really need to worry about "wild" Pet Rocks distracting your cats from actual damaging vermin.

Just a couple quibbles about MW's TESB: it's the only mod whose name is not Title Case, and it looks like a lot of the files have the [OBJECT:] declaration on the header line.  Not sure if that's going to cause any problems.
Title: Re: [42.xx] The Earth Strikes Back! v2.03 - Learn why mining is a *combat* skill
Post by: Meph on May 12, 2016, 11:38:01 pm
Quote
The AI quirk is irritating.  I can induce an "attack" but haven't figured out how to induce a "fight."  Still working on that.  Fortunately, Awakened Stones tend to appear deep in the fortress and give your militia time to try to fight them.  Wyrms are almost always berserk, so they don't have this problem.
crazed will work, as does opposed-to-life. curious_beast, ambush_predator, nofear, building_destroyer... lots of tags that handle AI.

Both crazed and opposed to life would make the tame versions impossible to control, that tag would have to be removed in that case.

Quote
(1) they are small, (2) I don't want them blocking out a wild animal population slot, (3) I don't want them appearing at the edge of map never to budge again, and (4) the wiki claims that owners of pet vermin will carry them around.
1. creatures can be small too. 2. they wont, if they have no biome. 3. they dont, migrants dont bring immobile pets (I know, from my golems), 4. they dont.

Quote
Just a couple quibbles about MW's TESB: it's the only mod whose name is not Title Case, and it looks like a lot of the files have the [OBJECT:] declaration on the header line.  Not sure if that's going to cause any problems.
No issues with the lines in the raws files... but where is the thing with the Title Case? In the GUI, raws, forum posts?

PS: Found a rather big flaw with the tribute script: It checks for every building that is build. Even contructions, like floors or walls. For every piece of floor I build, I get a spam-error message in the dfhack window.

And while typing this, I got a crash-to-desktop, 1 second after "x has incurred the wrath of an awakend dacite".  :-\
Title: Re: [42.xx] The Earth Strikes Back! v2.03 - Learn why mining is a *combat* skill
Post by: Dirst on May 13, 2016, 12:25:14 am
The Awakened Stone (and Incandescent Stone and Awakened Magma) already has [BUILDING_DESTROYER:1].  Ambush predator might be interesting.  The underlying problem is that create-unit puts the creature on the map with no reason to be there.  I'm not sure if they path out due to feeling overmatched by 7+ dwarves, or just because that is a default goal for the AI.  Tweaking their personality doesn't seem to make them stick around, so I think it's the latter.

I've had the scripts crap a bunch of red text into the console, but never a crash to desktop.  You get an achievement badge :)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/apps/8930/e3f412ab182b2ba3a4e737a5e6b745dae2950f88.jpg)

The spam you're seeing is from tesb-tribute.lua, which has a callback every time a job is completed.  If the job is "completed a building" then it tries to filter out anything that's not a workshop with

local workshop = df.building.find(job.general_refs[0].building_id)
if workshop.construction_stage == 3 and workshop.mat_type ~= -1 and not workshop.design then


This is important because the attributes I'm testing exist only on workshops and not other types of buildings.  What has been spamming for you?

Edit: As for Pet Rocks, I've had to make them non-vermin for arena testing in the past, and I don't recall any Biblical plagues besetting my home.  So that's probably a good change to make.  Too bad it appears that the only way to move them is with pasturing.
Title: Re: [42.xx] The Earth Strikes Back! v2.03 - Learn why mining is a *combat* skill
Post by: Meph on May 13, 2016, 12:32:55 am
Yes, only pasturing. But if they are vermin, you can only move them by moving their cage/terrarium.

Not sure if it was your mod or just me being out of RAM. ;)

I've been spammed by constructed floors. Certainly not a workshop.

Doesn't the script affect FPS if its constantly checking every building?

Fleeing of the map is a default AI thing. If they were overmatched, they would flee from your dwarves, but stop fleeing once out of range/sight.
Title: Re: [42.xx] The Earth Strikes Back! v2.03 - Learn why mining is a *combat* skill
Post by: Dirst on May 13, 2016, 12:49:16 am
Yes, only pasturing. But if they are vermin, you can only move them by moving their cage/terrarium.
Actually I can 'N' a Pet Rock into a pasture and eventually a dorf will come by and move it.  Just don't expect it to happen if you're moving trade goods.

Not sure if it was your mod or just me being out of RAM. ;)

I've been spammed by constructed floors. Certainly not a workshop.
I'm not sure I've built a floor recently.  Thanks for the pointer, and I'll let you know when there's a fix.

Doesn't the script affect FPS if its constantly checking every building?
It only checks the building the tick it is completed, though it does have to check every single job to see if it is type 68 (building completed).  There might be some measurable impact during a megaproject, but generally nothing to worry about.

Fleeing of the map is a default AI thing. If they were overmatched, they would flee from your dwarves, but stop fleeing once out of range/sight.
It is sad, but not unexpected.
Title: Re: [42.xx] The Earth Strikes Back! v2.03 - Learn why mining is a *combat* skill
Post by: Meph on May 13, 2016, 12:57:04 am
Ok :)

Could I make one feature request in that case? I'm not sure how your script determines which awakened stones should be hostile and which ones tame, but could you add OPPOSED_TO_LIFE to the hostile ones? That would fix it, it makes sense since stones are inorganics and not organics (they oppose organic life), and there would be proper fights. :)

It would also fit really well into my necromancer civ, which would be ignored by them. "Stone awakens. Stone looks around, sees nothing living/organic to kill; only undead shuffle about, stone ignores them".

Oh, and where was that with the lower-case mod name?
Title: Re: [42.xx] The Earth Strikes Back! v2.03 - Learn why mining is a *combat* skill
Post by: Dirst on May 13, 2016, 01:13:23 am
Ok :)

Could I make one feature request in that case? I'm not sure how your script determines which awakened stones should be hostile and which ones tame, but could you add OPPOSED_TO_LIFE to the hostile ones? That would fix it, it makes sense since stones are inorganics and not organics (they oppose organic life), and there would be proper fights. :)

It would also fit really well into my necromancer civ, which would be ignored by them. "Stone awakens. Stone looks around, sees nothing living/organic to kill; only undead shuffle about, stone ignores them".

Oh, and where was that with the lower-case mod name?
Should be able to apply a syndrome to spawning Awakened Stones, but I want to allow the possibility of trapping and taming the thing.  The syndrome can either wear off in time, or I can try to figure out how to watch for animal training and remove the syndrome on the first successful training session.  Problem is that I don't think OPPOSED_TO_LIFE animals can be trained?

The title-case thing was on the Mods tab of the UI.
Title: Re: [42.xx] The Earth Strikes Back! v2.03 - Learn why mining is a *combat* skill
Post by: Meph on May 13, 2016, 01:22:22 am
No, they cant be trained. They would attack their handlers, aka the handlers would be terrified.

Wear off in time seems a good idea. That way they give you some trouble, but in case your fort cant handle them, they would leave after a while. Did you ever consider making them disappear? They spawn, fight, after X amount of time, they just turn back into stone (dying and leaving a BOULDER as itemcorpse).
Title: Re: [42.xx] The Earth Strikes Back! v2.03 - Learn why mining is a *combat* skill
Post by: Dirst on May 13, 2016, 11:57:33 am
No, they cant be trained. They would attack their handlers, aka the handlers would be terrified.

Wear off in time seems a good idea. That way they give you some trouble, but in case your fort cant handle them, they would leave after a while. Did you ever consider making them disappear? They spawn, fight, after X amount of time, they just turn back into stone (dying and leaving a BOULDER as itemcorpse).
Any kind of booby-trapped syndrome or short lifespan will apply to trained Awakened Stones, so having the OPPOSED_TO_LIFE wear off seems like the solution.  Trap the critter and wait out the syndrome, then train it.  As long as cages don't stop the clock on syndromes, all will be well.  If they do, you'll just need to pit them to wait out the syndrome (what could possibly go wrong?).

Six months sound about right to everyone?
Title: Re: [42.xx] The Earth Strikes Back! v2.03 - Learn why mining is a *combat* skill
Post by: Meph on May 13, 2016, 12:12:30 pm
Cages dont stop syndromes, so it will work fine.

I thought about 2 weeks, maybe a month. But its your mod, do as you feel is best. :)

Edit: Report I've gotten:
And every time I hit a living stone, the game crashes within a few frames, so its even worse than I had assumed.
Title: Re: [42.xx] The Earth Strikes Back! v2.03 - Learn why mining is a *combat* skill
Post by: Dirst on May 13, 2016, 10:48:53 pm
I have a fix for the red text spamming the console, which is now labeled as an "alpha" at the Dropbox location.  Still cleaning up the new features before I push out the new version for real.

I don't see how the scripts could cause a crash a few ticks after spawning a creature.  Can you get a save?
Title: Re: [42.xx] The Earth Strikes Back! v2.03 - Learn why mining is a *combat* skill
Post by: Meph on May 13, 2016, 11:33:27 pm
A save wouldnt help much, because your spawning is random. Even if I'd save and 10 seconds later the game crashes because an awakened stone was spawned, you will not have the same spawned awakened stone at the same location.

I had 2 reports about crashes and had 1 crash myself while testing. A few ticks after an awakened stone is spawned.
Title: Re: [42.xx] The Earth Strikes Back! v2.03 - Learn why mining is a *combat* skill
Post by: Dirst on May 14, 2016, 01:05:36 am
A save wouldnt help much, because your spawning is random. Even if I'd save and 10 seconds later the game crashes because an awakened stone was spawned, you will not have the same spawned awakened stone at the same location.

I had 2 reports about crashes and had 1 crash myself while testing. A few ticks after an awakened stone is spawned.
The spawning is random, but this is happening a couple ticks after the spawn.  They don't randomly move around in the past :)

It would, however, require good timing.
Title: Re: [42.xx] The Earth Strikes Back! v2.04 - Learn why mining is a *combat* skill
Post by: Dirst on May 14, 2016, 10:00:38 am
Version 2.04 is up.

1. This changes Pet Rocks into tiny-but-not-vermin creatures.  This shouldn't actually change anything except that now they have a creature graphic.

2. Hostile Awakened Stones and Wyrms now have OPPOSED_TO_LIFE applied for about three months, which should keep the AI from immediately pathing off the map.  Remember it only takes about one month for a Wyrm to reach full size.

3. I fixed a bug in one of the scripts that was spamming scary-looking-but-harmless errors in the DFHack console.

There are two issues still outstanding.

First, something is wrong with the links inside the Rubble addon documentation.  For now, just refer to the opening post because it has all of the same information anyway.

Second, some players using the Masterwork version have reported crashes while an Awakened Stone is on the map.  This doesn't seem to affect players using the basic mod or the Rubble version, so it is probably some odd interaction with Masterwork's other DFHackery.  I don't think this version's AI tweak will fix that, so I'm still working on it.  A well-timed save before a likely crash would be helpful.
Title: Re: [42.xx] The Earth Strikes Back! v2.04 - Learn why mining is a *combat* skill
Post by: Meph on May 14, 2016, 12:38:16 pm
Thanks for the update. Sadly I have no idea what causes the crashes. I havent had time to play-test either.

Quote
Second, some players using the Masterwork version have reported crashes while an Awakened Stone is on the map.  This doesn't seem to affect players using the basic mod or the Rubble version, so it is probably some odd interaction with Masterwork's other DFHackery.  I don't think this version's AI tweak will fix that, so I'm still working on it.  A well-timed save before a likely crash would be helpful.
I just wanted to note that I did not alter any inorganics, nor your onload.init entries, it was all just drag&drop, no changes from my end.
Title: Re: [42.xx] The Earth Strikes Back! v2.04 - Learn why mining is a *combat* skill
Post by: Dirst on May 14, 2016, 09:57:43 pm
I just wanted to note that I did not alter any inorganics, nor your onload.init entries, it was all just drag&drop, no changes from my end.
I don't think it was any of that, it's just that the mod uses a lot of callbacks and they might be bumping heads with something else that MW is doing.  There is also one particular bit of virtual duct-tape I used in create-unit.lua that seemed like a weak point, but it survived quite a lot of playtesting until now (rather than figure out how to add a proper wild animal population, I attributed the Awakened Stone to an existing one outside the embark area).  This might fix itself if I simply set the proper invader flags on the spawned unit.

That might also eliminate the need for the OPPOSED_TO_LIFE trick.
Title: Re: [42.xx] The Earth Strikes Back! v2.04 - Learn why mining is a *combat* skill
Post by: chesse20 on May 18, 2016, 08:10:07 pm
this mod comes with masterwork and i had a limestone statue turn into a living stone... but my fortress was succubii and not dwarfen so the lil dude just hung out and destroyed a door or a statue every once in a while but nothing else. what am i supposed to do with him
Title: Re: [42.xx] The Earth Strikes Back! v2.04 - Learn why mining is a *combat* skill
Post by: SOLDIER First on May 18, 2016, 08:56:10 pm
Stone petting zoo
Title: Re: [42.xx] The Earth Strikes Back! v2.04 - Learn why mining is a *combat* skill
Post by: Dirst on May 18, 2016, 09:00:59 pm
this mod comes with masterwork and i had a limestone statue turn into a living stone... but my fortress was succubii and not dwarfen so the lil dude just hung out and destroyed a door or a statue every once in a while but nothing else. what am i supposed to do with him
When The Earth Strikes Back! is selected in Masterwork, features like Living Stone and Hidden Gems will affect anyone who digs into rock, but only the Dwarves have access to the Tribute buildings that can smooth over relations with (most) Living Stone creatures.

Awakened Stones are low-level building destroyers, which can make them annoying, but you can trap them and train them for hunting or war.  Or keep them in a zoo as S.B. suggested :)  Just be aware that they are genderless and therefore won't breed.  (An AI bug is making them more passive than they ought to be, next release will fix that.)
Title: Re: [42.xx] The Earth Strikes Back! v2.05 - Dangers in the deep
Post by: Dirst on May 19, 2016, 12:21:00 am
Version 2.05 is up, which should fix the issues with the AI.  This means that the stop-gap measure of making them OPPOSED_TO_LIFE is no longer necessary.  I also cleaned up the Rubble version's documentation, and declared a dependency on the "Base" pack.

The mod now includes a copy of create-unit.lua (version 0.52) which will override whatever you might have in your DFHack folder.  I'll pull it back out once DFHack updates again.

You could copy the new scripts on top of an existing 2.03 or 2.04 save, but it won't fix any oddly-behaving Awakened Stones that are already on your map.
Title: Re: [42.xx] The Earth Strikes Back! v2.05 - Dangers in the deep
Post by: Meph on May 19, 2016, 01:14:37 pm
Updated MDF with TESB 2.05. Just wanted to let you know.
Title: Re: [42.xx] The Earth Strikes Back! v2.05 - Dangers in the deep
Post by: chesse20 on May 19, 2016, 06:30:42 pm
(https://i.imgur.com/0HmgLOs.png)

looks like i got two "Granite Hunters" which turned green from their need to hunt... (other granite hunter is being covered by the cursor)
Title: Re: [42.xx] The Earth Strikes Back! v2.05 - Dangers in the deep
Post by: Dirst on May 19, 2016, 06:38:54 pm
They look... nauseous   :o

Were those trained as hunting animals?  I can fix the greenness next version, but I should make hunting and war graphics anyway.
Title: Re: [42.xx] The Earth Strikes Back! v2.05 - Dangers in the deep
Post by: chesse20 on May 19, 2016, 06:49:06 pm
They look... nauseous   :o

Were those trained as hunting animals?  I can fix the greenness next version, but I should make hunting and war graphics anyway.
they just randomly gained the hunting title in their name after i reclaimed the fortress
edit: i checked one of them and it had novice ambusher as it's highest ranked skill. it might have something to do with the hunting name
Title: Re: [42.xx] The Earth Strikes Back! v2.05 - Dangers in the deep
Post by: Dirst on May 19, 2016, 07:03:42 pm
They look... nauseous   :o

Were those trained as hunting animals?  I can fix the greenness next version, but I should make hunting and war graphics anyway.
they just randomly gained the hunting title in their name after i reclaimed the fortress
edit: i checked one of them and it had novice ambusher as it's highest ranked skill. it might have something to do with the hunting name
These guys have an ADD_COLOR tag in their creature graphic so that different castes would be different colors.  Completely forgot that they are SLOW_LEARNERs and therefore can acquire a profession.  I'm pretty sure I can disable profession colors but retain the caste colors.  You'll see that in 2.06 whenever that comes out, and I'll try to make a distinct graphic for trained Awakened Stones.
Title: Re: [42.xx] The Earth Strikes Back! v2.06 - Now with more graphic violence
Post by: Dirst on May 20, 2016, 12:42:51 am
Okay, so version 2.05 didn't last very long.

Version 2.06 is all about graphics assets.  I fixed the coloring issue that cheese20 found, so now Awakened Stones and Wyrms will be colored only according to caste.  I also added specific graphics for hunting- and war-trained Awakened Stones, though the hunting one is hard to see unless you zoom in.  You're probably already doing that to see the Pet Rock creature graphic, right? ;)

(http://i8.photobucket.com/albums/a28/8gon/Trained Awakened Stones.png)
The ones with green bands are hunter-trained, the ones with bloody claws are war-trained, and the slackers in the top-right corner are untrained.

While I was playing around with professions, I relabeled "wrestler" as "marauder" to preserve immersion.

Apparently I bugged Milo enough to support Stonesense assets, so now the Rubble version comes pre-packaged with all of the Stonesense content.  So now out-of-the-box, Rubble with all default configuration variables is precisely the same as the standard distribution.

Edit: Also updated the creature gallery in the thread's second post.
Title: Re: [42.xx] The Earth Strikes Back! v2.06 - Now with more graphic violence
Post by: milo christiansen on May 21, 2016, 10:42:50 am
Apparently I bugged Milo enough to support Stonesense assets, so now the Rubble version comes pre-packaged with all of the Stonesense content.

You didn't "bug" me, you just gently prodded me to do something I should have done long ago :P

BTW: I just downloaded and tested your latest version (2.06). The documentation looks good, everything seems to work fine.

Yay, no consistency check warnings! Go me (valid rules)! Go you (valid raws)!

One little (extremely minor) nitpick:
Quote
The Earth Strikes Back! (2.06)

Any miner knows that the surest way to prosperity is to strike the earth. Wise miners know that sometimes the earth strikes back.

A mod for Dwarf Fortress v0.42

Version 2.05
The version number in the header (which comes from you addon.meta file) is correct, but the version in the document itself is off by one. Maybe it would be better not to put the version in the document body manually like this? (Its one more thing to forget when updating) If you really want it there I suggest you put a list of places where you have version numbers somewhere (in a comment in the addon.meta file?) so you have a reminder of where all you need to change.

A second (also fairly minor) issue is the "index.txt" files in the StoneSense content. If two addons try to install stone sense stuff they may collide... It would probably be best to use a script to edit the existing file if possible.
Title: Re: [42.xx] The Earth Strikes Back! v2.06 - Now with more graphic violence
Post by: Dirst on May 22, 2016, 09:38:52 pm
Apparently I bugged Milo enough to support Stonesense assets, so now the Rubble version comes pre-packaged with all of the Stonesense content.

You didn't "bug" me, you just gently prodded me to do something I should have done long ago :P
Well, as long you're taking suggestions, how about adding a way to dispense drinks from the computer so I don't need to take breaks?  Coffee, soda, whatever you prefer ;)

BTW: I just downloaded and tested your latest version (2.06). The documentation looks good, everything seems to work fine.

Yay, no consistency check warnings! Go me (valid rules)! Go you (valid raws)!

One little (extremely minor) nitpick:
Quote
The Earth Strikes Back! (2.06)

Any miner knows that the surest way to prosperity is to strike the earth. Wise miners know that sometimes the earth strikes back.

A mod for Dwarf Fortress v0.42

Version 2.05
The version number in the header (which comes from you addon.meta file) is correct, but the version in the document itself is off by one. Maybe it would be better not to put the version in the document body manually like this? (Its one more thing to forget when updating) If you really want it there I suggest you put a list of places where you have version numbers somewhere (in a comment in the addon.meta file?) so you have a reminder of where all you need to change.
I guess that version number doesn't need to be there.  It's patterned after the OP in this thread, and it's just one more thing to forget.

A second (also fairly minor) issue is the "index.txt" files in the StoneSense content. If two addons try to install stone sense stuff they may collide... It would probably be best to use a script to edit the existing file if possible.
This has me a bit worried, too, since it is a silent overwrite.  But I don't know how to manipulate existing textfiles in Rubble.  Ideally, it would scan the index.txt file and add a new line only if it wasn't already there.  That, however, is more of a discussion for the Rubble thread.
Title: Re: [42.xx] The Earth Strikes Back! v2.06 - Now with more graphic violence
Post by: milo christiansen on May 23, 2016, 04:13:54 pm
Sorry, I think a drink dispenser will have to go in the "maybe later" part of the TODO list... But keep checking the changelog, you never know when I'll get inspired :P

(Answered your question in the Rubble thread)
Title: Re: [42.xx] The Earth Strikes Back! v2.07 - Digging dangerously
Post by: Dirst on May 31, 2016, 10:07:16 pm
Version 2.07, with most of the changes behind the curtain this time around.

The Rubble version has been tightened significantly, and it now adds the TESB Stonesense content to the index rather than overwriting it with a vanilla index plus TESB content.
The script that automatically tames all of the Pet Rocks for you will now accept a list of creature to tame.  No immediate impact, but will allow for additional benign critters in the future.
Speaking of Pet Rocks, the only ones available for embark will be the ones associated with layer stones your civ has access to.  Right now they appear in the order your civ discovered the stones (which might be of mild historical interest), but I'll try to alphabetize it for the next version.

Strike the Earth!
Title: Re: [42.xx] The Earth Strikes Back! v2.08 - Because it doesn't LIKE being struck
Post by: Dirst on June 15, 2016, 12:53:39 am
Version 2.08 has posted.  This one includes a couple small bugfixes, displays the Pet Rocks in alphabetical order on your embark screen, and consolidates the four background scripts into two which may help a bit with stability.

You could copy the Lua scripts and onLoad.init into an existing save, but it won't alphabetize your Pet Rocks if you've already embarked.  It will apply the bugfix for building a Tribute to Rock Salt if that's important to your game.  I really dislike rock salt.  For a new world, you can install this mod right on top of an old version then generate normally.

I haven't yet checked this mod with the new alpha version of DFHack for DF 0.43, but it ought to work.  That alpha build has the same version of create-unit as the last DFHack for 0.42, so the override in this package is still relevant.
Title: Re: [42.xx] The Earth Strikes Back! v2.08 - Because it doesn't LIKE being struck
Post by: Dirst on June 16, 2016, 01:03:14 am
Version 2.08 seems to run just fine under 43.03 with the DFHack alpha for Windows.  Just download the SDL version of Dwarf Fortress, unzip the DFHack distribution on top of it, then unzip TESB.zip on top of it.
Title: Re: [0.42&0.43] The Earth Strikes Back! v2.09 - Because it doesn't LIKE being struck
Post by: Dirst on June 24, 2016, 12:32:18 am
Version 2.09 has been posted, which brings a couple minor fixes.  It is now a bit more obvious if you accidentally use inappropriate blocks to build your Tribute.  First, the workshop looks slightly different (a boulder in the middle instead of a slab); second, it is labeled "Inactive Tribute"; and third, it has a single available job to (D)econstruct the workshop.

Up until now I've been forcing an Awakened Stone or Wyrm to attack the miner upon emerging from the rock, but the "marauder" tag seems to be working as intended, removing the need for the forced attack.  I also fixed an issue with how Wyrms' claws were defined in the raws.

Finally, I added some nicer formatting to the Rubble documentation.  The Reference section now has the same "info boxes" as the opening post in this thread.  Also noticed that I've been using Rubble 8 features since TESB v2.06, so the "requirements" have been corrected.

Let me know if anything doesn't work the way you expect, and get that adrenaline pumping while you Strike the Earth!
Title: Re: [0.42&0.43] The Earth Strikes Back! v2.10 - Menacing your miners
Post by: Dirst on July 04, 2016, 12:01:08 am
I've updated the mod to version 2.10, which includes a lot of stuff I'd been meaning to do for a while.

1. TWBT support.  It works out of the box for Rubble, but for everyone else I couldn't find a safe way to work around other mods.  You'll need to copy-paste a bit of text to get things working.

2. Altars.  If you have a temple to an appropriate deity, then you can build an Altar workshop with a single boulder inside that temple.  It works just like a Tribute but is smaller and easier to make.

3. Cleaned up a couple of the scripts that do most of the heavy lifting behind the scenes.  One small gameplay change is that now all "digging" jobs in layer stone can trigger Living Stone or Hidden Gems.  Previously, I'd missed carving fortifications and removing carved stairs.

Strike the Earth!  And be prepared to parry.
Title: Re: [0.42&0.43] The Earth Strikes Back! v2.10 - Menacing your miners
Post by: jimboo on July 08, 2016, 07:15:01 pm

Gem farming because our Baroness likes emerald spirits and seems like an all around OK dwarf but, 

Our yields seem really low.  Is a cluster just a cluster or do gem farms follow other farming rules?  E.g., planter skill and fertilizer?   

I wish I was better at reading raws –
Title: Re: [0.42&0.43] The Earth Strikes Back! v2.10 - Menacing your miners
Post by: Dirst on July 08, 2016, 10:08:21 pm

Gem farming because our Baroness likes emerald spirits and seems like an all around OK dwarf but, 

Our yields seem really low.  Is a cluster just a cluster or do gem farms follow other farming rules?  E.g., planter skill and fertilizer?   

I wish I was better at reading raws –
The seeds for gem vines are costly, and the "gem cluster" fruit has a custom brewing reacton, but the plant itself is supposed to behave in familiar ways.  So it should respond normally to fertilizer.

You were lucky to get such a decadent preference that you could actually meet!
Title: Re: [0.42&0.43] The Earth Strikes Back! v2.11 - Danger lurks... RIGHT HERE!
Post by: Dirst on July 13, 2016, 02:07:36 pm
Presenting version 2.11...

The latest DFHack release has the most up-to-date create-unit script, so the mod will now use the one from DFHack if you have release 0.43.03-r1 or later.  Otherwise it continues to use the one included.

It should be safe to apply this update to an existing v2.10 save, but no earlier.  I fixed some minor bugs with extended item descriptions, how often Awakened Stone spawn, and the appearance of inactive Tributes.  Originally I intended Awakened Stones to spawn only if no boulder dropped upon mining the tile, but I realized it was actually checking the tile that the miner was standing on rather than the tile mined.  It wasn't worth the bother to locate the actual tile mined, I just removed that check entirely to streamline the code and remove one extremely convoluted way for the player to avoid spawning Awakened Stones.

I also cleared out the deprecated scripts, some of which had been hanging around since version 1.30 of the mod.  This will reduce clutter on new installs.

Strike the Earth!  With respect.
Title: Re: [0.42&0.43] The Earth Strikes Back! v2.11 - Danger lurks... RIGHT HERE!
Post by: Dirst on July 15, 2016, 02:51:05 pm
Hotfix up for version 2.11, somehow I accidentally deleted the tissue for Wyrm claws and had a typo in a couple reactions' "tooltips". Should run now with nothing in the error log, and it is safe to apply these files to an existing 2.10 or 2.11 save.
Title: Re: [0.42&0.43] The Earth Strikes Back! v2.12 - Danger lurks... RIGHT HERE!
Post by: Dirst on July 17, 2016, 09:52:21 pm
Here is version 2.12.

It fixes a problem I introduced with the hotfix to 2.11 (I'm going to blame rock salt.  It had nothing to do with the bug, but by this point I just really dislike rock salt.), fixes the issue with pet rocks picking fights as soon as they're spawned (as entertaining as that was), and gets rid of a bit of clutter in the Rubble version by generating many small textfiles from code.

Edit: Version 2.12 can be applied to an existing 2.11 or 2.10 save.
Title: Re: [0.42&0.43] The Earth Strikes Back! v2.12 - Danger lurks... RIGHT HERE!
Post by: pikachu17 on July 19, 2016, 02:35:50 pm
I tried the living magma in masterwork's arena. It melted. Is this a bug that's been fixed?
Title: Re: [0.42&0.43] The Earth Strikes Back! v2.12 - Danger lurks... RIGHT HERE!
Post by: Dirst on July 19, 2016, 04:11:34 pm
I tried the living magma in masterwork's arena. It melted. Is this a bug that's been fixed?
After some troubleshooting, it turns out that this is a problem with Masterwork's standardized materials.  A creature that contains typical tissues (fat, bone, etc.) isn't allowed to have its own melting points, etc.  Everything in TESB works just fine if you turn off standardized materials.

Thanks for pointing this out.  I'll try to standard-proof the Awakened Magmas and Incandescent Stones for the next version.
Title: Re: [0.42&0.43] The Earth Strikes Back! v2.12 - Danger lurks... RIGHT HERE!
Post by: pikachu17 on July 19, 2016, 04:15:11 pm
Your welcome. Your mod sounds awesome by the way. any chance that trees could create ents when chopped? you could maybe name a special "ent" tree the same as a regular tree but doesn't drop wood, and have it spawn a ent? an ent should have [NATURAL] so it doesn't attack elves.
Title: Re: [0.42&0.43] The Earth Strikes Back! v2.12 - Danger lurks... RIGHT HERE!
Post by: Dirst on July 19, 2016, 04:23:44 pm
Your welcome. Your mod sounds awesome by the way. any chance that trees could create ents when chopped? you could maybe name a special "ent" tree the same as a regular tree but doesn't drop wood, and have it spawn a ent? an ent should have [NATURAL] so it doesn't attack elves.
That's a little outside the scope of this mod, but it's something that might be possible using the logic in the tesb-job-monitor script.  One would need to watch for a cut-down-tree job finishing, and I don't think Lua would have access to the type of tree just chopped down so it would need to be a relatively generic ent or nymph.  If someone wants to make that mod they're welcome to pilfer the script with attribution.
Title: Re: [0.42&0.43] The Earth Strikes Back! v2.13 - It's dangerous down there
Post by: Dirst on July 21, 2016, 03:34:19 pm
Version 2.13 fixes the issue with Standardized Materials, so if you are maximizing GPS then your dwarves will just die sooner in the lower caverns :)

This version also implements a grace period before checking for Living Stone.  The default is 250 tiles, which isn't enough to complete your fort, but should let you sink your main staircase before the rocks start biting.  The probability for Hidden Gems is also lower during the grace period (starting at zero and ramping up to the full base chance as the last grace period tile is mined).

I included the tesb-info script to help you keep track of this should you be curious.

Strike the Earth!  Quickly, before it wakes up!

Edit: v2.13 can be applied the an existing 2.10, 2.11 or 2.12 save.
Title: Re: [0.42&0.43] The Earth Strikes Back! v2.13 - It's dangerous down there
Post by: jecowa on August 04, 2016, 02:45:49 am
How important are the TWBT overrides to The Earth Strikes Back!?

PyLNP currently doesn't support these things:

Are you okay with The Earth Strikes Back! being bundled with Lazy Newb Packs (even if it doesn't include the "data" folder and the "stonesense" folder)?
Title: Re: [0.42&0.43] The Earth Strikes Back! v2.13 - It's dangerous down there
Post by: jimboo on August 06, 2016, 04:26:40 am
Is it possible to copy this mod into the the 2014 Masterwork release, on that board as Ye Olde Masterwork?  If so, how?  (Meaning, I tried, it didn't work.  :)  )
Title: Re: [0.42&0.43] The Earth Strikes Back! v2.13 - It's dangerous down there
Post by: Meph on August 06, 2016, 09:32:29 am
Is it possible to copy this mod into the the 2014 Masterwork release, on that board as Ye Olde Masterwork?  If so, how?  (Meaning, I tried, it didn't work.  :)  )
Its in the new one, but the old 2014 Masterwork does not use the same dfhack, so... no. TESB uses scripts heavily.
Title: Re: [0.42&0.43] The Earth Strikes Back! v2.13 - It's dangerous down there
Post by: Dirst on August 06, 2016, 02:24:51 pm
How important are the TWBT overrides to The Earth Strikes Back!?

PyLNP currently doesn't support these things:
  • Copying anything from the /data/init/ folder.
  • Copying anything from the /stonesense/ folder.
  • Copying PNG files.

Are you okay with The Earth Strikes Back! being bundled with Lazy Newb Packs (even if it doesn't include the "data" folder and the "stonesense" folder)?

Sorry, I typed up a response yesterday but must have closed the browser before it posted.

It'd be great to have The Earth Strikes Back! bundled with Lazy Newb Packs, even if the extra graphic stuff can't come along for the ride.  Honestly, I'm not sure how many people have even seen the Stonesense content  :'(

That said, the Stonesense and TWBT content can be left in place if that makes it easier to manage things, since instructions on how to draw a Tribute to Granite have no effect if there are no Tributes to Granite in the raws.

The only potential conflict is the way that Stonesense handles farm plots.  The farm plot and all farmable plants are handled inside the same XML block, so adding a modded plant means overwriting the default file or duplicating all of the default content in a block that takes precedence.  I chose the latter method, which just means I have to keep an eye on the Stonesense thread to ensure I update the farm stuff when the default graphics change.  The former method would make it easier to merge several mods' plants together, but (1) that would require merge logic for the Stonesense data that is outside the current LNP scope and (2) I'm not aware of any other mods with Stonesense graphics for farmable plants anyway.

The only vanilla raw file that gets touched is entity_default.txt, which is going to be stepped on by every mod with buildings or reactions.  Merge logic is going to be important for that.
Title: Re: [0.42&0.43] The Earth Strikes Back! v2.13 - It's dangerous down there
Post by: Dirst on August 06, 2016, 02:33:57 pm
Is it possible to copy this mod into the the 2014 Masterwork release, on that board as Ye Olde Masterwork?  If so, how?  (Meaning, I tried, it didn't work.  :)  )
Like Meph said, this mod is script-heavy which makes it nigh impossible to transplant across major DF versions.

The alternate download location has old versions of the mod... version 1.x runs on DF 0.40.08-0.40.24, whereas version 2.x runs on DF 0.42.04 and later (though v2.00-v2.08 will be buggy under DF 0.43).  I started work on the mod during the good ol' days of 0.34.11, but 0.40 came out before I got Awakened Stone spawning reliably.  Spawning was an order of magnitude easier under 0.40's DFHack, so I never finished a 0.34.11 version.
Title: Re: [0.42&0.43] The Earth Strikes Back! v2.13 - It's dangerous down there
Post by: jimboo on August 06, 2016, 07:16:36 pm
Oh.  Bummer, that.  But thanks, guys, for getting back to me. 
Title: Re: [0.42&0.43] The Earth Strikes Back! v2.13 - It's dangerous down there
Post by: jecowa on August 21, 2016, 05:13:48 am
I see it says it in the OP, but I just wanted to double check – this requires DFHack, right? Just wondering if there's any point in trying to play this in Dwarf Fortress v0.43.05.
Title: Re: [0.42&0.43] The Earth Strikes Back! v2.13 - It's dangerous down there
Post by: Dirst on August 21, 2016, 08:18:17 am
I see it says it in the OP, but I just wanted to double check – this requires DFHack, right? Just wondering if there's any point in trying to play this in Dwarf Fortress v0.43.05.
You could install TESB onto a 43.05 game, but then you would only get Awakened Stones, Incandescent Stones and Awakened Magmas as rare encounters in the caverns plus Awakened Storms near the coast but without the weather effects.  The changes to mining (e.g., Living Stone and Hidden Gems) would simply not occur.  Tributes and Altars would not function without a lot of raw editing, but without Living Stone or Hidden Gems they are superfluous anyway.  Finally, there would be no way to bring a Pet Rock or a Wyrm into existence outside the arena, and no way to generate a Gem Vine at all.

TL;DR: Correct, it doesn't work without DFHack :)
Title: Re: [0.42&0.43] The Earth Strikes Back! v2.13 - It's dangerous down there
Post by: Gameboon on September 27, 2016, 06:04:05 am
Hey,

I've configured the Masterwork Mod for the first time, and from The Earth Strikes Back! mod I've only enabled pet rocks. I got a starting dwarf who likes pet rocks and adopted the pet granite I brought on embark, but he doesn't seem to carry it around with him. Any suggestions?
Title: Re: [0.42&0.43] The Earth Strikes Back! v2.13 - It's dangerous down there
Post by: Dirst on September 27, 2016, 12:42:21 pm
Hey,

I've configured the Masterwork Mod for the first time, and from The Earth Strikes Back! mod I've only enabled pet rocks. I got a starting dwarf who likes pet rocks and adopted the pet granite I brought on embark, but he doesn't seem to carry it around with him. Any suggestions?
Pet Rocks are immobile on their own, and despite what the wiki said dwarves will not carry them around whether these pets are classified as vermin or normal creatures.  I opted to make them not vermin so they show up nicer on the map.  The only reliable way I found to shuffle Pet Rocks around is by pasturing them.  The most realistic place to pasture a Pet Rock would be in the owner's bedroom, but the dining hall or similar should work just as well.
Title: Re: [0.42&0.43] The Earth Strikes Back! v2.14 - Where the mine isn't yours
Post by: Dirst on September 28, 2016, 08:11:20 am
Version 2.14 has posted, which is designed to give better feedback if a Tribute or Altar is not functional (for example, if a temple's Spheres don't match up the Altar's).

Edit: Uploaded a hotfix because the improved feedback is implemented via a series of reactions, and I had forgotten to add those to the entity. Facepalm.  My apologies to whoever that go-getter was who downloaded v2.14 almost immediately.

As before, an Altar that doesn't work will show up as an Inactive Altar building, and it still has a single task available which deconstructs the building.  What is new is that the tooltip for that deconstruct task will now tell you what kinds of Spheres you need to make that kind of Altar function.
Title: Re: [0.42&0.43] The Earth Strikes Back! v2.14 - Where the mine isn't yours
Post by: jecowa on September 29, 2016, 11:43:52 pm
Quote
[REACTION_CLASS:GEM] For compatibility with Masterwork
What's this letting it do with Masterwork?
Title: Re: [0.42&0.43] The Earth Strikes Back! v2.14 - Where the mine isn't yours
Post by: Meph on September 30, 2016, 05:38:38 am
Quote
[REACTION_CLASS:GEM] For compatibility with Masterwork
What's this letting it do with Masterwork?
I have reactions that allow any gem to be used. To differentiate gems from boulders, they needed a reaction class. Without the reaction-class, the reactions would accept all normal gems, but not Dirsts hidden gems.
Title: Re: [0.42&0.43] The Earth Strikes Back! v2.14 - Where the mine isn't yours
Post by: Dirst on September 30, 2016, 12:34:34 pm
The change should be invisible to anyone not using Masterwork, though I don't have much experience with the new vanilla job manager.  It might detect the reaction class and treat them as some "GEM" category of inputs.  Even if that happens, it might be helpful to create manager rules such as "cut all rough gems except Hidden Gems."

If it's causing some inconvenience for players of the basic mod, please let me know and I'll come up with another solution.
Title: Re: [0.42&0.43] The Earth Strikes Back! v2.15 - It's a mine... it isn't yours
Post by: Dirst on October 07, 2016, 01:42:19 pm
Hi everyone, version 2.15 is up.  It only makes minor tweaks to the creature graphics and some proofreading to the documentation.  You can install this version on top of an existing 2.14 world, but 2.13 or earlier would require a new world.

The graphics update is laying the foundation for the Lazy Newb Packs allowing mods to display different images depending on your graphics pack.  I added proper animated-corpse sprites for each creature for completeness, not that I expect them to come up very often in play.  If you have an animated Wyrm in your fort, you are having a really bad day.

If you ever wonder what's going through an Awakened Stone's mind while it tries to dismember your miner, I imagine it's probably this song (https://www.youtube.com/watch?v=x5Q_TSNk-p4).
Title: Re: [0.42&0.43] The Earth Strikes Back! v2.15 - It's a mine... it isn't yours
Post by: jimboo on October 07, 2016, 02:46:22 pm
If you ever wonder what's going through an Awakened Stone's mind while it tries to dismember your miner, I imagine it's probably this song (https://www.youtube.com/watch?v=x5Q_TSNk-p4).

Good one!  SoundSense worthy, and the YouTube link continues the album.  trivia: ever read Griegs' own comments on his In The Hall of the Mountain King for Ibsen's Peer Gynt?  https://en.wikipedia.org/wiki/In_the_Hall_of_the_Mountain_King (https://en.wikipedia.org/wiki/In_the_Hall_of_the_Mountain_King)  Pretty funny.  Still, very dwarfy.   :)
Title: Re: [0.42&0.43] The Earth Strikes Back! v2.15 - It's a mine... it isn't yours
Post by: Dirst on October 08, 2016, 11:47:28 am
If you ever wonder what's going through an Awakened Stone's mind while it tries to dismember your miner, I imagine it's probably this song (https://www.youtube.com/watch?v=x5Q_TSNk-p4).

Good one!  SoundSense worthy, and the YouTube link continues the album.  trivia: ever read Griegs' own comments on his In The Hall of the Mountain King for Ibsen's Peer Gynt?  https://en.wikipedia.org/wiki/In_the_Hall_of_the_Mountain_King (https://en.wikipedia.org/wiki/In_the_Hall_of_the_Mountain_King)  Pretty funny.  Still, very dwarfy.   :)
Always seems that an artists's most popular stuff is the work they can't stand themselves, are embarrassed about its simplicity, or both.

There are a lot of epica songs (Two Steps from Hell, Audiomachine, etc.) that fit well with DF.  Found about a dozen that could contend to be a The Earth Strikes Back! theme, but none quite fit.  Protectors of the Earth was close and it has a great title... from the Living Stone's point of view.

The ideal song would set up a conflict between brass as the Earth and a combination of percussion and deep vocals as the dwarves.  Something kind of like Neverdark's battling brass and strings (But the vocals end up about four octaves too high.  I always imagined that dwarven kids would be baritone with both genders deepening to mark young adulthood.).
Title: Re: [0.42&0.43] The Earth Strikes Back! v2.15 - It's a mine... it's-a not yours!
Post by: Dirst on November 18, 2016, 05:41:52 pm
Just a quick note on what's been happening behind the scenes.

The devs behind the Lazy New Packs are working on a way to include mod graphics specific to the graphics pack you have loaded.  In preparation, I have done a spectacularly bad job of imitating the art styles of two graphics packs, plus adapted the original art for two others, and would like any feedback you might have about the artwork or what graphics packs to support.

Columns:
1: Awakened Stone, Incandescent Stone, Awakened Magma
2: Wyrm
3: Awakened Storm
4: Pet Rock

Rows:
1: Standard (CLA uses only this row)
2: Animated
3: Hunting-trained
4: War-trained

Default (32x32)
(http://i8.photobucket.com/albums/a28/8gon/TESB_graphics_1.png)

DungeonSet (24x24)
(http://i8.photobucket.com/albums/a28/8gon/TESB_graphics_DungeonSet_1.png)

GemSet (24x24)
(http://i8.photobucket.com/albums/a28/8gon/TESB_graphics_GemSet_2.png)

Meph (32x32)
(http://i8.photobucket.com/albums/a28/8gon/TESB_graphics_Meph.png)

CLA (18x18)
(http://i8.photobucket.com/albums/a28/8gon/TESB_graphics_CLA.png)
Replacing the ASCII characters â W § ∙

GemSet and CLA may be nigh-invisible in the forum's light color scheme.

It will probably be a while before Lazy Newb Packs support this automatically, but I'll include instructions in the next release on what to drag-and-drop where if you're impatient.

Edit: Updated images.
Title: Re: [0.42&0.43] The Earth Strikes Back! v2.15 - It's a mine... it's-a not yours!
Post by: ANickel on December 06, 2016, 04:04:24 am
Been getting a lot of pathfinding lag when Awakened Stone feels it would be a brilliant idea to spawn in the deepest top left corner of the map.  It then hangs out there pathing into nothing ad-infinitum...  Exterminate and other commands break when it spawns in, so can't kill it.  Any ideas?
Title: Re: [0.42&0.43] The Earth Strikes Back! v2.15 - It's a mine... it's-a not yours!
Post by: Bolo42 on March 29, 2019, 07:41:26 pm
Playing this with Masterwork, tributes and altar's not showing up in construct under workshops. Could it be a DFHack compatibility issue?
Title: Re: [0.42&0.43] The Earth Strikes Back! v2.15 - It's a mine... it's-a not yours!
Post by: honkler3 on September 22, 2019, 06:20:11 pm
Playing this with Masterwork, tributes and altar's not showing up in construct under workshops. Could it be a DFHack compatibility issue?

Yeah, i'm having the same issue with the mod, I tried looking all around the files to see if I could figure out why, but sadly I was not able to even after changing a few settings around. Can't really play the mod without the workshops though, since every awakened stone is going to come out hostile, which means you have to constantly watch your miners and you can't get them tamed. Hopefully someone else can figure out what's causing this issue, i'm using Masterwork as well.