Bay 12 Games Forum

Dwarf Fortress => DF Community Games & Stories => Topic started by: DVNO on July 15, 2014, 07:24:51 pm

Title: Dwarf Fortress from Scratch: 0.40.x [Contributors welcome!]
Post by: DVNO on July 15, 2014, 07:24:51 pm
Dwarf Fortress from Scratch v .40.x


Current raws: 264 kb vs Vanilla’s 3.08 mb


Hello!  I bet you are probably wondering what this is.

This is DF "from scratch". We start with a vanilla version of DF, delete all raws with their creatures and bodies and templates and materials, and build an entire new player-made universe by hand.

One full of player-made creatures and all-new mechanics, hand-built from contributor to contributor from the body templates and language symbols up to entire new dwarf civilizations and untold realms of possibility.


>>Click Here to View DFFS: Sci-fi<<  (https://drive.google.com/folderview?id=0B-kOejru5QTlZWNrOUd3dGowdkk&usp=sharing#list)

>>Click Here to View DFFS: Fantasy<<  (https://drive.google.com/folderview?id=0B-kOejru5QTlYkxNVURNQjcxcGc&usp=sharing#list)

DFFS Sci-fi ia a totally fresh creation for V .40, placed in the grim darkness of the far future, there is only war placed on a distant mining world called 'THX 1138' by the interstellar corporations who covet it's rich and bizarre resources, while simply called Terra Nihalgai by the local tribal inhabitants. This version is unrestricted to just 14th century high fantasy, and much else other than a balanced experience.

DFFS Fantasy is a port of the work done by Halfling and contributors of the original DFFS thread. It is a world governed by the Greater Creators; competitive gods gone mad with power, constantly creating form to the world and it's inhabitants to better understand the mechanics of the cosmos, and sometimes solely for their pure amusement.   
 
For Modders

For those returning, this DFFS will be a bit different from version .34. This game will NOT be turn based. You do not need to upload anything individually anymore. The whole project is now hosted on Google Drive (http://www.google.com/drive/index.html) to keep things easy to access and edit. The privileges are set up so anyone can contribute to the game, at any time, with anything, right down to a Chromebook. 

To access the folder and start contributing, first

(https://dl.dropboxusercontent.com/u/129105368/DFFS/google%20sign%20in.PNG)

then

(https://dl.dropboxusercontent.com/u/129105368/DFFS/google%20add%20to%20drive.PNG)

Since we are editing text files and not google doc files I cannot recommend this highly enough:

(click here for a handy Chrome native text editor) (https://chrome.google.com/webstore/detail/drive-notepad/gpgjomejfimnbmobcocilppikhncegaj?hl=en)

It’s a simple text editor, but for our needs it will be more than fine. Now you can open text files and save them to the project on the cloud with a ctrl-s as if you were using a local version of Windows Notepad. And if you still want to use Windows Notepad, that's fine too. Just upload the entire .txt file into the 'objects' folder from your local computer files. Easy!


Spoiler: Rules for Modders (click to show/hide)



For Players
Just want to play the mod? Alright! Just click here:

>>Click Here to Download<<  (https://github.com/Cell289/DFFDv40/archive/master.zip)

While you are playing, if you could you write some reports on your experience and post them in this thread? That would help out immensely. We modders, well, sometimes get lost in the code, sometimes and we need all the eyes we can to find gameplay positives, quirks, and problems. All you have to do? Please open the changelog and put the version number somewhere in your post. This is crucial to crushing bugs.

attn modders: The Google Drive will always be the most up to date project version.

The mod works with all versions of DF v .40 and works with all platforms: Windows, Mac, and linux. (At least until the newest version of DFHack comes out, but we'll cross that bridge when we get there.)

Spoiler: Fanart (click to show/hide)

If you just want to chat about the project, why not come down the the dedicated IRC? (http://mibbit.com/?channel=%23dffs&server=irc.mibbit.net) This for sure is the best way to get in touch with me and I am guaranteed to be on from  7:00 PM to 11:PM Pacific Time.

Now I’m going to be honest, I’m entrusting a lot a power and a lot of tools to this community, and a lot of freedom. I believe you can handle it, because you are the most awesome, smart, driven community i’ve ever seen.

 Be assured, I have a lot of tools at my disposal to monitor, revert, and restore everything and I pledge my full support to moderate this project to the best of my ability, your hard work isn't going to be destroyed or lost in the void any time soon. If you think something is amiss or could be done better, please, don't hesitate to drop by the IRC so I can rectify it.
 
Last but not least, Credits!

This mod was made possible by Community members like:

DrTaco
Lost in Nowhere
Cerapter
Gnorm
lord_lemonpie
cyberTripping

Remember; it's more productive to throw things in than to ask for permission around here. Be bold and have fun.

((This top post can be edited by the community, as with everything else))

page v 1.3
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Putnam on July 15, 2014, 07:28:14 pm
I think Github would probably be a better idea for this...
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: nomoetoe on July 15, 2014, 07:29:50 pm
It continues.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Aseaheru on July 15, 2014, 07:33:03 pm
Video maker signing in, waiting to produce lowquality youtube videos.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: DVNO on July 15, 2014, 07:42:00 pm
I think Github would probably be a better idea for this...

Yeah, it's another good option. I have my reservations though because the last one went the github route and things got rocky. The last thread and I just wanted to experiment with this first, though, and give it a shot.

And hey, if this plane's wings fall off and the whole thing explodes in a fireball, there's nothing stopping putting the project back up on Github again. 
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: StLeibowitz on July 15, 2014, 07:51:14 pm
Yes! The insects' reign of terror shall persist! All shall bow down before the indomitable might of Phylum Arthropoda!
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Gnorm on July 15, 2014, 07:59:57 pm
I might lend a hand to this project again. I think that I will start from scratch (again) though, instead of updating my old stuff.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: DrTaco on July 15, 2014, 10:03:10 pm
Let the games begin.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: WillowLuman on July 16, 2014, 12:00:35 am
Let's save some time and keep halfling's materials/tissues/bodyparts. They worked very well and converting most creatures without them would be a headache.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: DVNO on July 16, 2014, 12:16:29 am
Ah! First contributor!

Thank you, DrTaco. Every journy starts with the most humble step, and I don't think we would have gotten very far without dirt at all :)

@ Hugo

Okay, I'll throw them in first thing in the morning.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: WillowLuman on July 16, 2014, 12:19:47 am
In fact, let's take the most recent raws, throw em' in, and see what the errorlog says. AFAIK creatures need only gaits, adjustments to attacks, and optionally some vision arc and smell stuff to make them work. Body parts and weapons have some new tokens, and weapons need the new attack information (just ready/recover times, though.) Plants must be redone entirely.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: DVNO on July 16, 2014, 10:30:43 am

Hmm let's see what happens if I put the latest .34 raws in 40.3
. . .

The old game files don't crash immediately when given RCP.txt,

it complains about missing creature tokens

and it constantly spams

Code: [Select]
go baby!

 usz: 0

post baby

 usz: 0

post clean

 usz: 0

go baby!

 usz: 0

I have /never/ seen that error before, so . . . I don't even have a single clue how to fix that one so you'd be on your own. I dunno, we can try to port everything over instead of starting from scratch again. THere are going to be some crazy unforeseen problems trying I can already tell, but we could do it.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: WillowLuman on July 16, 2014, 01:06:54 pm
The "Go Baby!" thing is a dev thing Toady accidentally left in and runs whenever you go into a game mode in 40.3

Missing tokens are easily fixable. Which ones do you see?
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Cerapter on July 16, 2014, 02:13:54 pm
I read through about 260 pages of the previous thread only to find a link to this new thread at the end. Nevertheless, 3 days well spent. Also made me register here, just to tell you guys how awesome you have been so far.

I'd join, and I think my previous coding experiences might help me with some of the stuff here, and I've been analysing the .txt files, problem is, I cannot play DF at all.
Might learn to play just for this...
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Lost in Nowhere on July 16, 2014, 02:29:38 pm
I'll probably contribute to this. Seeing as there is no time constraint, that will avoid the issue I had last time...
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Redzephyr01 on July 16, 2014, 02:33:35 pm
PTW
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Skullsploder on July 16, 2014, 03:05:18 pm
I never bothered to look through all of the old thread but this seems like a very fun idea. I've never tried modding DF at all, but maybe after reading enough of your guys' reports on how to do it I'll make a contribution of some sort :)
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Lord_lemonpie on July 17, 2014, 09:09:27 am
Posting to Participate, although i'll only mod some basic things like gems, creatures or plants, nothing advanced.

On another note, the IRC link doesn't work for me. It is trying to redirect me to http://IRC?, which is an invalid link.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Dwarf4Explosives on July 17, 2014, 04:45:17 pm
Oh boy, the new errorlog is hilarious.

I think I'm going to go check my RAW sanity soon. Does anyone have a list of gait tokens*? Or has the wiki been updated already?

*How does that actually work anyway?
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Cerapter on July 17, 2014, 05:21:40 pm
The wiki already has an explanation on gait, if not the tokens.
I'd copy the stuff I found were I not on phone right now.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: DrTaco on July 17, 2014, 07:09:33 pm
Just added stone layers, a template to go with it, and a few soils. I messed up when updating my templates, and there are now two there. My mistake. Probably start adding a few metals/gems sooner or later.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: DVNO on July 17, 2014, 07:57:46 pm
@ DrTaco

Thanks again. I'll make a race soon, so soon this version will have something playable.

@ Lord_lemonpie

Hmm, not that is certainly not where I wanted it to go. Here, I put in a new URL, try it again.



Well, it seems like we have a schism of two camps here, those who want to continue with  the last thread's version, and those who do want to start from scratch for v .40.

With some reservation, I think the best solution is to split the project in two. I've given each a different flavor so hopefully they won't come out too similar.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Aseaheru on July 17, 2014, 08:31:23 pm
Well, That means twice the quantity of things to mess with in horrific videos. Thanks for the possibly artificially inflated potential views!
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: King Kravoka on July 17, 2014, 09:55:06 pm
Can I help with the RAWs every now and then?
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: DVNO on July 17, 2014, 11:25:32 pm
Absolutely! It's all open to play with.

Just make sure to make a record of what you modified on the Changelog.

@ Hugo

errorlog (https://dl.dropboxusercontent.com/u/129105368/errorlog.txt)
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Gnorm on July 18, 2014, 11:06:54 am
I will try to throw together some creature raws for the sic-fi game soon.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Cerapter on July 18, 2014, 02:20:31 pm
I'll wait till we have a body detail plan and a basic body file, mainly because I have no knowledge of the human body and have no idea what should be important and what should not be.
...And I'm fairly sure the RCP body files can't be used, no matter how tempting. Too easy and obvious to be of actual use.
...Right?
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Putnam on July 18, 2014, 02:25:33 pm
You can use RCP files.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Cerapter on July 18, 2014, 02:46:50 pm
Yay, I guess.

...Now to make a creature. Let's start by having the wiki open. Then just randomly smash the keyboard until something comes up, I guess. It worked for me before.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Gnorm on July 18, 2014, 03:11:08 pm
What exactly does the error message "Body Token Recognized But Could Not Connect" mean?
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: WillowLuman on July 18, 2014, 03:14:24 pm
I'll try to port the body parts and templates over this weekend. Then we can port whatever creatures we feel like, and people can make new vertebrates.

Absolutely! It's all open to play with.

Just make sure to make a record of what you modified on the Changelog.

@ Hugo

errorlog (https://dl.dropboxusercontent.com/u/129105368/errorlog.txt)
That error log leads me to believe you didn't have all the raws when you ran 40.03. There should be a raw file called "shutupdf" or something that contains all the RCP bits so the game doesn't throw up errors about it. Make sure to generate worlds with advanced settings and no randomly generated creatures whatsoever.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Cerapter on July 19, 2014, 02:42:51 pm
Apparently, in the Sci-fi half, moles have defined tissues for brains, but no brains.
...Or other organs, for that matter.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Gnorm on July 19, 2014, 03:05:18 pm
Apparently, in the Sci-fi half, moles have defined tissues for brains, but no brains.
...Or other organs, for that matter.
They do have brains; organs, however, they do not. I was mainly trying to just get a creature in the raws, and I plan to improve their design later.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Cerapter on July 19, 2014, 03:30:59 pm
Ah, right.
By the by, I'm making a creature as we speak as well.
Might get two playable ones in.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Gnorm on July 19, 2014, 03:42:33 pm
Ah, right.
By the by, I'm making a creature as we speak as well.
Might get two playable ones in.
Swell! I'm working on finishing up their entity raws (full of imperfections, but those can be ironed out later), along with some plants and wood to make the game actually playable. Also, the food items that DVNO added do not work because of the lack of [OBJECT:ITEM].
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Cerapter on July 19, 2014, 05:02:15 pm
Yay, got my creatures to breathe and see and use hands and hooves.

One on one against moles, they win 50% of the time.
Which is strange, consider moles are 150.000 cm3 in size, while chirps are 65.000 cm3. They have no chance against more than one mole, though.
I didn't think moles were double the size of humans, to be honest.

What does it mean when multiple bodyparts are listed one after the other separated by comma on the status screen?
They should appear one below another in a list, like most other bodyparts.

EDIT: They are also damaged together instead of separately, and get chopped off together. The bodyparts in question are 5-part legs, by the way.

EDIT2: Nevermind. That's what I get for giving the ID "RSH" to both the right shoulder and the right shin. And similarly with the left ones. Ugh.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Gnorm on July 19, 2014, 05:30:05 pm
Can't wait to see these "chirps."
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Cerapter on July 19, 2014, 05:35:05 pm
Well, go ahead, they're uploaded!
Test them in arena, if you want to.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: WillowLuman on July 19, 2014, 05:37:13 pm
What happened to halfling's bdp's in the fantasy fork? Many creatures don't work without them.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Cerapter on July 19, 2014, 06:02:31 pm
...I completely forgot to check the error log for errors when making the chirps.
Ugh. Let's say I'm tired. Gonna check that after I sleep.

Also,I think I might have a copy of the bdp lying around. "Best" case scenario, I accidentally moved instead of copying, though I don't think so. And if I recall correctly, there is a way to check who did what and revert it, should the need arise.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Gnorm on July 19, 2014, 06:06:57 pm
Put a few new plants into the world. We'll still need basic items and animals before this will be playable.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Cerapter on July 19, 2014, 06:11:01 pm
Do we need stuff like soil, stone, and the like, or are there minerals in already?
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: WillowLuman on July 19, 2014, 06:13:08 pm
There are several minerals from the last version (which AFAIK require no tweaking to port), though some people got carried away in trying out new symbols for their tiles, making stuff hard to read. IDK if it got fixed.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: DVNO on July 19, 2014, 06:22:27 pm
Maybe it's the version I downloaded. Just re-downloaded the latest version and uploaded it again. Are the files back?
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Cerapter on July 19, 2014, 06:29:55 pm
In before I get accused of time travelling: you have no evidence, mortals! timezones. Might be better if we noted the time in the change log based on GMT or something.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: DVNO on July 19, 2014, 09:39:18 pm
Added a neat little idea I've been thinking of.


Introducing the salvager and the Colonization store!

It works like this: you take two Flareboxes on embark and use them to 'beam down' (construct) a building from the mothership. The two buildings available is one that sucks up all of your loose raw stone and turns it into money.

What can you do with the money? You can beam down a store and turn in your money for guns, ammo and spare mining tools (great for if you lose your starting pick due to !!FUN!!)

There will be more items to be made for sale, such as cement, which will be easy to carry as a bag, and near unmovable as a mixed block. 

The buildings need entity files to be added into though, of course
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: BlackFlyme on July 19, 2014, 11:20:19 pm
Posting to watch.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Arcvasti on July 19, 2014, 11:36:53 pm
PTW

This is terrific.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: DVNO on July 20, 2014, 12:00:35 am
Modding Question:

if the value of a material is set to a number like 100, will a toy being constructed out of the material always be that number? If not, is there a way to make the the toy item have a consistent value in a custom reaction?
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Putnam on July 20, 2014, 12:04:55 am
Yes, as long as the reaction used to make it has no skill applied so that no qualities can be applied.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Gnorm on July 20, 2014, 12:40:40 am
Who else here is planning on adding a civilized race to the sci-fi game?
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: DVNO on July 20, 2014, 01:24:42 am
Yeah, are the Chirps going to be a civ? That'd be awesome
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Cerapter on July 20, 2014, 01:42:31 am
Yeah, are the Chirps going to be a civ? That'd be awesome
Heh, thanks, but yeah, they're gonna be playable.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Gnorm on July 20, 2014, 02:11:57 am
Currently working on weapons, clothing, and equipment for moles. Digging implements finished, axes still needed to cut down trees. Will move on to pack animal afterwards.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: DVNO on July 20, 2014, 02:16:51 am
Ohh, what kind of weapons? I've put in laser pistols if anyone wants to utilize them.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Cerapter on July 20, 2014, 02:17:54 am
Desktop syncing from Google Drive is so slow, I'm gonna go bonkers by the time it's done.
By the by, back the the PC, so I'm gonna fix some errors in the chirps' files.

For example, them trying to bite with their non-existent teeth.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Gnorm on July 20, 2014, 02:35:24 am
Ohh, what kind of weapons? I've put in laser pistols if anyone wants to utilize them.
Laser pistols sound pretty neat, I might make use of them. As far as the digging tool, I have made what I have called the "shovelclaw." I pictured it a claw-like contraption that the moles strap to the tops of their wrists. Its rapidly moving claw tears and drills apart the dirt and stone they wish to mine. As for an axe to cut wood, I am not really sure what I want to do yet.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Cerapter on July 20, 2014, 04:48:10 am
The lack of words in the language files are making this game way funnier than it should be.
"Darlingloving Love, chirplish god" was most often associated with pregnancy and creation.
"Skull Skullsugly, chirplish god" was the god of deformity, disease, blight, death, rebirth and birth.
I think you can guess now that "Death, chirpellish god" was the god of...
Spoiler (click to show/hide)
Also thanks to this, every chirp has "calm" or "peace" at least once in their name. This is especially funny when you get a male chirp who goes by the name of "Peace Idiotlull" and then you check his history and bam! By the age of 22 he has 6 kills. He had 27 kills overall, before being struck down by "Lull Lullschains". Whose only kill was Mr Idiotlull. GG Idiotlull, this girl was a fuckin' weaponsmith who fled from home and began wandering the wilds at the age of 35. Her only confrontation was with you and her murderer, you mass-murderer, and you got killed by a girl half your age while you were in the middle of your adulthood and at the top of your game. Oh, and she was killed by an upshoot mass murderer, by the way.
You suck.

Unrelated, but chirps have about 10-20 children in their lifetime. I think i might have mucked up something. Or is that only during history generation so that there are people to populate the place with?

And another thing: if you generate a world, don't move your cursor over the ocean. I think we might be lacking ocean soil or something.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Dwarf4Explosives on July 20, 2014, 05:10:33 am
Wow. I'm a little confused about the Sci-fi/Fantasy separation, but I'm kind of glad about it. I've got a few stranger ideas that I'd like to fit into the Sci-fi world.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Cerapter on July 20, 2014, 05:45:23 am
I've uploaded the entity file (and fixed some body files) for the chirps - they are unplayable currently, though. The game crashes whenever I try to embark.
It can still be used to look at the generated history.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: snackfox on July 20, 2014, 08:51:43 am
Hey, can I contribute?
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Cerapter on July 20, 2014, 09:07:36 am
Nothing stopping you from doing so, go ahead!

EDIT: You can now play as a chirp adventurer.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: snackfox on July 20, 2014, 10:16:58 am
I have a question. Are we allowed to use vanilla creatures as a base for our new creatures?
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Aseaheru on July 20, 2014, 10:18:46 am
Aslong as you get them to match the materials and sutch.
Thats how I "made" the first sort of purple tea.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: snackfox on July 20, 2014, 10:25:48 am
Right. I'm trying to make an utterly terrifying species that only dwells in good biomes, and I'm basing it off dwarves.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Gnorm on July 20, 2014, 11:26:46 am
I'll be gone for a few days, so the moles may not be in a finished state with their clothing and equipment for a bit. Try to iron out the bugs and crashes that we have.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: DVNO on July 20, 2014, 01:19:54 pm
Sure, we need some dangerous big game to hunt with our lasers :P

@ the crashes, my bad, i think that was because the halfling_inorganic was missing
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: snackfox on July 20, 2014, 01:52:22 pm
How would I make a civ stick to an good biome?
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Aseaheru on July 20, 2014, 01:58:58 pm
I think theres a spot where you put the areas they can grow or start in, and for animals there are ones saying where they can be.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: BlackFlyme on July 20, 2014, 02:01:53 pm
I believe that making the creatures themselves [GOOD] will allow them to exist in good areas.

Or it may be by giving them the [USE_GOOD_X] entity tokens.

I'm not entirely sure.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Cerapter on July 20, 2014, 02:08:49 pm
Some day, when we have enough creatures and stuff, we should fully redo the language files with current races and plants and stuff.

EDIT: You know that the body_default file says you can delete it if you want to make sure nothing bad happens, right? Well, deleting it makes bogeymen. GHOST bogeymen. They phase through you, and your attacks are useless against them. Essentially, their only weapon was their cackling, by not letting you sleep. I guess they want to kill you by sleep loss or something.

Dwarf Fortress from Scratch: where bogeymen went from novice adventurer murderers to noise polluters.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: DVNO on July 20, 2014, 03:20:37 pm
I GOT A PLAYABLE FORTRESS GAME RUNNING GUYS! :D

Please dl the new data folder and run advanced worldgen with the new world_gen settings i have included to resolve a lot of crashes.

EDIT:

The chirps just make the most adorable site names /)'3'(\
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Cerapter on July 20, 2014, 03:30:45 pm
I GOT A PLAYABLE FORTRESS GAME RUNNING GUYS! :D

Please dl the new data folder and run advanced worldgen with the new world_gen settings i have included to resolve a lot of crashes.
Look at dat genius ova dere! :D
The chirps just make the most adorable site names /)'3'(\
Ha ha, yeah. Mainly because the languages are lacking so they only choose from spheres.
We need some trees and we could even have a somewhat working fortress now.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Aseaheru on July 20, 2014, 03:41:12 pm
If you guys can get a working thing in a place I could even record/stream it now.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Cerapter on July 20, 2014, 03:44:28 pm
If you guys can get a working thing in a place I could even record/stream it now.
(http://img1.wikia.nocookie.net/__cb20140217023920/aceattorney/images/0/02/AA5_Holdit.png)
We have yet to put in trees, for example. You can't exactly build stuff without that, seeing as the chirps have no pickaxes either. He he.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: WillowLuman on July 20, 2014, 03:45:28 pm
I very much like the idea of the "store" workshops. Also, I have an idea for a race, but first I'll update my critters in the fantasy fork.

Trees will take some experimenting.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: snackfox on July 20, 2014, 03:48:19 pm
I'm trying to make a new civ, and I have all the files in place, but the civ doesn't appear in legends. Can you guys help?
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Aseaheru on July 20, 2014, 03:53:41 pm
Did it die?
Like, in one second?
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: BlackFlyme on July 20, 2014, 03:54:02 pm
Try posting the civ. There are a few things that come to mind, such as low/missing starting site types/population, starting biomes, and improper file structure.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Lord_lemonpie on July 20, 2014, 03:57:33 pm
Just uploaded some grasses, now i'm trying to figure out how to edit the changelog (i uploaded it again instead of editing :S)
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: snackfox on July 20, 2014, 03:58:27 pm
EDIT: figured out the problem
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Aseaheru on July 20, 2014, 03:59:51 pm
It may be because most of those things dont exist, including probably the areas...
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Lord_lemonpie on July 20, 2014, 04:00:55 pm
This might sound stupid, but can someone tell me how to edit the changelog  :-\
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: DVNO on July 20, 2014, 04:12:24 pm
This might sound stupid, but can someone tell me how to edit the changelog  :-\

Well, there are a few ways instead of just re-uploading it. One way if you use a chrome browser, (the easiest in my personal opinion) is to use that chrome extension in the first post. Just install it and make it the default for opening text files in Drive. I think it does that automatically but if it doesn't, right click the file.

Another way is installing Drive to your computer and making a local edit to the file in the Drive folder. The edit should sync with the main project with little fuss.

EDIT:

But also I guess you could just download it, edit it, and drag and drop it back right on to the Drive folder in your browser. :p Yeah, that sound like a lot more simpler solution then all that tl:dr

Trust me, it's a far from perfect system, but we seem to at least be making some progress :)   
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Cerapter on July 20, 2014, 04:25:17 pm
And we can still use Dropbox in the worst case scenario of something happening on Drive.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Lord_lemonpie on July 20, 2014, 04:26:17 pm
I used the extension you mentioned, and it finally worked :D. It's updated now. (and yes, I used the dd/mm/yy notation , cuz fuck the system)
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Cerapter on July 20, 2014, 04:36:58 pm
I wanted YY/MM/DD because basic logic, but then decided, eh, let's go with what they wrote.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Putnam on July 20, 2014, 04:38:22 pm
EDIT: figured out the problem

http://xkcd.com/979/
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Cerapter on July 20, 2014, 05:00:35 pm
Added a tree; sadly, I couldn't test it.
Can someone do that for me?
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: WillowLuman on July 20, 2014, 05:08:33 pm
You can test trees in arena mode now.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Cerapter on July 20, 2014, 05:16:42 pm
As in, I won't have access to the computer for a few hours.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: DVNO on July 20, 2014, 05:57:18 pm
Yup, they work great. It's funny, they grow very elliptical.

edit:

one small error in the errorlog though:

Code: [Select]
TREE_SOULCATCHER_CER:FRUIT: Unrecognized Color Token in Material Template: GREY
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Cerapter on July 20, 2014, 06:02:56 pm
Ack! Forgot the game uses American spelling.
I think I can fix that from even my phone. A moment.

EDIT: nope, it didn't let me. Can someone replace that grey with gray?
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: DVNO on July 20, 2014, 06:29:03 pm
Fixed it.

also fixing a lot of these little errors all around the place.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Cerapter on July 20, 2014, 07:18:46 pm
I'll further modify my tree (and will place new plants in) as soon as I'm back at my computer. Until then, I guess Aseaheru can make a video/let's play/whatever.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Lord_lemonpie on July 21, 2014, 05:15:38 am
Vials are hardcoded right? I couldn't find them in the normal DF raws, but maybe i'm just blind.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Cerapter on July 21, 2014, 05:42:03 am
I think so.

Unrelated:
(http://i.imgur.com/x0mpdfF.png)
"Boy, do I worship him! ...Whenever I remember his name correctly!"

EDIT: Killed an entire camp of wrestlers with a sacrificial knife with the character above. Drowned in a river.
*off-key Final Fantasy victory theme plays*
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Cerapter on July 21, 2014, 08:00:56 am
Doublepost, but three hours passed, and it's a different subject, so if you don't mind...

Anyway, I noticed that in Halfling's material templates in the Sci-Fi section, tooth has a max edge of 100. In comparison, plants have 1000. Tooth is then times duller than plants, apparently.
I changed that to 1000 as well if you don't mind.

EDIT:
DON'T FUCKIN' KID ME
I COMPLETELY SCREWED UP THE ORDER OF THE TISSUES
THESE FUCKS HAD THEIR BONES OUTSIDE AND SKIN INSIDE ALL ALONG
AAAAAAAAAAAAAAAAAAAAAAARGH
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Lord_lemonpie on July 21, 2014, 08:59:58 am
I'm trying to mod in a creature atm, but i completely screwed  the body parts/tissues up. The errorlog is completely filled with errors like: "ARIKA:REDM:Attack BITE seems to have correct format but could not find proper BPs in any caste, so not added" and "ARIKA:REDM:right rear claw: No tissue thickness". God i screwed this up.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Cerapter on July 21, 2014, 09:04:36 am
I'm trying to mod in a creature atm, but i completely screwed  the body parts/tissues up. The errorlog is completely filled with errors like: "ARIKA:REDM:Attack BITE seems to have correct format but could not find proper BPs in any caste, so not added" and "ARIKA:REDM:right rear claw: No tissue thickness". God i screwed this up.
You made a typo in the body detail plan file. 100% sure. I had the same thing happen to me.
...Or plain didn't wrote a tissue in.

EDIT: If nothing helps, upload the files.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Lord_lemonpie on July 21, 2014, 09:09:25 am
First i'm going to try and rewrite the tissue layers, can i use a few of your body detail plans
I'm trying to mod in a creature atm, but i completely screwed  the body parts/tissues up. The errorlog is completely filled with errors like: "ARIKA:REDM:Attack BITE seems to have correct format but could not find proper BPs in any caste, so not added" and "ARIKA:REDM:right rear claw: No tissue thickness". God i screwed this up.
You made a typo in the body detail plan file. 100% sure. I had the same thing happen to me.
...Or plain didn't wrote a tissue in.

EDIT: If nothing helps, upload the files.
First i'm going to try and rewrite the tissue layers, can i use a few of your body detail plans?
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Cerapter on July 21, 2014, 09:17:04 am
First i'm going to try and rewrite the tissue layers, can i use a few of your body detail plans
I'm trying to mod in a creature atm, but i completely screwed  the body parts/tissues up. The errorlog is completely filled with errors like: "ARIKA:REDM:Attack BITE seems to have correct format but could not find proper BPs in any caste, so not added" and "ARIKA:REDM:right rear claw: No tissue thickness". God i screwed this up.
You made a typo in the body detail plan file. 100% sure. I had the same thing happen to me.
...Or plain didn't wrote a tissue in.

EDIT: If nothing helps, upload the files.
First i'm going to try and rewrite the tissue layers, can i use a few of your body detail plans?
Yeah, why not.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Lord_lemonpie on July 21, 2014, 09:36:09 am
First i'm going to try and rewrite the tissue layers, can i use a few of your body detail plans
I'm trying to mod in a creature atm, but i completely screwed  the body parts/tissues up. The errorlog is completely filled with errors like: "ARIKA:REDM:Attack BITE seems to have correct format but could not find proper BPs in any caste, so not added" and "ARIKA:REDM:right rear claw: No tissue thickness". God i screwed this up.
You made a typo in the body detail plan file. 100% sure. I had the same thing happen to me.
...Or plain didn't wrote a tissue in.

EDIT: If nothing helps, upload the files.
First i'm going to try and rewrite the tissue layers, can i use a few of your body detail plans?
Yeah, why not.
Welp, i tried it with your stuff, and i completely screwed up this time. DF crashed when i tried to open the Arena. Back to modding plants again xD.

I still don't know what i did wrong, but here's the raws.
Spoiler (click to show/hide)
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Cerapter on July 21, 2014, 09:53:31 am
Spoiler (click to show/hide)

Here you go. The error is in red.
Also, you don't need to make castes for different colours of birds.
You can do:
Code: [Select]
[SET_TL_GROUP:BY_CATEGORY:ALL:FEATHER]
[TL_COLOR_MODIFIER:AMBER:1:AQUA:1:BEIGE:1:BLUE:1:BLACK:1:CARMINE:1:CHARCOAL:1:CRIMSON:1:DARK_GREEN:3:GREEN:5:EMERALD:2:GOLD:1:JADE:1:LAVENDER:1:LIME:1]
[TLCM_NOUN:feathers:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:FEATHER]
[TL_COLOR_MODIFIER:AMBER:1:AQUA:1:BEIGE:1:BLUE:1:BLACK:1:CARMINE:1:CHARCOAL:1:CRIMSON:1:DARK_GREEN:3:GREEN:5:EMERALD:2:GOLD:1:JADE:1:LAVENDER:1:LIME:1]
[TLCM_NOUN:feathers on the head:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:TAIL:FEATHER]
[TL_COLOR_MODIFIER:AMBER:1:AQUA:1:BEIGE:1:BLUE:1:BLACK:1:CARMINE:1:CHARCOAL:1:CRIMSON:1:DARK_GREEN:3:GREEN:5:EMERALD:2:GOLD:1:JADE:1:LAVENDER:1:LIME:1]
[TLCM_NOUN:retrices:PLURAL]
Something like this, for example.

Let me walk you through it:

× [SET_TL_GROUP:BY_CATEGORY:ALL:FEATHER]
Choose a tissue we wish to recolour. In this case, I said, the category of the bodyparts don't matter, that is, every bodyparts' feathers must be recoloured.
If I wanted to recolour only the neck's feather, for example, I could have said BY_CATEGORY:NECK if I gave the neck the NECK category, or BY_TOKEN:NECK, if I wanted to refer to the neck itself only. Our neck's token is NK, by the way, so it would be BY_TOKEN:NK.

× [TL_COLOR_MODIFIER:AMBER:1]
The actual recolouring. You choose a colour first (AMBER here) and then give it a number. Said number is the chance of that colour appearing, compared to the others. [TL_COLOR_MODIFIER:AMBER:1:GRAY:2] for example would make the GRAY colour two times more likely to appear.

× [TLCM_NOUN:feathers:PLURAL]
Finally, you tell the game how to refer to that tissue in the description. 'feathers' here is how I wanted the game to refer to the tissues of feather on all bodyparts. The last part can be PLURAL or SINGULAR. It does what it says: tells the game if the noun you wrote is plural or singular.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Lord_lemonpie on July 21, 2014, 10:09:59 am
Here you go. The error is in red.
Also, you don't need to make castes for different colours of birds.
You can do:
Code: [Select]
[SET_TL_GROUP:BY_CATEGORY:ALL:FEATHER]
[TL_COLOR_MODIFIER:AMBER:1:AQUA:1:BEIGE:1:BLUE:1:BLACK:1:CARMINE:1:CHARCOAL:1:CRIMSON:1:DARK_GREEN:3:GREEN:5:EMERALD:2:GOLD:1:JADE:1:LAVENDER:1:LIME:1]
[TLCM_NOUN:feathers:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:HEAD:FEATHER]
[TL_COLOR_MODIFIER:AMBER:1:AQUA:1:BEIGE:1:BLUE:1:BLACK:1:CARMINE:1:CHARCOAL:1:CRIMSON:1:DARK_GREEN:3:GREEN:5:EMERALD:2:GOLD:1:JADE:1:LAVENDER:1:LIME:1]
[TLCM_NOUN:feathers on the head:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:TAIL:FEATHER]
[TL_COLOR_MODIFIER:AMBER:1:AQUA:1:BEIGE:1:BLUE:1:BLACK:1:CARMINE:1:CHARCOAL:1:CRIMSON:1:DARK_GREEN:3:GREEN:5:EMERALD:2:GOLD:1:JADE:1:LAVENDER:1:LIME:1]
[TLCM_NOUN:retrices:PLURAL]
Something like this, for example.

Let me walk you through it:

× [SET_TL_GROUP:BY_CATEGORY:ALL:FEATHER]
Choose a tissue we wish to recolour. In this case, I said, the category of the bodyparts don't matter, that is, every bodyparts' feathers must be recoloured.
If I wanted to recolour only the neck's feather, for example, I could have said BY_CATEGORY:NECK if I gave the neck the NECK category, or BY_TOKEN:NECK, if I wanted to refer to the neck itself only. Our neck's token is NK, by the way, so it would be BY_TOKEN:NK.

× [TL_COLOR_MODIFIER:AMBER:1]
The actual recolouring. You choose a colour first (AMBER here) and then give it a number. Said number is the chance of that colour appearing, compared to the others. [TL_COLOR_MODIFIER:AMBER:1:GRAY:2] for example would make the GRAY colour two times more likely to appear.

× [TLCM_NOUN:feathers:PLURAL]
Finally, you tell the game how to refer to that tissue in the description. 'feathers' here is how I wanted the game to refer to the tissues of feather on all bodyparts. The last part can be PLURAL or SINGULAR. It does what it says: tells the game if the noun you wrote is plural or singular.
Was that seriously the only error? lol.

As for the castes, i was trying to make them change colour ingame, but sadly enough that doesnt work.

EDIT: Nope, that wasn't the only error, the game still crashes for me when i open the Arena

Spoiler: current raws (click to show/hide)
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Cerapter on July 21, 2014, 10:14:51 am
Was that seriously the only error? lol.
That, I don't know. That was the most obvious.
As for the castes, i was trying to make them change colour ingame, but sadly enough that doesnt work.
[COLOR] changes the creature's colour.
[CASTE_COLOR] on the other hand, just changes the caste's colour. You need this one if you want to do that.

EDIT: Can someone make an entity as well? Chirps reproduce like crazy when left alone in the world.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: DVNO on July 21, 2014, 08:08:31 pm
Did you download and /overwrite/ your data folder? One one in the mod does not include everything to save on space and upload time.

EDIT:

Yeah, just dl'd the latest raws. My wagon immediately caught ablaze during embark, but no crashes . . .
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Cerapter on July 21, 2014, 08:57:37 pm
So it catches ablaze. I thought the smoke was because I always ordered its destruction first. Meh.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: DVNO on July 22, 2014, 05:41:43 am
More specifically? wood products inside the cart immediately catch fire. has to be a problem with one of the temperature values of one of the plants or woods. So hard to pinpoint, everything in there catches fire so fast . .
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Cerapter on July 22, 2014, 08:11:46 am
(http://img1.wikia.nocookie.net/__cb20080902204435/aceattorney/images/3/3e/Takethat.gif)

Code: [Select]
[MATERIAL_TEMPLATE:SEED_TEMPLATE_GRM]
[STATE_COLOR:ALL_SOLID:BROWN]
[STATE_NAME:ALL_SOLID:seed]
[STATE_ADJ:ALL_SOLID:seed]
[STATE_COLOR:LIQUID:BROWN]
[STATE_NAME:LIQUID:slop]
[STATE_ADJ:LIQUID:slop]
[STATE_COLOR:GAS:BROWN]
[STATE_NAME:GAS:dust]
[STATE_ADJ:GAS:dust]
[DISPLAY_COLOR:6:0:0]
[MATERIAL_VALUE:10300]
[SPEC_HEAT:800]
[IGNITE_POINT:9000]             <-- Burns at -555°C, below ABSOLUTE ZERO
[MELTING_POINT:NONE]
[BOILING_POINT:NONE]

Fixed.

EDIT:
[MATERIAL_VALUE:10300]?! What the what!
Gnorm, I think that is yours, can you look through your raws, please?
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Cerapter on July 22, 2014, 11:51:50 am
You can now embark pretty well and last for a while. So that's good.

The bad is that it seems everyone has died.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Aseaheru on July 22, 2014, 01:49:47 pm
Im a lurking, waiting to pounce with videos with next-to-no-quality.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Cerapter on July 22, 2014, 03:14:11 pm
Im a lurking, waiting to pounce with videos with next-to-no-quality.
Well, what are you waiting for?
Go ahead and do a video!

I'm fairly sure we're still missing some stuff, but we won't know till someone comes and tests the creatures, so go ahead!
Just prepare carefully instead of playing instantly.

By the way, the digging caestus is the chirp digging tool, and the circlesaw is the chirp axe.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: DVNO on July 22, 2014, 03:26:19 pm
I'm still alive!

I've just been trying to hammer an adversary for the Chirps into shape. In all honesty, it's hard keeping up with you, Cerapter :p

blah, these guys and their venom bites just don't want to cooperate. I've uploaded the alpha for others to look at anyway. They are obviously not done, but I'll work on them more after some sleep.

@  Aseaheru

If you could plug in my store custom building and my salvager building into the chirps and demonstrate my currency system with a video, that would just be awesome :)
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Cerapter on July 22, 2014, 03:37:15 pm
I'm still alive!

I've just been trying to hammer an adversary for the Chirps into shape. In all honesty, it's hard keeping up with you, Cerapter :p
I have [NOEXERT] and [NO_SLEEP] :P

blah, these guys and their venom bites just don't want to cooperate.
(http://img1.wikia.nocookie.net/__cb20080902204435/aceattorney/images/3/3e/Takethat.gif)
Quote from: Dretchs' raw
   [SYNDROME]
         [SYN_NAME:Dretch bite]
         [SYN_AFFECTED_CLASS:GENERAL_POISON]
         [SYN_IMMUNE_CREATURE:DRETCH:ALL]
         [SYN_INJECTED]
         [CE_NECROSIS:SEV:100:PROB:37:RESISTABLE:SIZE_DILUTES:LOCALIZED:VASCULAR_ONLY:START:100:PEAK:500:END:2400]
         [CE_NAUSEA:SEV:50:PROB:14:RESISTABLE:SIZE_DILUTES:START:50:PEAK:500:END:1500]
         [CE_FEVER:SEV:50:PROB:14:RESISTABLE:SIZE_DILUTES:START:50:PEAK:500:END:1500]
         [CE_PAIN:SEV:25:PROB:100:RESISTABLE:SIZE_DILUTES:LOCALIZED:VASCULAR_ONLY:START:100:PEAK:500:END:2400]
Quote from: Chirps' raw
[CREATURE:CHIRP_CER]
   [DESCRIPTION:A medium-sized humanoid creature, native to Terra Nihalgai. It is a mix of a bird and a goat. Its culture is centered around humility, though said culture may also have some nasty footnotes here and there.]
   [NAME:chirp:chirps:chirpy]
   [CREATURE_TILE:67]
   [COLOR:2:0:1]
   
...

   [CREATURE_CLASS:NATIVE]
I fixed it so it affects native creatures. Dunno what about foreigners, though.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Cerapter on July 23, 2014, 03:56:22 am
Code: [Select]
*** Error(s) finalizing the creature DRETCH
DRETCH:FEMALE:right embedded ear: No tissue thickness
DRETCH:FEMALE:left embedded ear: No tissue thickness
DRETCH:FEMALE:right rear thigh: No tissue thickness
DRETCH:FEMALE:right rear knee: No tissue thickness
DRETCH:FEMALE:right rear shin: No tissue thickness
DRETCH:FEMALE:right rear ankle: No tissue thickness
DRETCH:FEMALE:right rear foot: No tissue thickness
DRETCH:FEMALE:left rear thigh: No tissue thickness
DRETCH:FEMALE:left rear knee: No tissue thickness
DRETCH:FEMALE:left rear shin: No tissue thickness
DRETCH:FEMALE:left rear ankle: No tissue thickness
DRETCH:FEMALE:left rear foot: No tissue thickness
DRETCH:FEMALE:right front thigh: No tissue thickness
DRETCH:FEMALE:right front knee: No tissue thickness
DRETCH:FEMALE:right front shin: No tissue thickness
DRETCH:FEMALE:right front ankle: No tissue thickness
DRETCH:FEMALE:right front foot: No tissue thickness
DRETCH:FEMALE:left front thigh: No tissue thickness
DRETCH:FEMALE:left front knee: No tissue thickness
DRETCH:FEMALE:left front shin: No tissue thickness
DRETCH:FEMALE:left front ankle: No tissue thickness
DRETCH:FEMALE:left front foot: No tissue thickness
DRETCH:FEMALE:toe, right rear foot: No tissue thickness
DRETCH:FEMALE:toe, left rear foot: No tissue thickness
DRETCH:FEMALE:toe, right front foot: No tissue thickness
DRETCH:FEMALE:toe, left front foot: No tissue thickness
DRETCH:MALE:right embedded ear: No tissue thickness
DRETCH:MALE:left embedded ear: No tissue thickness
DRETCH:MALE:right rear thigh: No tissue thickness
DRETCH:MALE:right rear knee: No tissue thickness
DRETCH:MALE:right rear shin: No tissue thickness
DRETCH:MALE:right rear ankle: No tissue thickness
DRETCH:MALE:right rear foot: No tissue thickness
DRETCH:MALE:left rear thigh: No tissue thickness
DRETCH:MALE:left rear knee: No tissue thickness
DRETCH:MALE:left rear shin: No tissue thickness
DRETCH:MALE:left rear ankle: No tissue thickness
DRETCH:MALE:left rear foot: No tissue thickness
DRETCH:MALE:right front thigh: No tissue thickness
DRETCH:MALE:right front knee: No tissue thickness
DRETCH:MALE:right front shin: No tissue thickness
DRETCH:MALE:right front ankle: No tissue thickness
DRETCH:MALE:right front foot: No tissue thickness
DRETCH:MALE:left front thigh: No tissue thickness
DRETCH:MALE:left front knee: No tissue thickness
DRETCH:MALE:left front shin: No tissue thickness
DRETCH:MALE:left front ankle: No tissue thickness
DRETCH:MALE:left front foot: No tissue thickness
DRETCH:MALE:toe, right rear foot: No tissue thickness
DRETCH:MALE:toe, left rear foot: No tissue thickness
DRETCH:MALE:toe, right front foot: No tissue thickness
DRETCH:MALE:toe, left front foot: No tissue thickness
DRETCH:FEMALE:Unrecognized Material Token: KERATIN_TEMPLATE_HLG
Good grief.

...A moment.

EDIT:
Quote from: Dretch raws
A Civilized race of spider-like humanoids hailing from the darker places of the world. Be wary as they are as durable as an average mole and have a venomous bite!
Well, actually, no.
Due to a bug I still didn't bother to fix, the Moles move at an average speed of 10 whatevers, compared to the Chirps' speed of 0.33-3.5 and the Dretch's speed of 1.
The Dretch have no [GAIT] tokens set, so they can only do the standard walk at 1 speed, and though the Moles have gaits, the Moles actually have the gait script, not the gait itself.
That is, the Moles' gaits lack the actual speed stuff you need to write in. So they basically move at the fastest speed possible. ALWAYS.

I've written instructions on how to implement gait into both creatures' files.

...Also, the Dretch are so weak they can't kill a skill-less chirp, lest a mole.

EDIT2:
Managed to make a small fortress running smoothly. Funnily, I can't play Dwarf Fortress, yet I can play Chirp Fortress. I even built stuff on the surface, with most of my workshops and bedrooms in 3- or 4-storey buildings. I still have no militia, but it isn't needed that much, seeing as there's nothing to siege me. And animals like the Dretch are punched to death by a waterchirp, who I think is absolutely bonkers.

Fun fact: Out of the 5 creatures currently ingame (chirp, mole, butterfly hound, pain elemental, dretch), only two cannot fly: the chirps and the moles.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: DVNO on July 23, 2014, 08:29:18 pm
erm, did I say up there that the Dretch were incomplete and i'd fix them when I woke up? If I didn't sorry about the heart attack :p

 Hope you don't mind, but I put that note in my creature file into the gait notes so it easier for other people to find and read.

Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Cerapter on July 24, 2014, 05:37:58 am
erm, did I say up there that the Dretch were incomplete and i'd fix them when I woke up? If I didn't sorry about the heart attack :p

 Hope you don't mind, but I put that note in my creature file into the gait notes so it easier for other people to find and read.
Eh, I did plenty of bugfixing here and there, the Dretch didn't matter. It was a few lines anyway, despite the errorlog.

And sure, I don't mind you copying the note there.

Oh, yeah, naming the Dretch peasant makes peasant Dretches be called "Dretch dretch". Not sure if on purpose.

EDIT: every race dies out during the first few years of worldgen, EXCEPT the Chirps.
Funny. Especially since everyone is stronger than them bar the Dretch.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Cerapter on July 26, 2014, 10:13:29 am
Cerapter gestures!
The thread shudders and begins to move!
1: Cerapter, chirple governor: And stay thataway!


---

No, really guys, do something. Anything.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: BlackFlyme on July 26, 2014, 09:03:05 pm
I'd contribute, but none of my ideas are very original, if they are even my own concept in the first place.

Still, there is no turn system this time around, so anyone who wants to can directly contribute. Or just pitch ideas or suggestions in the thread.

Or maybe even try play-testing the mod and just mention how their fortress/adventure is going.



E: decided to try a fort in the Sci-Fi version. Current version according to the changelog file is V 21, with the last update being Cerapter adding a crop.

Errorlog upon starting the fort:
Spoiler (click to show/hide)

A few things first: I have realized that I've forgotten what it's like to play with ASCII. And with a non-square font. With a few unfamiliar or odd keybindings. But that's all easily fixed. One thing of note was that the scroll wheel on my mouse would shift the Z-level view up when you scroll down, but scrolling up would simultaneously cause the screen to zoom out and shift the Z-level view down.

Now on to the embark.
Spoiler (click to show/hide)

My group is of the Pure Shields. And it appears that we have no trade. We will have to rely solely on whatever we can create. Though it may not be too bad, as it appears nothing can reach us here, so hostilities from other entities seem unlikely.

*Looks like the Dretch file is missing [OBJECT:ENTITY], so they will not be in any worlds genned.*

It is Spring in the newly-found outpost of Stillsecrets, and the water is still frozen from the harsh Winter. Blue sand stands out amongst the vegetation of this place, creating a the illusion of many small pools of water across the landscape.
Spoiler (click to show/hide)

Our Chirps are not alone in this journey. Accompanying them are two butterfly hounds and two widows in white.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Cerapter on July 27, 2014, 01:38:53 am
Yay for Black Flyme!

The colour errors arenot big problems, so they're okay.
And the others are typos (perseverance is good, but Toady made a typo three, so it's not accepted).

And yeah, the Dretch are left out because they're still not finished. And freaking weak. Feel free to put them in.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Gnorm on July 27, 2014, 01:43:58 am
I have returned to continue work on the moles and the other raws of mine. Soon, they'll be playable as well.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Cerapter on July 27, 2014, 05:44:39 am
I have returned to continue work on the moles and the other raws of mine. Soon, they'll be playable as well.
Great news!

Speaking about news, activating the Dretch gets you a map plain conquered by them. Maybe because of the hilariously screwed numbers. And they can steal children.
Code: [Select]
[MAX_STARTING_CIV_NUMBER:100]
[MAX_POP_NUMBER:10000]
[MAX_SITE_POP_NUMBER:120]
The maximum creatures per map are counted like this: MAX_STARTING_CIV_NUMBER*MAX_POP_NUMBER.
So there can be 1.000.000 dretches on the map, and they must live in towns with 120 population max.

Compared to the Chirps:
Code: [Select]
[MAX_POP_NUMBER:400]
[MAX_SITE_POP_NUMBER:160]
[MAX_STARTING_CIV_NUMBER:6]
2.400 maximum chirps per map with 160 chirps in towns max.

Even so, the dretch are so weak, the map I generated was divided equally into three parts by two chirp civs and the only remaining dretch civ.
Interestingly, one was at War with the dretch, while the other didn't care and was at neutral terms.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: DVNO on July 27, 2014, 06:13:11 am
Well, I think that's all good, then.

The original idea for them are a hive race that were weak individually but made up for it in speed and sheer number.

That's what the venomous bite is all about - the Dretch is an enemy that kills through a thousand little paper cuts. Sure an adventurer can survive their bite, but ten or fifteen? Even the strongest warrior need to worry about them in number.

but that said I am planning on adding warrior and acid spitting castes, to beef up some of them.

I'll adjust it more as the player reports and stories come in - which I really, really, hope they do :)   
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Cerapter on July 27, 2014, 06:24:28 am
Before Dretch:
For every 4 historical figure, there is 1 death and 8 events happening.
After Dretch:
For every 4 historical figure, there is 1 death and 40 events happening.

The Dretch shoot up the number of events in worldgen to 5 times its original size.
They aren't very memorable though individually, dying like mayflies to everything, but they make other heroes more memorable.

EDIT: Okay, they DO make historical figures. The numbers shoot up like crazy. By year 90, I had over ELEVEN-THOUSAND HISTORICAL FIGURES compared to the number before the Dretch, about 2000.
Spoiler: Worldgen image at 90 (click to show/hide)

EDIT2: Remember the 2 week advancement before you start playing...? Well, that plain stops with that much people. I suggest reducing the Dretches' number to a more sane amount. Like 10.000 or 20.000. Just write MAX_POP_NUMBER:200 instead. The Dretch will still sprawl out but there won't be 1000 pop large fortresses everywhere.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: DVNO on July 27, 2014, 06:48:20 am
It it is done.

Hmm, don't know what went wrong, I just took a page from the ant men.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Cerapter on July 27, 2014, 06:55:41 am
...There's your problem.
Those infos are irrelevant for subterranean tribes. They're not considered during worldgen.
Unlike the Dretch, who are not subterranean and nor tribe-people.
So you get gigantic civilisations that way.

EDIT: Some bandit gangs have members of one race and leaders of the other. Oh how poetic! The gigantic civilisations of the Chirps and the Dretch are bickering with each other, while the outlaws of both have forged lifelong alliances!
...No really, that's kind of awesome.

EDIT2: You screwed up something in the creature file maybe? Because they die out in the first few years of worldgen.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: DVNO on July 27, 2014, 07:17:13 am
I only touched the entity file.

There, I removed the [carnivore] and the [no_eat] and upped the [clutch_number] to 1:20?

I know those tags were hacks to keep the goblins swelling in number without actually eating anything, maybe they're holding my civ back now?
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Cerapter on July 27, 2014, 08:01:33 am
Yup, they're working now.

EDIT:
Quote
17805 Chirps
   120 Dretches
They're a bit lacking in numbers, though.

Generally, they make some fortresses, and the chirps move in, like this here:
Quote
6: Traitorbrewed, "Traitorsbrewed", fortress
   Owner: The Pumpkin Lies, dretches
   Parent Civ: The Loving Evils, dretches
   lady: Frisig Heroiclovings, chirp
   413 chirps
   93 chirp prisoners
So most of the Dretch armies are made up of Chirp emigrants.

EDIT2:
[CARNIVORE], [NO_EAT] and [CLUTCH_SIZE:1:20] did the trick; they have about equal numbers now.
Now, if only we could get them to war now... No matter how horrible the Dretches are, they somehow never war.
I don't get it.

EDIT3:
Adventurer Hero Chirp.
Name: Sig Treasuresblack "the Red Fair Savages of Wall"
Went to a Dretch hillock.
They were attacked by bandits, so I moved near them when they ambushed me.
Shoot down all of them with a Meteoric Iron Thunder Stick with bullets from the same material, then bashed their torso in to finish them off.
The members of the hillock started attacking me, seeing me as a genocider Chirp. Which was not far from the truth, as I originally wanted to kill them all.
Took down the guards and the braver workers.
Most peasant were sitting near the walls, afraid of me.
I went up to the lord, claimed the site in the name of Teahills (and became the lady of Teahills) and then finished off the lord in the same way as I did to every other.
When suddenly, a farmer dretch got enough courage to oppose me, dodged two of my bullets (the first two times someone dodged my bullets in this life) and scored a lucky hit on me.
Died to the dretch venom.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: DVNO on July 27, 2014, 08:44:40 am
I know right? I thought [BABYSNATCHER] would guarantee do the job. As far as the game knows they are constantly and arbitrarily dueling Chirp children for crying out loud!

Let's see if [SKULKING] Changes things . . .

EDIT:

hehe, could go the nuclear warhead option and give them [CRAZED] . . . :P
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Cerapter on July 27, 2014, 08:48:42 am
I know right? I thought [BABYSNATCHER] would guarantee do the job. As far as the game knows they are constantly and arbitrarily dueling Chirp children for crying out loud!

Let's see if [SKULKING] Changes things . . .

EDIT:

hehe, could go the nuclear warhead option and give them [CRAZED] . . . :P
Read my edit for an adventure at the Dretch! :D
Also, it might be because the Chirps wants to preserve peace at all costs, so they avoid confrontations.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Cerapter on July 27, 2014, 08:52:31 am
Full script from my adventure. Apparently, I didn't die to the venom...
Spoiler (click to show/hide)

There are some gems in it where my deadpan nature shows up, like:
Quote
Dretch Glassmaker: Murderer!
You: It is terrifying.

EDIT: I could rewrite most of the Adventure Mode talking stuff so that it sounds more natural. And, well, expand it a bit so that we won't get "it was inevitable" all the time. Yea/Nay?
EDIT2: "It was inevitable" is one of the many sentences that are hard-coded. Damn.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: DVNO on July 27, 2014, 09:49:40 am
IS IT? Aw that's a shame. :(

I've been doing a lot of new lines for adv mode to, and I was looking for that one for so long, thinking I was just overlooking it.
--------------
Okay, [KILL_NUTERAL:REQUIRED] + [CRAZED] + [NOFEAR] is a terrifying combination. The Dretch get into some trouble now. Annd all that about them being wusses? They are formidable now, with this new mob kill on sight mentality they've got. I wouldn't even try to clear their hamlets with a fresh demi-god and a thunderstick now.   

But before I commit it to the game, I've been thinking: Does it it make more sense for the chirps and bugs to be at constant war on this little world, or would it work with the building lore more if the bug people have always just stuck below ground and the bird people have always stuck to the surface, and yes they don't always agree, but they just let each other exist in their separate worlds half of the time?

who said they had to be at war all the time, afterall?
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Cerapter on July 27, 2014, 10:14:07 am
They don't. The current lukewarm "I tolerate you and vice versa" situation is okay. After all, there'll be invaders from outer space, like the Molemen.

Just leave them as they are now for now.

And we have to, we'll modify stuff later.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: cyberTripping on July 27, 2014, 02:35:24 pm
Just to be clear, anyone could jump into this and add to it if they wanted? I've tried a tiny bit of modding but I've never had too much of an incentive to do anything due to being a bit unskilled to make anything really !!fun!!, but I can pull off some more mundane stuff, I feel. I just don't want to start up on making whatever creature before being told I need to go through some sort of process to be accepted.

Also, I've read the modding rules and all, and I'll try to comply with them and not make anything too particularly broken. (Power-wise, no promises someone more skilled than me might not have to tweak a bit of bad modding...)
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: BlackFlyme on July 27, 2014, 03:03:29 pm
Right, so this fort may already be a bust. Not even Summer either.

A chirp drowned in a pool when the water thawed.

I built a couple of bridges so that the chirps could get over the rivers, but a few of them decided to try and path through the waterfall.

I sent a miner to build a channel at both ends of the waterfall so that those who fall can get out from the bottom. When one got out of the river, it immediately fled to the safety of a nearby tree. That was overlooking the river. It would then fall out of the tree into the river, and repeat this pattern until it eventually drowned. At one point there were three chirps that were doing this.

A farmer has gone SRM and the head scout has just killed three of the four animals in a tantrum. Punched a hound so hard its head exploded. The spiders didn't fare much better, being spiders. The second hound is still alive, though it got launched by something not specified by the report.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Cerapter on July 27, 2014, 03:09:18 pm
The modding rules are a taaaaad bit out of date.
As in, it references 260 pages of the previous thread that started in the previous version.
See: references to turns.

Currently, you just make a creature or anything, try to make it as bugless as you can, but if you can't, we will fix it.
Maybe the only things are to (as I said) make sure as few bugs as possible (we will fix it for you if you can't), try copying/imitating the vanilla files as much as you can, and make sure it's balanced.
If you're making creatures, use the Arena to determine how balanced your creatures are.

If you absolutely can't make something but want it in, upload half the file and tell us your idea and we'll try to finalise it. At least, I will. Some people here already noticed I never sleep. :P

And also, here's a quote from the very first post:
Remember; it's more productive to throw things in than to ask for permission around here. Be bold and have fun.

EDIT: All the posts I see on this forum makes me think I'm the only one who can keep a settlement alive. I know I'm not, especially since I just learnt Fortress mode only to test the chirps, but still.
Anyway, the Chirps are kind of a glass cannons: if they manage not to stunned / killed before the first three attacks, they generally can keep going and also win.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: cyberTripping on July 27, 2014, 04:56:41 pm
The more I look into body templates and the likes, the less I understand.
I'm starting to think I should stick to fiddling with the normal game for now, but I do hope when I'm more experienced I can come back to this.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Cerapter on July 27, 2014, 05:25:26 pm
Ha ha. :D

The vanilla game uses arguments in many places for flexibility, coming from that to here might be more confusing.
I suggest reading the wiki on tokens to gain a better understanding of the underlying mechanisms.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: DVNO on July 27, 2014, 07:52:46 pm
If you could just make something as simple as trees, or plants, or maybe some simple fish or metal? That would be invaluable, cyberTripping.

Trust me, we need the small things right now. It's currently very hard to sustain a fort because there is so little food actually modded in yet. Rivers and ponds are especially devoid of edible life. 
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Aseaheru on July 27, 2014, 08:04:09 pm
Yah, after you get all that guff I will go and make videos too.


(Did the bribery work? I hope it did...)
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: cyberTripping on July 27, 2014, 09:58:14 pm
Good to hear my mediocrity could actually be useful. I have some ideas swimming around my head now, of which I'll work on in a bit, for metals that could be added, in particular a very dense metal that would be too soft for weapons unless alloyed (but that doesn't mean you couldn't use the raw metal as a projectile to hurtle at the enemy, a la cobaltite), which would harden it, but make it a bit lighter in the process. I'll scan the current materials in a bit, and then try to work on making some to complement what's there. (Read: try)

Edit: Read about material modding. Stared at raws. Felt overwhelmed. Resolved to try making a plant first. Realized that they too needed material templates. Wept openly.

If I stare at the wiki enough, I'll understand it in time. Eventually.

Edit 2: I'm just gonna copy DF's plant mat templates and edit them a tiny bit to make elves cry.

MORE EDITS: What do I do if I want to let you guys make sure my files won't implode the game in an unexpected way before I add them to the drive?
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: DVNO on July 28, 2014, 03:43:49 am
look for an error log in your local game? Should be right around your DF.exe? If you want to be extra sure throw that in the first so we can take a look.

That's for hard game crashing errors. But for how it feel gameplay wise? The on;ly way to know is to actually play it.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: cyberTripping on July 28, 2014, 04:51:44 am
So I can't get the things to show up. I've added default DF plant mats as well for the time being, will edit them later, but here's the actual plant raws:
(Note: when testing, I allowed all seasons and ramped up frequency before genning the world)
Code: [Select]
[PLANT:CHROMABERRY] (edited sweet pod raws because making something literally from scratch would put me in an infirmary. In retrospect, I should've used fisher berries. Oh well.)
[NAME:chromaberry][NAME_PLURAL:chromaberries][ADJ:chromaberry]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:4]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]
[MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:248][PICKED_COLOR:7:0:0]
[GROWDUR:500][VALUE:5]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE] (I don't know what to reference here for a non-alcoholic drink, help)
[STATE_NAME_ADJ:ALL_SOLID:frozen chromatic brew]
[STATE_NAME_ADJ:LIQUID:chromatic brew]
[STATE_NAME_ADJ:GAS:boiling chromatic brew]
[MATERIAL_VALUE:4]
[DISPLAY_COLOR:7:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[EXTRACT_BARREL:LOCAL_PLANT_MAT:EXTRACT]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[SEED:chromaberry pit:chromaberry pits:0:0:1:LOCAL_PLANT_MAT:SEED]
[SUMMER][AUTUMN]
[FREQUENCY: 100]
[CLUSTERSIZE:5]
[PREFSTRING:prismatic properties]
[WET]
[BIOME:NOT_FREEZING]
[SHRUB_TILE:58]
[DEAD_SHRUB_TILE:58]
[SHRUB_COLOR:6:0:1]
[DEAD_SHRUB_COLOR:6:0:0]
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: DVNO on July 28, 2014, 05:21:27 am
is this a snippet or the whole thing?

If it's the whole thing; good news, it's going to work fine.

plant_name_of_your_txt_file

and

[OBJECT:PLANT]

need to be added to the top is all. AND only once if you decide to put more plant in the txt file.

plant_name_of_your_txt_file is just for the game to get a bearing of where it is when it reads the raws, and [OBJECT:X] just lets the game understand what it is creating, or parsing. Either one is accurate. So, as long as something is underneath OBJECT_PLANT it knows what you want these random tokens to become, and then you can even put something like [OBJECT:CREATURE] at the end of your plant file to make the game interpret your set of tokens into something totally different.     

Heck, I think you could put all of the vanilla raws into a single book sized txt file if you wanted (theoretically, not suggesting you do) and just 'Chapter' it with [OBJECT:X] tags and it would still work.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Cerapter on July 28, 2014, 05:37:27 am
Well, putting everything into a single text file would actually speed things up, seeing as that would be the only thing the game has to refer to, ever. Also would make problems finding easier.

However, we're not a Masterwork-sized mod to need such anti-lag measures, and we're actually 6-8 people collaborating on Google Drive of all things, so making only a single file would make overwriting each other's stuff by accident hella lot easier.

So let's keep it divided.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: DVNO on July 28, 2014, 05:54:36 am
Right, of course. I'm just illustrating what those very important tokens do, I'm not advocating we put it all in a giant file.

 
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: cyberTripping on July 28, 2014, 06:07:02 am
Spoiler (click to show/hide)

Oh, hey, it works.




It works?
Victory! At least, at making the berry appear. Its usefulness in beverage making is questionable, considering all it can make is alcohol right now (I think I remember seeing a nonalcoholic drink reaction somewhere, how would I use that instead?)
But hey, we all start somewhere.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Aseaheru on July 28, 2014, 06:09:31 am
Ooh! A second vanilla-plant-turned-different-plant(that I know of)! And its the first for this version!
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: cyberTripping on July 28, 2014, 06:21:32 am
Gathering the plant yields nothing (or at least, it doesn't seem to), so I can't test brewing. I did see the pits (seeds) in the advanced embark screen earlier though, so I'm slowly making progress.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Aseaheru on July 28, 2014, 06:25:52 am
Oh gods, back to the wiki I go...
The code! Its dragging me in!
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Cerapter on July 28, 2014, 06:27:40 am
Ooookay, so.

I ran through the files, fixing every little bug.

Quote
*** Error(s) found in the file "raw/objects/plant_BUG.txt"
LEMBDAS_PLANT_BUG:Unrecognized Plant Token: ALCHAHOL_PLANT No such token exists, and you already defined a drink made from the plant, so it wouldn't be necessary.
*** Error(s) found in the file "raw/objects/body_DVNO.txt"
PETAPALP_RIGHT_DVNO:RLA:Unrecognized Creature Bodypart Token: CATAGORY Typo. And unfinished bodyparts.
*** Error(s) found in the file "raw/objects/body_lin.txt"
FISH_LIN:TAIL:Unrecognized Creature Bodypart CONTYPE Token: BODY
FISH_LIN:TAIL:Unrecognized Creature Bodypart CONTYPE Token: BODY
FISH_LIN:TAIL:Unrecognized Creature Bodypart CONTYPE Token: BODY
FISH_LIN:TAIL:Unrecognized Creature Bodypart CONTYPE Token: BODY [CON_CAT] is what you wanted to use here, not [CONTYPE].
*** Error(s) found in the file "raw/objects/creature_BUG.txt"
AMBERJACK:Unrecognized Creature Caste Body Token: UB
AMBERJACK:Unrecognized Creature Caste Body Token: HD
AMBERJACK:Unrecognized Creature Caste Body Token: REYE
AMBERJACK:Unrecognized Creature Caste Body Token: LEYE
AMBERJACK:Unrecognized Creature Caste Body Token: BRN
AMBERJACK:Unrecognized Creature Caste Body Token: MTH
AMBERJACK:Unrecognized Creature Caste Body Token: TAIL These have all been defined in the body file. You would only need to use FISH_LIN.
AMBERJACK:Body detail plan not found:FISH_LIN That's a body, not a body detail plan.
Also, fishes have skin, since you used my body detail plans. I'll get around fixing that.
*** Error(s) found in the file "raw/objects/creature_CER.txt"
CHIRP_CER Color Mod Ending With (GOLDEN_YELLOW,1) Was Not Used
CHIRP_CER Color Mod Ending With (BLACK,1) Was Not Used
CHIRP_CER Color Mod Ending With (LIME,1) Was Not Used
BUTTERFLY_HOUND_CER Color Mod Ending With (SCARLET,1) Was Not Used
WIDOWINWHITE_CER Color Mod Ending With (BLACK,1) Was Not Used #IgnoreOwnErrors #Yolo #Swag
*** Error(s) found in the file "raw/objects/creature_DVNO.txt"
DRETCH_DVNO:Unrecognized Creature Token: LOCKPICK [LOCKPICKER].
*** Error(s) found in the file "raw/objects/entity_BUG.txt"
ALVAH_CIV_BUG:Unrecognized Entity Token: ABUSE_BODY [ABUSE_BODIES].
ALVAH_CIV_BUG:Unrecognized Entity Token: AMBUSH [AMBUSHER].
*** Error(s) found in the file "raw/objects/entity_DVNO.txt"
Unrecognized Sphere Token: EVIL A regional force style religion can only be associated with nature. You must use a pantheon if you want evil gods.
Unrecognized Sphere Token: EVIL
DRETCH:Unrecognized Entity Token: WORLD_CONSTRUCT [WORLD_CONSTRUCTION].
*** Error(s) finalizing the entity DRETCH
Unrecognized Inorganic Token: COPPER
Unrecognized Inorganic Token: SILVER
Unrecognized Inorganic Token: GOLD
Unrecognized entity digger token: ITEM_WEAPON_PICK
Unrecognized entity weapon token: ITEM_WEAPON_WHIP
Unrecognized entity weapon token: ITEM_WEAPON_AXE_BATTLE
Unrecognized entity weapon token: ITEM_WEAPON_HAMMER_WAR
Unrecognized entity weapon token: ITEM_WEAPON_SWORD_SHORT
Unrecognized entity weapon token: ITEM_WEAPON_SPEAR
Unrecognized entity weapon token: ITEM_WEAPON_MACE
Unrecognized entity weapon token: ITEM_WEAPON_CROSSBOW
Unrecognized entity weapon token: ITEM_WEAPON_BOW
Unrecognized entity weapon token: ITEM_WEAPON_PIKE
Unrecognized entity weapon token: ITEM_WEAPON_HALBERD
Unrecognized entity weapon token: ITEM_WEAPON_SWORD_2H
Unrecognized entity weapon token: ITEM_WEAPON_SWORD_LONG
Unrecognized entity weapon token: ITEM_WEAPON_MAUL
Unrecognized entity weapon token: ITEM_WEAPON_AXE_GREAT
Unrecognized entity weapon token: ITEM_WEAPON_DAGGER_LARGE
Unrecognized entity weapon token: ITEM_WEAPON_SCOURGE
Unrecognized entity weapon token: ITEM_WEAPON_FLAIL
Unrecognized entity weapon token: ITEM_WEAPON_MORNINGSTAR
Unrecognized entity weapon token: ITEM_WEAPON_SCIMITAR
Unrecognized entity armor token: ITEM_ARMOR_BREASTPLATE
Unrecognized entity armor token: ITEM_ARMOR_MAIL_SHIRT
Unrecognized entity armor token: ITEM_ARMOR_LEATHER
Unrecognized entity armor token: ITEM_ARMOR_CLOAK
Unrecognized entity armor token: ITEM_ARMOR_TUNIC
Unrecognized entity armor token: ITEM_ARMOR_ROBE
Unrecognized entity ammo token: ITEM_AMMO_BOLTS
Unrecognized entity ammo token: ITEM_AMMO_ARROWS
Unrecognized entity helm token: ITEM_HELM_HELM
Unrecognized entity helm token: ITEM_HELM_HOOD
Unrecognized entity helm token: ITEM_HELM_MASK
Unrecognized entity gloves token: ITEM_GLOVES_GAUNTLETS
Unrecognized entity shoes token: ITEM_SHOES_BOOTS
Unrecognized entity shoes token: ITEM_SHOES_BOOTS_LOW
Unrecognized entity shoes token: ITEM_SHOES_SANDAL
Unrecognized entity shoes token: ITEM_SHOES_SOCKS
Unrecognized entity pants token: ITEM_PANTS_PANTS
Unrecognized entity pants token: ITEM_PANTS_GREAVES
Unrecognized entity pants token: ITEM_PANTS_LEGGINGS
Unrecognized entity pants token: ITEM_PANTS_LOINCLOTH
Unrecognized entity shield token: ITEM_SHIELD_SHIELD
Unrecognized entity trapcomp token: ITEM_TRAPCOMP_GIANTAXEBLADE
Unrecognized entity trapcomp token: ITEM_TRAPCOMP_SPIKEDBALL
Unrecognized entity trapcomp token: ITEM_TRAPCOMP_LARGESERRATEDDISC
Unrecognized entity trapcomp token: ITEM_TRAPCOMP_MENACINGSPIKE
Unrecognized entity toy token: ITEM_TOY_AXE
Unrecognized entity instrument token: ITEM_INSTRUMENT_DRUM
Gem shape not found: RECTANGULAR_CABOCHON
Gem shape not found: POINT_CUT_GEM
Stone shape not found: RECTANGULAR_CABOCHON Absolutely none of these stuff exists here. These are all vanilla stuff.

Aaaand, I'd like the Alvah to be a little bit different from the Chirps. Seeing as they're even foreigner, while the Chirps are native people.

EDIT: And because you used my body detail plan, the Amberjack is missing tissues on various body parts. I could slap together a material, a tissue and a body detail plan for them, though.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Aseaheru on July 28, 2014, 06:31:09 am
No idea about the plant, the code is confusing...
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Cerapter on July 28, 2014, 07:12:07 am
Protip: if you make a fish, make sure it can swim. :P
The Amberjack didn't have a [SWIM_INNATE] tag, so it scrambled along the bottom of the water. :D
By the way, I gave the Amberjack a 10 kph speed while swimming, if it's not a problem.
That's not too quick compared to the creatures of Terra Nihalgai, though.

EDIT:
Some strange towns:
Quote
7: Megazattillan, "Leashdarling", town
   Owner: The Ethereal Guardians, chirps
   Parent Civ: The Calms of Star, chirps
   3275 chirps
   24 butterfly hounds
   26 widow in whites
   188 dretch outcasts
   49 chirp outcasts
   1 pain elemental outcast
What is this, a frickin' sanctuary?

Quote
11: Sztangazasig, "Fieldsguarded", hamlet
   Owner: The Hardly Evils, dretches
   Parent Civ: The Zealous Evils, dretches
   administrator: Evil Vilelethal, chirp
   1 chirp
Are you so goddamn good with numbers that you got awarded your own hamlet by a race hostile to yours? I don't think so.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Lord_lemonpie on July 28, 2014, 08:03:26 am
So I can't get the things to show up. I've added default DF plant mats as well for the time being, will edit them later, but here's the actual plant raws:
(Note: when testing, I allowed all seasons and ramped up frequency before genning the world)
Code: [Select]
[PLANT:CHROMABERRY] (edited sweet pod raws because making something literally from scratch would put me in an infirmary. In retrospect, I should've used fisher berries. Oh well.)
[NAME:chromaberry][NAME_PLURAL:chromaberries][ADJ:chromaberry]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:4]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]
[MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:248][PICKED_COLOR:7:0:0]
[GROWDUR:500][VALUE:5]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE] (I don't know what to reference here for a non-alcoholic drink, help)
[STATE_NAME_ADJ:ALL_SOLID:frozen chromatic brew]
[STATE_NAME_ADJ:LIQUID:chromatic brew]
[STATE_NAME_ADJ:GAS:boiling chromatic brew]
[MATERIAL_VALUE:4]
[DISPLAY_COLOR:7:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[EXTRACT_BARREL:LOCAL_PLANT_MAT:EXTRACT]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[SEED:chromaberry pit:chromaberry pits:0:0:1:LOCAL_PLANT_MAT:SEED]
[SUMMER][AUTUMN]
[FREQUENCY: 100]
[CLUSTERSIZE:5]
[PREFSTRING:prismatic properties]
[WET]
[BIOME:NOT_FREEZING]
[SHRUB_TILE:58]
[DEAD_SHRUB_TILE:58]
[SHRUB_COLOR:6:0:1]
[DEAD_SHRUB_COLOR:6:0:0]
I might be completely wrong, but i think you need to change the materials to make it work for DFscratch.
If i were you, i'd use these materials: PLANT_STRUCTURE_HLG instead of STRUCTURAL_PLANT_TEMPLATE, SEED_TEMPLATE_GRM instead of SEED_TEMPLATE and PLANT_ALCOHOL_TEMPLATE_GRM instead of PLANT_ALCOHOL_TEMPLATE.
I'm fairly new to modding too, so please correct me if im wrong :3
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Cerapter on July 28, 2014, 08:09:27 am
Ding-ding-ding, we have a winner!

None of those materials exist in DFScratch!
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: cyberTripping on July 28, 2014, 08:35:52 am
I actually added in those raws for testing purposes, planning to edit or replace them when I actually added in the plant. Thanks for the suggestions on what to replace them with, though. Noted.

Replaced templates

Here's the most recent version of the plant, anyone see any errors?
Code: [Select]
plant_cTr

[OBJECT:PLANT]


[PLANT:CHROMABERRY] (edited sweet pod raws because making something literally from scratch would put me in an infirmary. In retrospect, I should've used fisher berries. Oh well.)
[NAME:chromaberry][NAME_PLURAL:chromaberries][ADJ:chromaberry]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:PLANT_STRUCTURE_HLG]
[MATERIAL_VALUE:4]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]
[MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:248][PICKED_COLOR:7:0:0]
[GROWDUR:500][VALUE:5]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE_GRM] (I don't know what to reference here for a non-alcoholic drink, help)
[STATE_NAME_ADJ:ALL_SOLID:frozen chromatic brew]
[STATE_NAME_ADJ:LIQUID:chromatic brew]
[STATE_NAME_ADJ:GAS:boiling chromatic brew]
[MATERIAL_VALUE:4]
[DISPLAY_COLOR:7:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE_GRM]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[SEED:chromaberry pit:chromaberry pits:0:0:1:LOCAL_PLANT_MAT:SEED]
[SUMMER][AUTUMN]
[FREQUENCY: 100]
[CLUSTERSIZE:5]
[PREFSTRING:prismatic properties]
[WET][DRY]
[BIOME:NOT_FREEZING]
[SHRUB_TILE:58]
[DEAD_SHRUB_TILE:58]
[SHRUB_COLOR:6:0:1]
[DEAD_SHRUB_COLOR:6:0:0]
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Cerapter on July 28, 2014, 08:50:28 am
The easiest way to test it is to download DFFS and try it yourself. ;D
No, really, the errorlog helps. It can be found in the same folder your Dwarf Fortress exe is.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: cyberTripping on July 28, 2014, 09:53:25 am
So apparently it's possible to fail harvesting a shrub, according to the wiki. I think THAT's why the berries weren't producing anything.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Aseaheru on July 28, 2014, 09:58:56 am
max-skill a settler with gathering and see what comes out?
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: cyberTripping on July 28, 2014, 10:00:23 am
it's not the biggest deal, I managed to nab a berry.
Spoiler (click to show/hide)

Soon victory will be mine, in the form of refreshing, refracting beverages.

Edit: I can't tell if I can't brew it because I screwed up or because lizardkin just don't have the interaction. Either way,

cT: Explode violently

further inspection of the errorlog shows this:
Code: [Select]
CHROMABERRY: Could not locate material template PLANT_ALCOHOL_TEMPLATE_GRM
CHROMABERRY:Unrecognized Plant Token: EDIBLE_RAW
CHROMABERRY:Unrecognized Plant Token: EDIBLE_COOKED
CHROMABERRY: Could not locate material template SEED_TEMPLATE_GRM
CHROMABERRY:Unrecognized Plant Token: EDIBLE_VERMIN

While I'm pretty sure I know what it's complaining about, I have no idea how to solve those problems. Especially the edible tokens.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: Lord_lemonpie on July 28, 2014, 10:38:34 am
it's not the biggest deal, I managed to nab a berry.
Spoiler (click to show/hide)

Soon victory will be mine, in the form of refreshing, refracting beverages.

Edit: I can't tell if I can't brew it because I screwed up or because lizardkin just don't have the interaction. Either way,

cT: Explode violently

further inspection of the errorlog shows this:
Code: [Select]
CHROMABERRY: Could not locate material template PLANT_ALCOHOL_TEMPLATE_GRM
CHROMABERRY:Unrecognized Plant Token: EDIBLE_RAW
CHROMABERRY:Unrecognized Plant Token: EDIBLE_COOKED
CHROMABERRY: Could not locate material template SEED_TEMPLATE_GRM
CHROMABERRY:Unrecognized Plant Token: EDIBLE_VERMIN

While I'm pretty sure I know what it's complaining about, I have no idea how to solve those problems. Especially the edible tokens.
The materials i mentioned are only available in the sci-fi version of dfscratch, so if you want to add the chromaberries to the fantasy version, you'll have to change the templates to the ones present in the fantasy version (although i would recommend putting them in the sci-fi version, because it fully supports 0.40.x) . I don't know what's wrong with the Edible tags though..
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: cyberTripping on July 28, 2014, 10:50:52 am
Sci-Fi has less plants in it. Perfect for allowing me to flex my mediocrity muscle without killing myself TOO much.

Joy.

Not sure if it's intentional, But I found some pitch-black terrock which blends in with unseen ground and is generally an eyesore

Edit 2: it seems like a problem with mining designation symbols on it. Using Taffer if it matters, because I can't stand vanilla ascii
example
Spoiler (click to show/hide)

(it's designated symmetrically)

Also, I'm considering making a "compendium" for the sci-fi version, so there's a succint source of info for all things flora, fauna, and mineral. Would anyone be interested in it?
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: DVNO on July 28, 2014, 12:37:36 pm
YES.

(I added a proper download button finally. It was a lot trickier than it simply looks with G Drive. Now we are officially using a linux driven github/google drive frankenstein. It's alive! Backing up all of our data securely daily and providing lightning fast hosting :) )
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: buggy213 on July 28, 2014, 12:47:58 pm
The civilization that I modded in doesn't appear anywhere in legends mode or fortress mode, any ideas? P.S I just copied Cerpenter's chirp civ and mode a whole bunch of modifications.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: cyberTripping on July 28, 2014, 12:48:11 pm
Since the Chromaberries seem to be functional and the errorlog isn't screaming at me anymore, I've uploaded plant_CYB.txt to the raws! Chromaberries are officially(?) part of the project. Woo!
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: DVNO on July 28, 2014, 01:03:21 pm
whelp, in your copying you deleted 'entity_CER' at the top of your file and replaced it with nothing. DF needs that believe it or not.

you need to add entity_BUG to the top of the file.

Also, you are stretching the definition of 'whole bunch of modifications'. You changed [TRANSLATION:CHIRPY_CER] to [TRANSLATION:LANGUAGE_ALVAH_BUG] and you changed [TOWN] TO [CAVE_DETAILED]

please at least change the [ADVENTURE_TIER:] as Cerapter's note says right on the copied file, and give them a unique weapon or ability (I.E. Only make them active at night and give them perfect vision, make them hulk out at a certain emotional level, some unique feature) before you turn them in.

Or better yet, why not make them an animal race? We need more creatures to lurk in the dark places of the world.

@ cyberTripping

num num num, I wonder what Chromatic brew tastes like? Metallic-y tang or a Jamba juice explosion?
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Now with new Cloud based devilry!]
Post by: cyberTripping on July 28, 2014, 01:31:17 pm
If the leading two ideas in the plant are to be believed, glass and cherries.
Delicious.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: Cerapter on July 28, 2014, 02:20:37 pm
I love how my name gets typoed all the time.
Though this is the first time I've been called Carpenter.

---

Also, anyone checked the help lately?
Download the data folder as well, it's in there.

---

Also, can I have everyone who makes a creature or plant write up a short description about it? I want to fill the help file with such short descriptions.
For example, here's the Chirps' description from the help file:
Quote
The Chirps

The Chirps are one of the many humanoid inhabitants of Terra Nihalgai, and also one of the many to form civilisations.

They are best described as a mixture of two Earth creatures, the "goat" and the "bird":
They have (among many other features) a beak, they lay eggs, have two feathery tails, and hooved legs.

Their culture places great emphasis on every individual having as equal chances in achieving positions as possible:
their local rulers called "controllers" are elected by the public, and there is always three of them to ensure that
not one may gain total control.

In a similar vein, their overall rulers are called "governors" and are elected the same way as the controllers.

They dislike stoicism and general reservedness. Most of them are just as open with their emotions as they are with
their plans. This puts them at odds with any race that doesn't go "I'll murder you sometime, just sayin'" whenever
they disapprove of somebody. Obviously, they also make bad spies and thus don't use them.

...But we guess that if they ever did, they would come with neon signs on their heads or something.

Heh.

Icon: C

EDIT:
Also, I'm considering making a "compendium" for the sci-fi version, so there's a succint source of info for all things flora, fauna, and mineral. Would anyone be interested in it?
Whoops, sorry, just saw this.
I already did it, the Helpfile speaks about Terra Nihalgai as well.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: buggy213 on July 28, 2014, 02:25:24 pm
The files in help seem to be unreadable by any application I have. Are they .txts or docx's?
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: Cerapter on July 28, 2014, 02:27:59 pm
Neither, mu ha ha ha ha ha HA HA HA HAA HAA HAAA HAAA!

...The previous thread had a script to convert all those files to txt and back. I used that.
But you can view them in-game by, well, copying the files I uploaded in the data folder to your data folder and going to the help in-game by pressing '?' as I just said.

EDIT:
Instructions on how to access the new help files.
Spoiler (click to show/hide)
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: Lord_lemonpie on July 28, 2014, 02:49:38 pm
Quote from: Iluchond tree
Iluchond trees

Iluchond trees are average sized trees. They are native to Terra Nihalgai.

Their most noticable features are their cyan leaves and their fuchsia colored flowers and fruits.
They are well known for their salty fruits, which are brewable and considered a delicacy among Terra Nihalgai's native inhabitants.

Icon: Standard tree icons.

Quote from: Cave Rose
Cave roses

Cave roses are beautiful flowers with a lovely sweet fragrance.

They are believed to be a hybrid of an extinct flower native to THX 1138 and an earthen rose, brought here by interstellar colonists.
The darkness of the caves they live in has caused them to lose all color, exept for their flowers, which are still bright red.
Their oil they produce is extremely valuable because it smells sugary and is very relaxing.

Icon:☼

Am i doing this right?
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: Cerapter on July 28, 2014, 03:04:04 pm
Quote from: Iluchond tree
Iluchond trees

Iluchond trees are average sized trees. They are native to Terra Nihalgai.

Their most noticable features are their cyan leaves and their fuchsia colored flowers and fruits.
They are well known for their salty fruits, which are brewable and considered a delicacy among Terra Nihalgai's native inhabitants.

Icon: Standard tree icons.

Quote from: Cave Rose
Cave roses

Cave roses are beautiful flowers with a lovely sweet fragrance.

They are believed to be a hybrid of an extinct flower native to THX 1138 and an earthen rose, brought here by interstellar colonists.
The darkness of the caves they live in has caused them to lose all color, exept for their flowers, which are still bright red.
Their oil they produce is extremely valuable because it smells sugary and is very relaxing.

Icon:☼

Am i doing this right?
Yepperoni! I'll put them in.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: cyberTripping on July 28, 2014, 03:30:45 pm
I'll try...

Quote
Chromaberries

Small, translucent berries that refract sunlight through them, creating beautiful rainbows within themselves and on the ground below. One of the many prismatic specimens that arrived via meteor from the long dead system L-1647.

Icon: :

cT confirmed for least creative
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: Cerapter on July 28, 2014, 03:50:13 pm
Chromaberries are now in the help file.

By the way, both the Flora and the Fauna page will look very sparse. That's because there's no way to start a new line without making an empty one as well, except by links. When we'll have links for every creature and plant, it'll be a nice list.

EDIT: Should we rewrite the language files? You know, insert some more words (I mean, Halflings are in the dictionary), for example, or make new translation files for every race...?
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: buggy213 on July 28, 2014, 04:08:33 pm
I think there is a tool that automatically makes a language given a few words as a starting point so making more languages would be trivial.
Quote
Lembdas

The lembdas plant is a tuber native to Terra Nihalgai. Given that it is very abundant and only takes 18 days to grow, this plant is a important food source for lots of creatures. It is believed that the lembdas plant first existed on THX 1138 before the plant was transported over via  Moles with the spore containing a proto-lembdas.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: Vgray on July 28, 2014, 05:07:52 pm
This mod has a Sci-fi version now? Huh.

Which one is further along?

Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: BlackFlyme on July 28, 2014, 05:14:42 pm
This mod has a Sci-fi version now? Huh.

Which one is further along?

Fantasy. It's built off of the world from the last thread, so it has quite a head start on the newer sci-fi version.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: cyberTripping on July 28, 2014, 05:27:25 pm
In contrast, the sci-fi version is less horribly broken, since it's properly updated all the way.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: Cerapter on July 28, 2014, 05:54:02 pm
Sci-fi is never horribly broken, because CERAPTER THE BUG ANNIHILATOR NEVER SLEEPS.
Here I am, 1 am, driving test in 9 hours, and I'm bragging on the forums.
GG, me.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: IndigoFenix on July 29, 2014, 02:12:37 am
This is great.  I'd like a turn.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: Lord_lemonpie on July 29, 2014, 02:32:22 am
For those returning, this DFFS will be a bit different from version .34. This game will NOT be turn based.
Just sayin'
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: IndigoFenix on July 29, 2014, 03:57:19 am
Oh, so we just add stuff directly?

Even better!

Now let's see... five tentacled aliens that turn into trees... tiny swarming predators...  parasitic vermin...
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: Cerapter on July 29, 2014, 08:05:22 am
Sooo, I fixed the Amberjacks so that they actually spawn.
As in, gave them genders, biomes and standard fish stuff like [VERMIN_GROUNDER][VERMIN_FISH][AQUATIC][SMALL_REMAINS][FISHITEM][IMMOBILE_LAND][VERMIN_NOTRAP][NATURAL].

And I generated a world with 125 years of history...
Quote
Outdoor Animal Populations (Including Undead)
   1105 pain elementals
   1013 butterfly hounds
   165 widow in whites
   33151 amberjacks
Mind if I give them a maxage of, say, 10 years?

EDIT: Screw it, they reproduce as if the end of the world is tomorrow. Uploadin'.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: DVNO on July 29, 2014, 01:07:56 pm
Quote
The Dretch

The Dretch are a hive like society that lives in the dark crevices of the mountains. They are insect in nature, and have a black, smooth chitinous head flanked by two enormous fish-lensed, milky white eyes. They have eight limbs: Two arms, four quadruped legs, and two wings. Like rainbow dogs, the film of the wings give off a multi colored refracted effect when glistening in the cavern light. Their most unique trait comes from a common mental link they have to one another in large crowds. This 'link' makes them very empathetic to their own race and generally makes them dislike all others, as not simply reading another races exact thoughts on subjects unnerves and agitates them.

Let this not lead you to assume, however, that their society is a utopian single minded hive. The Dretch still maintain a degree of individuality, and many have different thoughts on what directions the future of the hive should go. The politics of a hive are very cut throat, all because of a peculiar social quirk; They absolutely disdain killing a brother or sister because of their empathic 'link' to their ideological opponents, and so in response, they go through many elaborate political games and power struggles to outcast the undesirable. In fact, there is no death penalty in Dretch law, the highest penalty for one of their own being only complete removal from the Dretch collective consciousness. As an old Dretch proverb goes: 'The bessst of our generalsss do not duel with the ssword, but with the tongue.' There are no greater liars and social manipulators than the leaders of the Dretch, and no more embittered and self - reliant than those undesirables they cast away.       

They have a mind for war, and their warriors are bred with an incapability of fear. While some researchers off world would naturally assume them to be enemies with the Chirps, this would be dead inaccurate. The mortal enemies of the Dretch with the Alvah, and their battleground is underground. The Dretch care very little of the goings on with the surface world in general. And likewise with most that dwell in town on the surface. Most of the time.

Their fanged canine teeth are hollow, and there are venom sacs at the bottom of their sinus cavity. These sacs contain an agent that is truly devastating to prey. Ment for the liquefaction of everything inside a victim for easy digestion, it is classified as 'necrotic venom', but is much, much more powerful than a small little spider bite as the term suggests. It launches a highly evolved and volatile bacteria into the victim, which starts bursting healthy cellular membranes like wildfire. It's biological structures vex even top virologists giving even the advanced medicines brought from off-world a hard time keeping up with the speed.           
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: cyberTripping on July 29, 2014, 05:40:46 pm
Was looking in the raws, noticed the chirpy word for "loving" is "ham".
This amuses me greatly.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: Cerapter on July 29, 2014, 06:28:52 pm
Look mate, it's 2 am here, my laughter waking up the entire house is not what I want right now.
I actually used a random language generator for the chirps with Hungarian as a base.
I didn't even notice that.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: King Kravoka on July 29, 2014, 10:05:51 pm
Was looking in the raws, noticed the chirpy word for "loving" is "ham".
This amuses me greatly.
Someone make superchirpy pig-chirps that became that way because of obtaining "blessings"(Read:Secrets) from the local love god!
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: King Kravoka on July 29, 2014, 10:08:36 pm
[Ignore this post, accidentally clicked quote instead of modify.]
[Would that make a double post?]
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: cyberTripping on July 30, 2014, 09:11:37 am
I recently had an idea for a creature that fits the glass theme I'm going for, but the civs are rather saturated as of now... Then again, I really want to see a glass-skinned chirpy or dretch with viscous prismatic sludge and assorted vaguely organic sacs spread around in said goop. I might do it just for fun, really, because I feel like taking a legendary hammerman to something made of glass and sticky goo would be extremely satisfying to read combat reports on.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: Lost in Nowhere on July 30, 2014, 11:02:09 pm
Okay, I finished the fish that I partially implemented a while ago. It's almost working.
The only issue is that it doesn't seem to register its attack as existing, although the errorlog shows nothing about it.
Code: [Select]
[ATTACK:BITE:BY_CATEGORY:MOUTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:400]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:2:2]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: buggy213 on July 31, 2014, 01:07:50 pm
Fixed.

Directly from the wiki:
Quote
Defines the attack name, and the body part used. See below for valid subtokens
Example:
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]
GORE : name of the attack
BODYPART:BY_CATEGORY:HORN : the horn is used to attack (presuming the creature has one)

Also, my own creature seems to be riddled with errors like
SHADOWWALKER BP Mod DEEP_SET Was Not Used
EDIT: The creature also suffocates to death every time despite having lungs. WHATTT?
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: Cerapter on July 31, 2014, 04:31:31 pm
EDIT: The creature also suffocates to death every time despite having lungs. WHATTT?
Tsk tsk tsk. Nope.

Code: [Select]
[BODY:HEAD_GRM:BODY_GRM:APPENDAGES_GRM]
Code: [Select]
[BODY:HEAD_GRM]
[BP:NK:neck:STP][CONTYPE:UPPERBODY][THROAT][BREATHE][CATEGORY:NECK]
[DEFAULT_RELSIZE:100]
[BP:HD:head:STP][CON:NK][HEAD][CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]
[BP:REYE:right eye:STP][CON:HD][RIGHT][EMBEDDED][SIGHT][CATEGORY:EYE]
[DEFAULT_RELSIZE:10]
[BP:LEYE:left eye:STP][CON:HD][LEFT][EMBEDDED][SIGHT][CATEGORY:EYE]
[DEFAULT_RELSIZE:10]
[BP:NS:nose:STP][CON:HD][SMELL][CATEGORY:NOSE]
[DEFAULT_RELSIZE:40]
[BP:MTH:mouth:STP][CON:HD][MOUTH][CATEGORY:MOUTH]
[DEFAULT_RELSIZE:15]
[BP:BRN:brain:STP][CON:HD][THOUGHT][INTERNAL][SMALL][CATEGORY:BRAIN]
[DEFAULT_RELSIZE:50]
[BP:REAR:right ear:STP][CON:HD][RIGHT][HEAR][CATEGORY:EAR]
[DEFAULT_RELSIZE:10]
[BP:LEAR:left ear:STP][CON:HD][LEFT][HEAR][CATEGORY:EAR]
[DEFAULT_RELSIZE:10]

[BODY:BODY_GRM]
[BP:UB:upper body:upper bodies][UPPERBODY][CATEGORY:BODY_UPPER]
[DEFAULT_RELSIZE:1000]
[BP:LB:lower body:lower bodies][CONTYPE:UPPERBODY][LOWERBODY][CATEGORY:BODY_LOWER]
[DEFAULT_RELSIZE:1000]

[BODY:APPENDAGES_GRM]
[BP:RUA:right upper arm:STP][CONTYPE:UPPERBODY][LIMB][RIGHT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:LUA:left upper arm:STP][CONTYPE:UPPERBODY][LIMB][LEFT][CATEGORY:ARM_UPPER]
[DEFAULT_RELSIZE:200]
[BP:RLA:right lower arm:STP][CON:RUA][LIMB][RIGHT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:LLA:left lower arm:STP][CON:LUA][LIMB][LEFT][CATEGORY:ARM_LOWER]
[DEFAULT_RELSIZE:200]
[BP:RH:right hand:STP][CON:RLA][GRASP][RIGHT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:LH:left hand:STP][CON:LLA][GRASP][LEFT][CATEGORY:HAND]
[DEFAULT_RELSIZE:80]
[BP:RUL:right upper leg:STP][CONTYPE:LOWERBODY][LIMB][RIGHT][CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:LUL:left upper leg:STP][CONTYPE:LOWERBODY][LIMB][LEFT][CATEGORY:LEG_UPPER]
[DEFAULT_RELSIZE:500]
[BP:RLL:right lower leg:STP][CON:RUL][LIMB][RIGHT][CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:400]
[BP:LLL:left lower leg:STP][CON:LUL][LIMB][LEFT][CATEGORY:LEG_LOWER]
[DEFAULT_RELSIZE:400]
[BP:RF:right foot:right feet][CON:RLL][STANCE][RIGHT][CATEGORY:FOOT]
[DEFAULT_RELSIZE:120]
[BP:LF:left foot:left feet][CON:LLL][STANCE][LEFT][CATEGORY:FOOT]
[DEFAULT_RELSIZE:120]

No organs... AT ALL!
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: buggy213 on July 31, 2014, 04:43:25 pm
Changed the body to
Quote
[BODY:HEAD_NORMAL_CER:BODY_CER:ARM_LEFT_BIRD_CER:ARM_RIGHT_BIRD_CER:LEFT_LEG_BUG:RIGHT_LEG_BUG:ORGANS_CER]
and it still suffocates. I thought ORGANS_CER had organs?
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: Cerapter on August 01, 2014, 04:25:01 am
...You know, the head is connected to the body.
...So if you make a head, it never hurts to have a body the head can connect to.

This goes for everyone so I'll enlarge it:
The order of the bodyparts in the body token in a creature file matters. You first need to define the central stuff (generally upperbody+lowerbody) and then any appendages connecting to it. Obviously, this goes for every bodypart, so if you have, for example, a toe bodypart, don't list it before you listed the feet it's connected to first.

Code: [Select]
[BODY:HEAD_NORMAL_CER:BODY_CER:ARM_LEFT_BIRD_CER:ARM_RIGHT_BIRD_CER:LEFT_LEG_BUG:RIGHT_LEG_BUG:ORGANS_CER]As this code stands now, you define a head that connects to nothing. It just floats around the body, I'd guess.
Try this:
Code: [Select]
[BODY:BODY_CER:HEAD_NORMAL_CER:ARM_LEFT_BIRD_CER:ARM_RIGHT_BIRD_CER:LEFT_LEG_BUG:RIGHT_LEG_BUG:ORGANS_CER]
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: IndigoFenix on August 01, 2014, 07:29:56 am
I recently had an idea for a creature that fits the glass theme I'm going for, but the civs are rather saturated as of now... Then again, I really want to see a glass-skinned chirpy or dretch with viscous prismatic sludge and assorted vaguely organic sacs spread around in said goop. I might do it just for fun, really, because I feel like taking a legendary hammerman to something made of glass and sticky goo would be extremely satisfying to read combat reports on.

I'm working on a parasitic vermin creature that infects its victims and turns their bodies into crystal.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: IndigoFenix on August 04, 2014, 06:23:46 am
Quote
Crystalline Life on THX 1138

The inorganic crystalline life on THX 1138 has been under close study since it fascinated scientists with its original discovery.  Unlike on Earth, where life is exclusively organic and appears to have developed from a single common ancestor, it is theorized that life on THX 1138 had at least two separate origins - one analogous to the plants and animals on Terra, the other which appears to have developed directly from exotic magnetized crystals originating deep within the planet's crust.

Most crystalline organisms (or 'crystalids') have a distinctly hexagonal body plan.  Their bodies are surrounded in a hard exoskeleton which is extremely resistant to cutting, but their durability against blunt impact varies from species to species.  Crystalids which are capable of locomotion are filled with a kind of hydraulic crystalline matrix capable of solidifying into various structures in response to electrical impulses.  They typically move under one of two main methods: more primitive 'ameboid' crystalids will extend their outer shell in the direction of motion while de-crystalizing their anterior end and reabsorbing it into the liquid matrix, while the more advanced crystalids are capable of forming long, hydraulic tubes inside their bodies that function as pseudo-muscles.

Most crystalids display radial symmetry and are fairly slow-moving compared to organic animal life, if they move at all, although a few predatory species are capable of attaining surprising bursts of speed when pursuing prey.  Although crystalids are typically incapable of metabolizing organic life (and vice-versa), they are sometimes unable to tell the difference between their natural crystalid prey and organic organisms until they actually make physical contact, which may be deadly for the attacked creature, as crystalid exoskeletons are covered in sharp, angular structures that can tear through organic materials easily.  Predatory crystalids should therefore be regarded as dangerous to humans and other organic life.

Crystalids sense their environment through many different methods.  Most are capable of vision, and several can change their colors by shifting their crystal structure, a sight that is often quite beautiful to behold.  While their hearing capabilities are limited, most can sense vibrations through their feet and some advanced species have fluid-filled cavities inside their bodies that can sense sound traveling through the air as well.  All are capable of detecting electrical impulses, which seems to be their primary means of identifying the presence of other organisms, and is also their most common means of communication.  A number of species are also capable of generating an electric charge strong enough to be used offensively, both against organic life and other crystalids.  They have no analogue to either smell or taste.

The means by which a crystalid generates energy is not fully understood (crystalids do not acquire energy from 'eating' other crystalids, only raw materials to grow larger or replace damaged sections, nor do they seem to require sunlight or complex chemicals for survival).  It is thought that they are capable of gathering energy directly from the magnetic field of the planet.  The main site of energy regulation within a crystalid's body is located at the 'core' of the organism, typically a structure in the center of its largest physical segment.  The core is responsible for most important biological processes, and can be thought of as the creature's 'brain' in the sense that destroying it will kill the crystalid.  While many of the more advanced crystalids have a structure analogous to a 'head' positioned at the front or top of the body, this is merely the site of its primary sensory organs and destroying it will only cripple the crystalid rather than killing it.

No sapient crystalid has been discovered to date, and few can even be trained as pets.  However, some of the natives of the planet have discovered a method of coaxing crystalid 'biocrystal' into specific shapes, allowing them to create particularly sharp weapons and blade-resistant armor from the remains of crystalids.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: Cerapter on August 07, 2014, 09:35:28 am
As you guys might have noticed, I haven't been very active lately.

...Don't worry, no one died, I just have stuff to do.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: ribby on August 08, 2014, 05:54:05 am
Keep posting all your crazy attempts, creations, ideas and changes guys :) I'd love to hear more! Half the fun of the original thread was the spontaneously combusting creatures or the ones whose heads fell off or the time when everything was made of frozen blood.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: IndigoFenix on August 08, 2014, 08:01:30 am
I've added a bunch of crystalid species as cavern dwellers.  Most are small, slow-moving and non-aggressive, they have a body plan with six-sided radial symmetry, six legs, a sense organ on top (sometimes at the top of a stalk), a core in the center, and a mouth on the underside.  They are all made of crystal, with a hard shell and a brittle inside, and have liquid crystals in place of blood.  Currently, I'm adjusting the properties of their body materials, the idea is that they should be hard to kill, but their 'biocrystal' can be turned into a number of different items.  I have found out though that using BUTCHER_SPECIAL to produce a specific weapon or tool directly from butchering, trying to do so seems to produce a random weapon or tool instead.

Cryscrab: Can retract their legs.
Electric crystal crawler: Can use an electric attack.
Crystal blade: Keeps three of its razor-sharp legs raised to use as claws.
Crystal ameboa: Amorphous body that engulfs its prey.
Giant crystal ameboa: Like a crystal ameboa, but giant.
Crystal walker: Very big, and has electric attacks.  Still docile though.
Crystar: Predators that hunt in groups.  The males are small but fast, the females are large and deadly, but slow-moving.  Most groups will have several males and one female.  The males run out and keep the prey busy while the female approaches and deals the finishing attack.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: Cerapter on August 08, 2014, 12:43:11 pm
Don't forget the subtype.

[BUTCHER_SPECIAL:WEAPON:ITEM_HOLLOWED_DAGGER_CER] would make the material result in hollowed daggers when it's butchered from an animal consisting of it. As an example.

Also, what the what guys, what about them duplicates in the folder?
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: IndigoFenix on August 09, 2014, 01:12:15 pm
Don't forget the subtype.

[BUTCHER_SPECIAL:WEAPON:ITEM_HOLLOWED_DAGGER_CER] would make the material result in hollowed daggers when it's butchered from an animal consisting of it. As an example.

I tried this, but it just gave a random weapon instead.  It's odd, because most other subtyped items work fine.  Have you ever gotten it to actually work with tools or weapons specifically?
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: Cerapter on August 09, 2014, 02:46:01 pm
Nah, never.

It was worth a try, though.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: smakemupagus on August 09, 2014, 03:22:50 pm
Don't forget the subtype.

[BUTCHER_SPECIAL:WEAPON:ITEM_HOLLOWED_DAGGER_CER] would make the material result in hollowed daggers when it's butchered from an animal consisting of it. As an example.

I tried this, but it just gave a random weapon instead.  It's odd, because most other subtyped items work fine.  Have you ever gotten it to actually work with tools or weapons specifically?

The animated armors in 3rd cavern of masterwork drop weapons properly, last time i've seen one in game was a long time ago though
creature_cavern_masterwork.txt(67): [NAME:animated armor:animated armors:animated armor] in MDFv6.0
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: Cerapter on August 10, 2014, 06:18:40 am
Considering their name, and the fact that you said "dropped", I'd guess that was an item corpse, which works as intended.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: Cerapter on August 14, 2014, 05:32:46 am
Ravioli, ravioli, I can't rhyme.

Added some new reactions for adventurers.
...Well, for chirp adventurers, at least.

Also, added the info for the Crystalline life into the help.
Should have included that they also crash the game for no reason when trying to path around.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: IndigoFenix on August 14, 2014, 03:51:47 pm
Also, added the info for the Crystalline life into the help.
Should have included that they also crash the game for no reason when trying to path around.

That's weird.  I've tested them plenty in the Arena and haven't seen any issues.
When did the game crash?
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: Cerapter on August 14, 2014, 05:23:03 pm
Adventure mode, i think i was nearing a river. The error log referred to crystal crabs though.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: King Kravoka on August 14, 2014, 06:39:21 pm
Could we remove the soulcatcher trees? They kinda don't fit in with a Science fiction setting and well... For reasons that would drive other DF players stark raving mad, I would be a lot more willing to add stuff.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: Cerapter on August 15, 2014, 05:02:56 am
Sure, whatever.

Though I interpreted the science-fiction setting as "sci-fi stuff allowed too", since we can't exactly justify most other stuffs either, see caravans from space faring races.

We will have to flesh out Terra Nihalgai somehow, and apparently, without superstitions, because superstitious aliens are not science-fictioney.

...if it wasn't obvious enough already, i highly oppose the removal of my content.
Though when we get more localised trees, sure, they can go. Not now, though.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: Cerapter on August 15, 2014, 03:39:16 pm
Okay, ADVENTURE TIME!

I went as a chirp adventurer once again, with the mission to exterminate all dretch, once again.
I chose to be a Chirp Sniper, basically a chirp gunman.
After a tiny bit of travelling, I found the only fortress in the world (it was year 5, the dretch haven't reproduced too much yet).
Seeing as I was warmly welcomed there, I decided to terminate the terror that has been... terrorising the peaceful fortress of peaceful dretches, the evil... cryscrab?
You gotta be shitting me.
But alright, alright. I'll do it.
...Geez, you weak fucks.
Anyway, as I start to move out of the fortress, I get really tired OF THE FUCKIN STAIRS, so I decide to fast travel.
And when I finally take a step out of the fortress I'm... AMBUSHED!
What the shit, did I just stop an invading force?
Nope-ity, it was the very dretch fortress's forces that decided to ambush me.
...And about three chirps. Well, it took me by surprise, at least.
The dretches, being eternally on crack and having four legs, stepped at least 5 meters by the time I blinked once.
They took me down with a well-aimed hit and started attacking me, which, due to the fact that they were dretches, were the equivalent of being licked by a puppy.
One of the chirps helped them out, though, by punching me in the skull:
Quote
The Wrestler punches You in the head with her right hand, tearing apart the skin and bruising the skull through the white grass  beak cover!
A tendon in the skull has been torn!
You lose hold of the white grass  beak cover.
You lose hold of the tungsten thunder stick.
Which gave the dretch wrestler a perfect oppurtunity:
Quote
The Dretch Wrestler shakes You around by the head and the severed part sails off in an arc!
The head is ripped away and remains in The Dretch Wrestler's grip!
You have been struck down.
So yeah.

. . .

Quote
The Dretch Wrestler shakes You around by the head and the severed part sails off in an arc!
The head is ripped away and remains in The Dretch Wrestler's grip!
You have been struck down.
The Wrestler chirps loudly.
Shut up, you traitorous bastard arseface.

---

Anyone else playing this mod, by the way? It's hilarious, if a bit hard, I tell you.
Download the very latest version, I fixed some bugs I myself made it in, it's now somewhat playable.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: Cerapter on August 18, 2014, 01:55:32 pm
So, um, should I write together a how to play for Chirps?

I'm also starting my second entity, if it's okay with you guys.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: WillowLuman on August 18, 2014, 05:23:38 pm
Go for it. I had an idea for a sci-fi entity myself, but I can't work on it just yet. It's cybersquid.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: Cerapter on August 19, 2014, 05:15:34 am
Go for it. I had an idea for a sci-fi entity myself, but I can't work on it just yet. It's cybersquid.
If ya need help, I'll be around.

Anyway, I'm going to post the tutorial here whenever I'll have the time to write up one. Not now, sadly.
I'll be putting a title here though, so I won't forget it.



Dwarf Fortress from Scratch
Chirp tutorials for Fortress and Adventure mode
(For DFFS v33)

Spoiler: Fortress mode (click to show/hide)
Spoiler: Adventure mode (click to show/hide)



Gonna expand on it as needed.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: Lord_lemonpie on August 26, 2014, 11:03:46 am
cybersquid

I've seen enough hentai to know where this is going.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: Aseaheru on August 26, 2014, 11:08:45 am
I think the CMD is quite useful actually...

Mostly because seeing how fucked everyone is in one place is nice.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: Dwarf4Explosives on August 31, 2014, 11:45:59 am
Wow. Some of the sci-fi stuff seems pretty awesome. And the crystal lifeforms (it's spelled "amoeba", btw*) will definitely add an interesting touch to this mod. If I'm allowed to, I'd want to incorporate one species of sapient that I've had bouncing around my mind for a while. Basically, they're a symbiotic lifeform, with a mutualistic relationship between the crystalline and the organic life. Crystalline "cocoons" act as eggs, and they have a large, hive-like caste structure. I'm using an idea of mine from a different canon and adapting it to this setting, if that's alright.

I've got to ask, though: what progress has there been made with the fantasy section of this project recently and why hasn't it been spoken about?
At any rate, I'm sorry to say that I won't be able to contribute anything until some time in the spring of next year. I'm definitely looking forward to the stuff you guys will add :).

*Unless you're talking about some sort of snake, I guess. Which seems like it would be rather interesting.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: tonnot98 on August 31, 2014, 03:44:45 pm
I would like to know how to even play this, there doesn't seem to be any start up application.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: BlackFlyme on August 31, 2014, 03:58:14 pm
I would like to know how to even play this, there doesn't seem to be any start up application.

It's just the data and raw folders. You download vanilla DF, delete the raw folder, and put in the new From Scratch folders.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: Aseaheru on August 31, 2014, 03:59:54 pm
Yah, we dont need no fancy programs, not enough things you can turn on or off. Package deals.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: cyberTripping on August 31, 2014, 11:12:59 pm
So my computer finally crapped itself. Oh well. At least the withdrawal will motivate me to make more alien shit for this.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: Megaman_zx on September 01, 2014, 04:12:50 am
so i'm conflicted (first off i have no modding skill so this is all a suggestion).... i've been reading the prophet comic series recently and it got me really hyped to play this mod (btw this is an awesome crazy idea and i'm excited to see where it leads).... my conundrum is that i really want to play as a human (or spacedwarf marine) an outsider would be especially fun... but since the rules are that you can't copy raws, i don't know whether i would prefer a humanoid race or spacefarers, or if i should petition for human outsider option for adventurers? either way keep up this crazy FUN experiment... can't wait for more content!!!

also this may be impossible (or extremely difficult) but is there any way a texture pack, or texture pack compatible version would be possible?

just started fiddlin around in a pretty cool world i genned.... all civilization is dretch with 1 small chirp nation and one other chirp nation that has been conquered by the dretch... i have been playing as a chirp vigilante/freedom fighter (peasant difficulty of course) trying to get revenge on the  carapaced overlords
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: BlackFlyme on September 01, 2014, 04:28:12 pm
also this may be impossible (or extremely difficult) but is there any way a texture pack, or texture pack compatible version would be possible?

Wouldn't be impossible, though how difficult it would be would depend on how the tileset is set up. Raws may have to be changed to be compatible with different sets.

Graphics sets for creatures would be easier. There may already be graphics out there that are similar to creatures in the game already, or someone can come up with new sprites instead.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: Megaman_zx on September 04, 2014, 05:35:38 am
Welllp.... learned (if that's what we're callin it these days) how to mod just for you guys!!!

made an outsider race (adv mod playable only) called sleepers (essentially genetically mutated modified humans [really the only thing left after copying the vanilla raws was the formatting])... could add some fun to adventure mode (i know i'll be playing with it a bit). I hope to add some more flavor to the race, but we'll see if i can pull my brain back together after barely modding up a race from scratch
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: Talvieno on September 04, 2014, 05:28:55 pm
Sci-fi DF? Much love to you guys. The novel-thing I'm writing is sci-fi DF too, so I'm already a big fan.

Quote
You are not allowed to copy and paste or include DF or other mods' raws directly (I had to a little to get it to not crash and burn, but that should be the end of it). Getting caught means your turn will be voided. Copying and pasting parts that you were going to rewrite exactly anyway is fine, doing this to an entire creature, object or set of them is not

edit: they never actually got used in anything, so...
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: Aseaheru on September 04, 2014, 06:15:12 pm
Oh god, I just realized I could bring* in pulse rifles and similar...


*Try to anyways
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: Megaman_zx on September 05, 2014, 11:43:01 am
added a new language for sleepers, and a race based off them, called intergalactic standard (it's in early alpha now). Pardon my hubris, but their backstory is that they are cloned members of a long dead intergalactic civilization, so don't feel like a rebel because u don't speak my "standard" language

EDIT* so i just realized that... as far as i can tell... none of the creature have properly working blood.... either once they start bleeding they won't stop, or they simply don't have blood to begin with
 
edit ** fixed this alittle bit for my race by adding arteries in the right places... i mean... we still bleed molten flesh, but potato potahto
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: Dwarf4Explosives on September 06, 2014, 05:12:54 am
At least they aren't bleeding molten glass.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: Megaman_zx on September 09, 2014, 03:23:03 am
i really should add that shouldn't i?  :P   (i wouldn't even know where to start #nooblogic)

anyways, added a civ and adv mode is more fun (for me at least) as i am able to explore a foreign planet with nothing but my wits and the knife i was given.

(i am testing vocalizations which will "give orders" to the sleepers and guide them on their mission)

*edit
During my first test i awoke in a tomb and after climbing down from one of the mausoleums i was instructed to overthrow the local government. I left the tomb and headed to the nearby chirp village, walked into the castle and started massacreing the inhabitants. After clearing the first two rooms, and sustaining some heavy injuries i was told to complete a task for the locals. This order was quickly replaced by the order to head south. Unfortunately south is the ocean, but there is civilization beyond, so i march west to circumvent the ocean and answer the call of my ancestors

summary: that damn axechirp... crippled my legs.... the test worked so feel free to try out the sleepers in adv mode.
also i genned a world for 550 years and by the end all dretch and awakened were extinct (the awakened i don't care so much about) but the oyls seems to spread across the map so fast they seem to be the dominant race... maybe this should be fixed?
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: Dwarf4Explosives on September 09, 2014, 11:35:17 am
i really should add that shouldn't i?  :P   (i wouldn't even know where to start #nooblogic)
Actually, that happened to the fantasy component of this mod at least once. It happened with the treelords, but I have faint memories of that happening to at least one other creature too. Other blood-related incidents include frozen blood hills.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: Cerapter on September 09, 2014, 12:03:20 pm
but the oyls seems to spread across the map so fast they seem to be the dominant race... maybe this should be fixed?
I find that strange myself. I made them be made of an oil-like liquid material, but they seem to be pretty tough.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: Megaman_zx on September 09, 2014, 03:01:19 pm
I find that strange myself. I made them be made of an oil-like liquid material, but they seem to be pretty tough.

oh yeah, they definitely pack a punch!!! the awakened are supposed to be genetically superior, (which has actually worked in worldgen) but they make up for this in their small number and the fact that they usually destroy their own civilization from within and slowly spread out across the world until they die out... but those early wars can be brutal... still don't know why they don't wear clothes
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: Cerapter on September 15, 2014, 10:53:54 am
'Kay then, I checked the new codes recently. Will test them soon.
Some nitpicking:

After this, I shall make a test run.

EDIT: The duplicate hide-tanning reaction wasn't even used...? ???
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: Cerapter on September 15, 2014, 11:24:43 am
After testing:

EDIT: Also, as usual, Halfling's insistence from deviating from the vanilla values have fucked us in the butt once again. Punches glance away from every material, but even a light peck from a horribly misshapen beak will tear through your whole body.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: Megaman_zx on September 16, 2014, 04:00:24 am
sorry about that... realized there was a make leather backpack reaction, but no tan a hide reaction.. didn't want to make a whole new doc for the small edit (sorry if it fucked ur stuff up)

also... hehe we don;t need brains... i mean in the arena the sleepers and awakened worked as well as they were supposed to. Now we come to the dillema, is a creature simply its raws, or a description and some actions. The sleepers descriptions and actions match my imagining of them...... their raws however have them as toothless, nailess, hairless monsters with organs in... welll, i don;t know here the organs are or if they have them, but they don't die from exposure so they must be doing something right
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: Cerapter on September 16, 2014, 11:39:00 am
sorry about that... realized there was a make leather backpack reaction, but no tan a hide reaction.. didn't want to make a whole new doc for the small edit (sorry if it fucked ur stuff up)
RIGHT RIGHT RIGHT
SHIT
NOW I UNDERSTAND
THAT'S AN ADVENTURE MODE REACTION FOR TANNING A HIDE
SORRY BRO, PUTTING IT BACK IN

A lesson is learnt: don't code when sleepy.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: Megaman_zx on September 16, 2014, 05:49:57 pm
all my changes were for adv mode, that's why intergalactic entity seems so incomplete, it's an adv mode outsider only race. The sleepers should never appear in the game unless u decide to play as one in adv mode. the awakened are the sleepers who woke up early and got infested with wierd cave fungus and stuff. hence the hair (that may or may not work)

edit decided to do some tests because the sleepers do have the right materials (i also forgot to remove the mole meterials which i used origionally, so they had two sets of material templates)... anyways, removed the mole materials and the sleepers were week as fuck, put them back in and they were back in fighting form... don;t know why this works, but i'm keeping it... for now
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: tonnot98 on September 30, 2014, 08:50:22 pm
Anyone able to make a video tutorial on how to install and play?

Every time I try, the game refuses to boot up.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: cyberTripping on September 30, 2014, 10:33:42 pm
cT gestures!
The computer shudders and begins to boot!

I am back from the grave, may or may not resume work on this here soon.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: Cerapter on October 01, 2014, 10:24:29 am
I won't be available too many times.
I am now in a situation where I leave for school at 6:30 and get home at 19:00. :-\
May or may not do secret updates though.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: tonnot98 on October 01, 2014, 11:31:26 am
Is it safe to assume that there's not many wild animals?
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: Megaman_zx on October 06, 2014, 05:09:31 am
how come the data and raw folders appear empty to me all of a sudden?
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: Cerapter on October 06, 2014, 02:45:29 pm
What the.

Guys.
What.

Why is it empty.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: DVNO on October 08, 2014, 12:03:57 am
Well, somebody hit Download and get the most recent version, I have been keeping backups on Github for exactly this reason afterall.

:P

tonnot98, I'm just going to ask this once: Did you just mistakenly ctrl-x the drive while trying to install the mod? Mistakes happen, but if I don't hear a reasonable explanation on why this happened soon I've got no choice but to ban you from the Google Drive folder to preserve this project.

Edit 2: Files are back. if you find a file called Desktop.ini, be kind enough to delete it, as they are redundant.

If anyone can tell me how to exclude those when uploading to github, that would be fantastic
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Contributors welcome!]
Post by: 94dima94 on October 09, 2014, 07:22:21 am
This is interesting.
PTW, and I will play adventure mode.
If it still works.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [IN SPACE NO ONE CAN HEAR YOU !!SCIENCE!!]
Post by: tonnot98 on October 09, 2014, 04:01:29 pm
Well, somebody hit Download and get the most recent version, I have been keeping backups on Github for exactly this reason afterall.

:P

tonnot98, I'm just going to ask this once: Did you just mistakenly ctrl-x the drive while trying to install the mod? Mistakes happen, but if I don't hear a reasonable explanation on why this happened soon I've got no choice but to ban you from the Google Drive folder to preserve this project.

Edit 2: Files are back. if you find a file called Desktop.ini, be kind enough to delete it, as they are redundant.

If anyone can tell me how to exclude those when uploading to github, that would be fantastic
I didn't ctrl anything, I spent 5 minutes looking for a download button, made my own google drive, and then just quit after not being able to find any button.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Contributors welcome!]
Post by: Megaman_zx on October 09, 2014, 06:35:37 pm
there's a 1 click download version for players, just scroll down from the first post
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Contributors welcome!]
Post by: Dwarf4Explosives on October 28, 2014, 11:16:36 am
Can someone please explain what to do with the Fantasy part of the files once you've downloaded them? I did and placed them in my raws, data, etc. as appropriate, but when I opened the arena, it kept crashing once it started dealing with the tissues. I've also noticed that no one has added gaits for the creatures yet.

PS: There's a typo in the description for the awakened. "Addapt" should be "adapt".
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Contributors welcome!]
Post by: Lord_lemonpie on October 28, 2014, 11:37:17 am
Can someone please explain what to do with the Fantasy part of the files once you've downloaded them? I did and placed them in my raws, data, etc. as appropriate, but when I opened the arena, it kept crashing once it started dealing with the tissues. I've also noticed that no one has added gaits for the creatures yet.

PS: There's a typo in the description for the awakened. "Addapt" should be "adapt".
Did you delete the old stuff? If you didn't that's the case, otherwise idk.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Contributors welcome!]
Post by: Dwarf4Explosives on October 28, 2014, 04:31:27 pm
It's the latter. After several errors, I had to move the index file and some of the other stuff in the data folder (such as the init.) back into it. I think the missing tokens are what's causing the problems, to be honest, because, after having done the above, I managed to get the sci-fi version working normally. Although normal is subjective when a squad of ten or so moles with pulse guns and ammo can't take down a crystal blob :P.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Contributors welcome!]
Post by: Cerapter on October 28, 2014, 06:14:20 pm
Oh, yeah.
Fantasy is several versions old.
Sci-fi has one rule: CHIRP RACE IS DA MASTERRACE

Don't forget. It could be vital.

...But seriously, Sci-fi has some fucked up tissues.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Contributors welcome!]
Post by: Megaman_zx on November 01, 2014, 02:15:37 am
has anyone tested scifi with the new version to see how wrong it is?

fuck it, strap me in, this is about to get rocky :D

damn... incompatible with new version because certain raws are missing, Halfling, we need more filler raws (cuz i'm too lazy to figure this out right now)
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Contributors welcome!]
Post by: Illogical_Blox on November 15, 2014, 08:58:46 am
Woah, this is awesome!
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Contributors welcome!]
Post by: WillowLuman on November 15, 2014, 02:05:34 pm
Halfling's not around anymore.

Ugh, the new emotion thing requires significant reworking of most sapient creatures.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Contributors welcome!]
Post by: Dwarf4Explosives on November 16, 2014, 05:41:48 am
What sort of raw tags are used in the new emotion system? I looked at the wiki, but I couldn't find any information about it.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Contributors welcome!]
Post by: miauw62 on November 16, 2014, 06:41:36 am
Well, somebody hit Download and get the most recent version, I have been keeping backups on Github for exactly this reason afterall.

:P

tonnot98, I'm just going to ask this once: Did you just mistakenly ctrl-x the drive while trying to install the mod? Mistakes happen, but if I don't hear a reasonable explanation on why this happened soon I've got no choice but to ban you from the Google Drive folder to preserve this project.

Edit 2: Files are back. if you find a file called Desktop.ini, be kind enough to delete it, as they are redundant.

If anyone can tell me how to exclude those when uploading to github, that would be fantastic

Make a file called .gitignore in the root directory and add filenames and paths to it. Making the file may not be possible on Windows.
It don't remember the exact syntax, so use Google to be sure.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Contributors welcome!]
Post by: CaptainMcClellan on February 10, 2015, 09:38:46 pm
PTW
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Contributors welcome!]
Post by: Darekun on March 09, 2015, 03:50:44 am
Has [BENIGN] changed since I last played with it? I noticed several posts in the… two-thread history of this… that assumed it was a behavior token, but I was pretty sure it's more like a biome token.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Contributors welcome!]
Post by: Dwarf4Explosives on March 10, 2015, 10:18:09 am
It's a behavior token, which makes the creature non-hostile in fort mode, if I remember correctly.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Contributors welcome!]
Post by: chaotic skies on January 01, 2016, 12:32:05 am
Two things:
1, this thread needs more traffic :P
2, Why don't we just keep updating this as time goes on, irrelevent to new updates, unless there is a HUGE update which makes some very useful changes to core parts of the game? Of course, we would need our own wiki, but don't we already need one if we're recreating the universe as we see fit?
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Contributors welcome!]
Post by: Urdothor on January 01, 2016, 12:36:16 am
Two things:
1, this thread needs more traffic :P
2, Why don't we just keep updating this as time goes on, irrelevent to new updates, unless there is a HUGE update which makes some very useful changes to core parts of the game? Of course, we would need our own wiki, but don't we already need one if we're recreating the universe as we see fit?

We literally just restarted this last week
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Contributors welcome!]
Post by: DVNO on January 01, 2016, 02:04:20 pm
Two things:
1, this thread needs more traffic :P
2, Why don't we just keep updating this as time goes on, irrelevent to new updates, unless there is a HUGE update which makes some very useful changes to core parts of the game? Of course, we would need our own wiki, but don't we already need one if we're recreating the universe as we see fit?

Two things:

1) where were you back in march when this was active? :P
2) If you feel like knocking yourself out and making a wiki, please do it for Urdothor's thread. This all was an experiment to test some google Drive functionality. Some stuff worked, some just didn't. I'm glad I tried but redux is probably going to be a lot more stable using the traditional way I think.   
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Contributors welcome!]
Post by: chaotic skies on January 01, 2016, 11:11:58 pm
1) I hadn't heard of DF. found out about a week ago.

Now I'm addicted.

2)I didn't see the redux thread, and I'm signing up. If I had seen the redux thread, I wouldn't of posted here at all.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Contributors welcome!]
Post by: Trainzack on January 01, 2016, 11:33:16 pm
In case anyone's confused, the new thread can be found here (http://www.bay12forums.com/smf/index.php?topic=154960.0).
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Contributors welcome!]
Post by: Cerapter on January 02, 2016, 06:47:06 am
I'm confused, but only because this thread has fallen deep down, and the Redux thread is on the fricking first page of this subforum.
Title: Re: Dwarf Fortress from Scratch: 0.40.x [Contributors welcome!]
Post by: chaotic skies on January 03, 2016, 04:54:14 am
Redux thing is more recent, that's all. Just like all things do for some reason, this was replaced by what may end up being a clone of it's self, or it may be totally different, because of the lessons learned here.