Bay 12 Games Forum

Dwarf Fortress => DF Modding => Utilities and 3rd Party Applications => Topic started by: Talvieno on November 25, 2012, 10:24:13 am

Title: LangCreate (v34 and v40) and RandCreatures (v34, being rewritten)
Post by: Talvieno on November 25, 2012, 10:24:13 am
I'm currently working on updating RandCreatures for version 40.xx. After that, I'll get back on LangCreate. Before, I didn't really add much polish, as they were originally only intended for my own use. This time around it'll be primarily for you guys. I'm exporting everything I can to external, DF raws-based scripts, of which you can see an updated WIP example here (click for link) (http://pastebin.com/vsAyfqiW).

LangCreate should still work for version 40.xx without problems, but with all the creature changes, I need to update RandCreatures before it'll work at all.


I'm posting a full update on the progress, as it's been about month since I started rewriting RandCreatures. All told, as of the 13th of September, it's very roughly a third of the way done. Here's a fancy development list:
Spoiler (click to show/hide)

Here's the 34.xx post:
Quote
I've written two programs.
LangCreate - Download Here (http://dffd.wimbli.com/file.php?id=7174)
Spoiler (click to show/hide)
The first generates a DF language in great detail, with prefixes and suffixes to words, imitating word roots (in other words, "xia-" might be added to the front of any word with the "domestic" symbol). It lets you put in word examples (minimum of 10 or so), and then takes those and creates a language from them. For example, putting "murasaki,saru,shokkiarai,zonbi,haburashi,kokonatsu,yoso,randamu,baka,kobito,yosai" would be enough to create a language with a Japanese theme. There are some major limitations, though.
1. My laptop died back in May, so I had to rebuild the language generator on a prehistoric computer in a prehistoric programming language/compiler. It may or may not work on linux and macs. I don't know. I'd rather use C++ or Java, but I can't get any IDEs to run on the computer I've been using.
2. You have to use standard English letters. No using this: å or anything remotely like it, or it'll spit out some really weird words. (Besides, DF doesn't even read those characters.)
(actually, that's all the limitations.)

RandCreatures - Download Here (http://dffd.wimbli.com/file.php?id=7173)
Spoiler (click to show/hide)
The second, and my favorite, randomly generates anywhere from 10 to 1000 absolutely random, fully-functional DF creatures. Each creature has unique descriptions, prefstrings, and names. It all makes sense, too. The more creatures you gen, the more likely the program will find some of them to be worthy of civ status, and it'll then actually custom-design a random civ for the creature, which will actually survive worldgen. You may even see winged, trunked, bipedal creatures building castles at some point, but I'd count on something a little more bizarre.
There are, of course, some minor limitations.
1. It's written in the same language as #1, and has the same issues.
2. There aren't any creatures that cause syndromes. Yeah, sorry. No uberpoisonous snakes. Yet.
3. If you add 1000 creatures and go into adventure mode, you'll likely see creatures EVERYWHERE. Dwarf Fortress doesn't scale down the amount of wildlife relative to the species count. Instead, it keeps adding. The more unique species you add, the more wildlife you see. Fixed. In a manner of speaking.
On the plus side, the game is still playable, no matter what it gens. You won't get one-shotted by anything. (unless you come across a semimegabeast or megabeast, in which case may Armok rest your soul.)
Title: Re: Creature, Civ, and Language Generator
Post by: laularukyrumo on November 25, 2012, 12:57:28 pm
I would loooooooove to actually see these. :D :D :D

TO THE DF FILE DEPOT!
Title: Re: Creature, Civ, and Language Generator
Post by: Loud Whispers on November 25, 2012, 02:05:06 pm
Sounds confusing. Is it possible to play this WITH Dwarves as the playable civ?
Title: Re: Creature, Civ, and Language Generator
Post by: Talvieno on November 25, 2012, 02:10:30 pm
Sorry if I didn't make it clear enough. Dwarves are the only playable civ by default. It just adds extra civs alongside goblins, humans and elves. If it adds them at all. It mainly just adds creatures.
Title: Re: Creature, Civ, and Language Generator
Post by: Cobbler89 on November 25, 2012, 05:58:44 pm
You could also, assuming you don't have any particular desire to keep creative control of the particular design in your own hands alone, upload pseudocode for the program (basically, a detailed design) to the DFFD and let anybody else who wants a crack at it implement it in a modern language/interface/whatever and/or add design to allow more control over program number two or to allow use of any special characters that DF can display in program number one (this would involve finding out what the character encoding is that DF uses, but I'm sure a lot of people, especially modders, already know).
Title: Re: Creature, Civ, and Language Generator
Post by: Talvieno on November 26, 2012, 08:00:41 am
Yeah, I could do that. The code resembles a cross between C++, Java and Visual Basic, so anyone who knew one of those would probably be able to figure it out pretty easily. I'd have to comment it first, though.
Title: Re: Creature, Civ, and Language Generator
Post by: Tsuchigumo550 on November 26, 2012, 08:57:56 pm
Is there a link to the programs? I'd love to test them and use them and make fantastic adventures with them but I don't much know how to use DFFD.
Title: Re: Creature, Civ, and Language Generator
Post by: arzzult on November 26, 2012, 09:17:20 pm
Not to nit pick but shouldn't this be in the modding section?
Title: Re: Creature, Civ, and Language Generator
Post by: Talvieno on November 26, 2012, 09:21:10 pm
@Tsuchigumo550 - I'll upload them tomorrow, if I can, and post the links.

@Arzzult - Girlinhat put hers in DF Dwarf Mode Discussion, and nobody complained (until quite a ways in). http://www.bay12forums.com/smf/index.php?topic=80121.msg2093847#msg2093847 I figured it'd be fine. Plus, going by her previous experience, plopping it into DF Modding nets 0 views. (I found her thread after I made the second program. The first was for manamaids.)
    As an added bonus, both programs add far more to Dwarf Mode than they do Adventure.
Title: Re: Creature, Civ, and Language Generator
Post by: arzzult on November 26, 2012, 09:29:37 pm
Fair enough, the modding thread does tend to get kinda swamped.
Title: Re: Creature, Civ, and Language Generator
Post by: Tsuchigumo550 on November 26, 2012, 09:32:01 pm
Ooh, that sounds nice. I like Adv-civ-mods, but a nice solid fort addition is never bad.

Yeah, this -technically- isn't modding. It's debateably more related to it but it's a utility, not a mod.
Title: Re: Creature, Civ, and Language Generator
Post by: itisnotlogical on November 26, 2012, 09:51:51 pm
I thought about doing something like this in Python that would create a custom creature's RAWs in a seperate text file, to be copy-pasted by the user. However, I'm sure there are others in the forum that are infinitely more experienced with both programming and modding than I am (I'm essentially a beginner at both).
Title: Re: Creature, Civ, and Language Generator
Post by: Dansmithers on November 27, 2012, 12:45:46 am
i'd really  like to see the programCAN I HAZ DOWNLOAD
posted from my kindle
Title: Re: Creature, Civ, and Language Generator
Post by: Talvieno on November 27, 2012, 10:23:12 am
As it seemed to garner a bit of interest, I uploaded them. First post has been updated with links.
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Loud Whispers on November 27, 2012, 03:54:49 pm
To do list:
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Tsuchigumo550 on November 27, 2012, 09:25:06 pm
I ran a test with my always-wanted-to-mod-in-but-no-time-too-lazy-and-a-noob-at-raw-mods race of fox people:
Spoiler: Hali Language (Run 1) (click to show/hide)

For the base words I used Spanish numbers and made-up suffixes, changing bits around to fit sometimes, and then added other "base words" for things I'd envisioned for the speaking. Words with an x in them were meant to have negative connotation, and hi, ha, and ho being common syllables. It should be missing a few letters (mostly uncommon ones, but there are some like G if I'm not mistaken.)

Running other tests would be nice. Might do some more tonight, but this will likely be my only post.

tl:dr- your first program is fantastic, and I haven't ran the 2nd one yet.
Title: Re: Creature, Civ, and Language Generator
Post by: melomel on November 28, 2012, 09:51:50 am
Not to nit pick but shouldn't this be in the modding section?

If it'd been in the modding section, I never would've seen it!


The second program I will probably never touch (as I stripped out all the new animals/giant animals/animal men in a fit of horrified pique after my first fort was besieged by worthless giant thrips) but the language creator?  Oh, yesss.
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Black_Legion on November 28, 2012, 10:16:25 pm
Love the creature generator, got a few good ones that seem like perfect things to throw against my hapless fortresses.

If you don't mind me asking how did you get it to generate the creatures? In one of the resource libraries do you have a dictionary of body, material, and body-template tokens along with a general creature template?

I've always wanted to try writing a creature generator but one of the best ways that came to me was copying each tag into a dictionary or other list schema and then jumbling them up together that way. That doesn't seem the most productive or best way to do so. Don't even have a clue as to how I would create rules to get something intelligible or raw worthy. Do you have any pointers or suggestions I might be able to use? I don't want the source code but I'd like an idea of a possible pseudo-implementation I could start with, I'll struggle with it from there.

Again, great tools that will be fun to play around with for some time.
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Eric Blank on November 29, 2012, 04:40:29 am
Man, I was really rooting for Girlinhat when she was actually talking about making that program; seemed bloody awesome at the time, and it still does now that you've actually done it. I'll probably use this at some point, maybe just because I like ‼surprises‼ in games.

Is your DFlang system an update to the older DFlang still available on the DFFD? I haven't had any real issues with the older one, so I'll wait and see how much more advanced yours can get beyond generating off much shorter strings.
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Talvieno on November 29, 2012, 09:20:47 pm
-lots of stuff here -
Thanks for the detailed review! I'm glad you found it useful.

Love the creature generator, got a few good ones that seem like perfect things to throw against my hapless fortresses.

If you don't mind me asking how did you get it to generate the creatures? In one of the resource libraries do you have a dictionary of body, material, and body-template tokens along with a general creature template?
Thanks!
How did I get it to gen creatures? Very carefully. (Actually, that's a bit of an understatement.) There aren't any "resource libraries" apart from "entitydata.txt". It decides each line in the file separately. First it creates a list. It appends the creature name line to the list, followed by an empty description line. It goes on down the creature data, putting in the various tags, then the body tokens and everything else, until it gets to the end. Once it gets to the end, it overwrites the description line with a semi-accurate description, prints it to the file, and starts work on the next creature.

The only thing that might resemble a "library" is a HUGE line of code with tons of body parts, weighted to make more common body parts more prevalent. It chooses from these at random. Most creatures get a mouth to stop weird things from happening, but that's the only thing that's fixed. Some creatures get eyes, some creatures don't. If they don't, they get extravision. If they get fingers without hands, it manually removes the fingers, or adds hands before them. It's a mess, really, but it works. (Honestly, Toady's whole system is a mess, and clearly wasn't designed with anything like this in mind, lol.)

I've always wanted to try writing a creature generator but one of the best ways that came to me was copying each tag into a dictionary or other list schema and then jumbling them up together that way. That doesn't seem the most productive or best way to do so. Don't even have a clue as to how I would create rules to get something intelligible or raw worthy. Do you have any pointers or suggestions I might be able to use? I don't want the source code but I'd like an idea of a possible pseudo-implementation I could start with, I'll struggle with it from there.
You're right, it's not the most productive way. You have to have if-then rules that determine what can be added. If a creature has fingers, for example, then it can get claws or fingernails - but that doesn't necessarily mean it will. You go through it one line at a time. Mixing everything up and randomizing it would be very, very detrimental to your game's loading time and size of the errorlog.txt. (lol. Trust me on this one, I had it over a megabyte in size at one point.)

The source code is included - check the *.kpl file.

Man, I was really rooting for Girlinhat when she was actually talking about making that program; seemed bloody awesome at the time, and it still does now that you've actually done it. I'll probably use this at some point, maybe just because I like ‼surprises‼ in games.

Is your DFlang system an update to the older DFlang still available on the DFFD? I haven't had any real issues with the older one, so I'll wait and see how much more advanced yours can get beyond generating off much shorter strings.
DFLangCreate is actually completely separate. It bears (as far as I know) few resemblances (if any) to DFLang. I actually created it before I knew DFLang existed.

DFLang works (as I understand) by letting you add in words from real-world languages. It tries to make words that sound like they go with those real-world languages. My program lets you custom-create a language. Instead of being restricted to something you'd hear in real life, you can make a language that looks like "eenoweeno buggubbaweegee mugga hannomoogo", if you feel so inclined. The length of the words genned is determined by the length of the fake (or real) words you put in, so if you put in: "parsimonious,accoutrements,sesquipedalian,circumlocution,remunerative,idiosyncratic,anomalistic,perfidiousness,unencumbered,auspicious,unparagoned,magnanimous"
it might spit this out at you.
   [T_WORD:ABBEY:samelemes]
   [T_WORD:ACE:retrodad]
   [T_WORD:ACT:umecis]
   [T_WORD:AFTER:aumavenaminus]
   [T_WORD:AGE:pedipiss]
   [T_WORD:AGELESS:ciodanemiarioras]
   [T_WORD:ALE:mematios]
   [T_WORD:ANCIENT:cireccetalepiss]
   [T_WORD:ANGEL:relaciomecas]
   [T_WORD:ANGER:celerfuinore]
   [T_WORD:ANIMAL:ruilepiruricetre]
   [T_WORD:APE:umiritre]
   [T_WORD:APPLE:memlevelin]
   [T_WORD:ARCH:retrigud]

I'm pretty sure DFLang can't do that. :P But then, I've never actually used it, so I don't know.

On the down side, DFLang's creations are probably a LOT more likely to look like real-world languages. The best mine can do is imitate.
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Tsuchigumo550 on November 29, 2012, 09:25:40 pm
I do somewhat like your language program though, could be my "i like weird, random everything" thing though.
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Talvieno on November 29, 2012, 09:32:24 pm
It's not really "weird, random everything", though. What it does is very structured and precise. It just doesn't start with real-world languages, so it can't end up with them. Or anything very close to them. Again, I don't know what DFLang does, and at this point I think it might be a good idea if I found out...

For the lulz: (each of these was genned with a wordlist ~250 words long, using the 250 most common words in each language (minus words that were 1 or 2 letters short).)

Here it imitates Japanese:
Spoiler (click to show/hide)

Here it imitates German:
Spoiler (click to show/hide)

Here it imitates Spanish:
Spoiler (click to show/hide)

And here it imitates Latin:
Spoiler (click to show/hide)
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Eric Blank on November 29, 2012, 11:04:13 pm
Man, I was really rooting for Girlinhat when she was actually talking about making that program; seemed bloody awesome at the time, and it still does now that you've actually done it. I'll probably use this at some point, maybe just because I like ‼surprises‼ in games.

Is your DFlang system an update to the older DFlang still available on the DFFD? I haven't had any real issues with the older one, so I'll wait and see how much more advanced yours can get beyond generating off much shorter strings.
DFLangCreate is actually completely separate. It bears (as far as I know) few resemblances (if any) to DFLang. I actually created it before I knew DFLang existed.

DFLang works (as I understand) by letting you add in words from real-world languages. It tries to make words that sound like they go with those real-world languages. My program lets you custom-create a language. Instead of being restricted to something you'd hear in real life, you can make a language that looks like "eenoweeno buggubbaweegee mugga hannomoogo", if you feel so inclined. The length of the words genned is determined by the length of the fake (or real) words you put in, so if you put in: "parsimonious,accoutrements,sesquipedalian,circumlocution,remunerative,idiosyncratic,anomalistic,perfidiousness,unencumbered,auspicious,unparagoned,magnanimous"
it might spit this out at you.
   [T_WORD:ABBEY:samelemes]
   [T_WORD:ACE:retrodad]
   [T_WORD:ACT:umecis]
   [T_WORD:AFTER:aumavenaminus]
   [T_WORD:AGE:pedipiss]
   [T_WORD:AGELESS:ciodanemiarioras]
   [T_WORD:ALE:mematios]
   [T_WORD:ANCIENT:cireccetalepiss]
   [T_WORD:ANGEL:relaciomecas]
   [T_WORD:ANGER:celerfuinore]
   [T_WORD:ANIMAL:ruilepiruricetre]
   [T_WORD:APE:umiritre]
   [T_WORD:APPLE:memlevelin]
   [T_WORD:ARCH:retrigud]

I'm pretty sure DFLang can't do that. :P But then, I've never actually used it, so I don't know.

On the down side, DFLang's creations are probably a LOT more likely to look like real-world languages. The best mine can do is imitate.

Heheh, "retrodad"

Actually it does pretty much the exact same thing. It gives you a selection of real-world languages to choose from initially, but you can write your own syllable/word files as text files. Here's one I used for a kobold language:

Spoiler (click to show/hide)

And here is the symbol roots file that goes with it:

Spoiler (click to show/hide)

These are partly actual names of kobolds and partly what I imagined that seemed to fit well enough.

And this is what it output:

   [T_WORD:ABBEY:wip]
   [T_WORD:ACE:bromis]
   [T_WORD:ACT:klaylin]
   [T_WORD:AFTER:ithisnis]
   [T_WORD:AGE:plother]
   [T_WORD:AGELESS:plotaygus]
   [T_WORD:ALE:weelump]
   [T_WORD:ANCIENT:plotrake]
   [T_WORD:ANGEL:Bugerpins]
   [T_WORD:ANGER:slaymbis]
   [T_WORD:ANIMAL:ronthug]
   [T_WORD:APE:chug]
   [T_WORD:APPLE:weell]
   [T_WORD:ARCH:klaylmis]
   [T_WORD:ARM:alluld]
   [T_WORD:ARMOR:cerbi]
   [T_WORD:ARROW:soresnis]
   [T_WORD:ARTIFICE:sleen]

And it also generates pretty long words, sometimes, because it apparently mixes and matches them, or something. "Bunker" is in that list, and I got ubunker, bunker, ebunker, and beebunker out of it, among others using "bunker". Amusingly, ubunker means secret and bunker, chamber. So "secret chamber" would be "ubunkerbunker."

I suppose I'll try to use yours to generate something similar to the languages DFlang produced for me, and see if it is significantly different in outcome or usage.

Er, notably, DFlang will accept the funky accent symbols. Never actually tried that before but there's nothing obviously wrong with the result besides my test word pool was ridiculously small and I combined it with another language, so the accents are rarely used in that language.
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Talvieno on November 30, 2012, 08:36:09 am
Okay, I've experimented with DFLang, and apparently, what it does is cut words in half and paste them around, as well as copying full words and pasting those around, too. For example:
th is
w ould
b e
som ething
th at
dfl ang
w ould
d o
t o
a
l ist.

Then it pastes them around, and you get thight, mething, somat, thang, dfloud, wis, etc., as well as thismight, thatwould, mightdflang, somethingthis, and so on. If you give DFLang a list with 10 eight-letter words, it can generate a maximum of 210 words from them. (10 + 102 + 102) Therefore, if you actually attempt to gen a language with only ten words, it'll say there isn't enough data to make a language from. However, anything DFLang creates will look a lot more like the words you put in (and thus more like a "real world" language), because it doesn't really do much to them besides shuffle them around. It doesn't create the language, really - you do. It just shuffles them and creates the file.
    My program doesn't need nearly as long of a wordlist, and actually splits words even further:
th i s
w ou ld
b e
s o m e th i ng
m y
l a ng ua g e
cr ea t o r
w ou ld
d o
t o
a
l i st.
Spoiler: edit (click to show/hide)
Then it takes those and divides them into vowels and consonants, and beginnings, middles, and ends. (This is part of why you can use odd characters with DFLang: it doesn't need to know where the vowels and consonants are, it just needs a good place to split the word in half.) With mine, the language generated will be a LOT more unique, giving you  things like sangeald, croumethe, thegor, weates, seld, etc. It then dumps words that are too long, too short, have odd endings/beginnings, have a vowel/consonant structure dissimilar from the words you put in, etc.
    If you give DFLangcreate a list of 10 eight-letter words, with every vowel-consonant combination being unique, it can generate well over a maximum of a million words from that list.

    One extra downside (or upside, depending on your position) to my program is that you don't create your own root word list.
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Vodrilus on November 30, 2012, 03:46:03 pm
it didn't have enough words, but it genned it anyway. closer to the end of the file, when it started running out of combinations, it began making them longer:
Just a small tweak suggestion: Giving short words higher priority might give them a better chance of getting a suitable (short) combination. (Picking the nit.)
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Talvieno on November 30, 2012, 05:43:20 pm
it didn't have enough words, but it genned it anyway. closer to the end of the file, when it started running out of combinations, it began making them longer:
Just a small tweak suggestion: Giving short words higher priority might give them a better chance of getting a suitable (short) combination. (Picking the nit.)
It does give shorter words a higher priority, actually. That's why it ran out of (shorter) combinations and was forced to make some of the words longer to keep from dumping the whole batch. There's a message at the end of the generated file that warns you if it happens: "Forced maximum word length X letters longer than normal". If it says "3", that means that on average, the words are 3 letters longer than the "standard", which is the default dwarven language (the one Toady wrote).
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Splint on November 30, 2012, 05:52:21 pm
Can't believe I missed this. This language generator could probably produce a servicable language to make the barbarians seem less like human sized dwarves without pain receptors.
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Vodrilus on December 01, 2012, 11:16:40 am
it didn't have enough words, but it genned it anyway. closer to the end of the file, when it started running out of combinations, it began making them longer:
Just a small tweak suggestion: Giving short words higher priority might give them a better chance of getting a suitable (short) combination. (Picking the nit.)
It does give shorter words a higher priority, actually. That's why it ran out of (shorter) combinations and was forced to make some of the words longer to keep from dumping the whole batch. There's a message at the end of the generated file that warns you if it happens: "Forced maximum word length X letters longer than normal". If it says "3", that means that on average, the words are 3 letters longer than the "standard", which is the default dwarven language (the one Toady wrote).
I'm not sure we're talking about the same thing. Does your algorithm create translations for short English words first? (That's what I meant.) Or does it proceed down the alphabet and assign a translation for the next word in alphabetical order?
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Talvieno on December 01, 2012, 11:53:53 am
it didn't have enough words, but it genned it anyway. closer to the end of the file, when it started running out of combinations, it began making them longer:
Just a small tweak suggestion: Giving short words higher priority might give them a better chance of getting a suitable (short) combination. (Picking the nit.)
It does give shorter words a higher priority, actually. That's why it ran out of (shorter) combinations and was forced to make some of the words longer to keep from dumping the whole batch. There's a message at the end of the generated file that warns you if it happens: "Forced maximum word length X letters longer than normal". If it says "3", that means that on average, the words are 3 letters longer than the "standard", which is the default dwarven language (the one Toady wrote).
I'm not sure we're talking about the same thing. Does your algorithm create translations for short English words first? (That's what I meant.) Or does it proceed down the alphabet and assign a translation for the next word in alphabetical order?
You're right, I misunderstood the first time. No, it doesn't, and that would be a good way to improve it, you're right. Thanks for the idea! I'll be sure to tweak that.
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: kero42 on December 01, 2012, 05:49:25 pm
it didn't have enough words, but it genned it anyway. closer to the end of the file, when it started running out of combinations, it began making them longer:
Just a small tweak suggestion: Giving short words higher priority might give them a better chance of getting a suitable (short) combination. (Picking the nit.)
It does give shorter words a higher priority, actually. That's why it ran out of (shorter) combinations and was forced to make some of the words longer to keep from dumping the whole batch. There's a message at the end of the generated file that warns you if it happens: "Forced maximum word length X letters longer than normal". If it says "3", that means that on average, the words are 3 letters longer than the "standard", which is the default dwarven language (the one Toady wrote).
I'm not sure we're talking about the same thing. Does your algorithm create translations for short English words first? (That's what I meant.) Or does it proceed down the alphabet and assign a translation for the next word in alphabetical order?
You're right, I misunderstood the first time. No, it doesn't, and that would be a good way to improve it, you're right. Thanks for the idea! I'll be sure to tweak that.

So, does this mean that the words starting with "A" would have short translations, and ones starting with "Z" would mainly be long? That would be a bit weird looking :D.  I like the language generator, I'll probably play around with it when I have the time. The creature generator looks good too, really interesting, but I probably won't be using it, at least not now. Still, you did an amazing job with this.  :D
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: eharper256 on December 01, 2012, 06:26:05 pm
Just want to say thanks for your language generator.

Not actually using it for Dwarf Fortress, but used it to fill in the (considerable) gaps I had for a language in my own D&D setting (Trystain, the spirit-tongue). Gave the generator all the words I already had, then seeded those words back in to their actual meanings, changed a few associations (i.e. the word for couple is similar to pair, the word for rain similar to water etc.), stripped all the DF formatting using Word, re-sorted everything alphabetically with a quick jump to Excel, then back to Word and now I have an extensive Trystain dictionary to awe and annoy my players with, so thanks alot!

I posted the word doc on my blog HERE (http://detarame.files.wordpress.com/2012/12/trystain-dictionary.doc) for my Aurican/Eladrin players, but if you want to see the menace you've helped create (or you want to use it as an example for people what to do with this) feel free to click it too. :D
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Boozebeard on December 01, 2012, 09:51:47 pm
When you run the program again, do the new creatures you generate replace the old ones you generated, or do both the generations add up?
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Black_Legion on December 01, 2012, 11:51:42 pm
When you run the program again, do the new creatures you generate replace the old ones you generated, or do both the generations add up?

I can say, definitively, that the creature generator will indeed replace the files each time you run the program. Thus if you don't like the current selection just run it again until you get something you like.
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Boozebeard on December 02, 2012, 06:54:41 pm
Ah, thanks. Another question: I deleted all vanilla entity and creature files and left only the random ones. It's not generating anything properly and there are no playable civs. Just legends mode. I set [CIV_CONTROLLABLE] and [ADVENTURE_TIER:X] to all of them
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: laularukyrumo on December 02, 2012, 09:41:37 pm
Restore your raws from a backup.

Fool.
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Cobbler89 on December 02, 2012, 10:19:28 pm
Expanding on that a bit without the petty insults...

If you just need to get the vanilla raws back, don't forget that you can always open up the latest zip download of the vanilla game where, of course, everything vanilla came from in the first place. ;^)


@OP (my apologies that I can't hope to spell your name...): If I understand correct where a word falls into multiple symbol groups the root from one of those symbols is chosen at random, and where it corresponds to a longer English word more pieces are strung together to make the word longer. I'm wondering, when it has to create a longer word for a word of multiple symbol groups, will it start putting together more roots from other symbols the word belongs to if possible? If it doesn't, could that functionality be added in, to create a tendency for words that obviously smash together two symbols (e.g. if you have "onu-" for flowery, "-dleb-" for stony, and a word that is in both the flowery and stony symbol groups and requires a length of at least three pieces, will it prefer to start with "onudleb-" rather that just using one or the other)? I think this may go partway toward increasing the extent to which related words look related, while still leaving room for randomness (because sometimes you nonetheless have more symbol groups than pieces to put together, or you have two words that share the same couple of groups and one of them will have to miss out, etc.).
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Boozebeard on December 02, 2012, 10:30:17 pm
But you do not understand.
I don't want any vanilla stuff.
Just the randomly generated shit.
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Tsuchigumo550 on December 02, 2012, 10:35:51 pm
Is everything in the right folder? You may need to move data into the other folders as the game relies on them, and having them empty is probably making things cry.
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Talvieno on December 03, 2012, 07:36:57 am
Sorry about the delay in response; I've been offline for a while.

So, does this mean that the words starting with "A" would have short translations, and ones starting with "Z" would mainly be long? That would be a bit weird looking :D.  I like the language generator, I'll probably play around with it when I have the time. The creature generator looks good too, really interesting, but I probably won't be using it, at least not now. Still, you did an amazing job with this.  :D
Only if you provided so few words that it didn't have enough to generate the language from. This is actually really difficult to do - you have to intentionally provide only five words or so. It's not usually an issue. Still, I have an updated version that I'll be uploading in the near future to ward against the issue, just in case. Nothing's foolproof, right? And thank you for the compliment.

Just want to say thanks for your language generator.
-snip-
Thanks for letting me know! I'm glad you found it useful outside of DF. I'm sorry you had to jump through so many hoops to get it to work, though. If you shoot me a PM next time, I'll try to see if I can custom-rig a program for you to make your job go a little more smoothly.

When you run the program again, do the new creatures you generate replace the old ones you generated, or do both the generations add up?
Black_Legion is right. It replaces the old creatures that it genned, so they don't pile up. You can keep genning until you get something you like - although, if you're genning 1,000 creatures, you may have some difficulty deciding whether or not you like the whole batch. lol

Ah, thanks. Another question: I deleted all vanilla entity and creature files and left only the random ones. It's not generating anything properly and there are no playable civs. Just legends mode. I set [CIV_CONTROLLABLE] and [ADVENTURE_TIER:X] to all of them
Neither program changes ANY of the default raws. Redownload DF and copy-paste a clean set of raws if you need to... and for future reference, deleting the entity file is generally a bad idea.
But you do not understand.
I don't want any vanilla stuff.
Just the randomly generated shit.
DFRandCreatures does NOT create enough creature types to ensure everything is replaced. It does not, for example, create domesticated creatures. It doesn't create birds, and it doesn't create vermin. It doesn't generate fish or any other aquatic animals. It doesn't generate megabeasts, and it does NOT replace the dwarf/elf/human/goblin raws. I'm sorry if that's what you wanted it to do, but to make that work successfully, I'd basically have to have the data in a separate file, just to copy-paste it again, and you'd end up with the same thing you had before. Thus, you might as well not have deleted anything in the first place. DFRandCreatures is meant to add to the experience, not replace it.

If you really, really want to get rid of a lot of default creatures (which I strongly advise against), I would delete:
Spoiler (click to show/hide)
Deleting just those files should keep the game from getting "screwed up". And again, I strongly advise against it.

EDIT: Missed this bit.
@OP (my apologies that I can't hope to spell your name...): If I understand correct where a word falls into multiple symbol groups the root from one of those symbols is chosen at random, and where it corresponds to a longer English word more pieces are strung together to make the word longer. I'm wondering, when it has to create a longer word for a word of multiple symbol groups, will it start putting together more roots from other symbols the word belongs to if possible? If it doesn't, could that functionality be added in, to create a tendency for words that obviously smash together two symbols (e.g. if you have "onu-" for flowery, "-dleb-" for stony, and a word that is in both the flowery and stony symbol groups and requires a length of at least three pieces, will it prefer to start with "onudleb-" rather that just using one or the other)? I think this may go partway toward increasing the extent to which related words look related, while still leaving room for randomness (because sometimes you nonetheless have more symbol groups than pieces to put together, or you have two words that share the same couple of groups and one of them will have to miss out, etc.).
I could have it put in two symbols for longer words, yes. Symbols have three parts (i.e. oa kl ai-   or   -sh a nt), but it can choose to shorten it to make it fit better with the word (i.e. oakl- or -ant, to reuse the examples from within the last set of parentheses). This way, you could wind up with oaklainar or oaklotis, and it still has the same word root. You could conceivably fit them together, like: oaklaramant. I simply never did.
    The suffixes and prefixes don't actually affect the size of the words, though. DFLangCreate automatically rejects words that are longer than it wants, so you end up with the same sized word no matter what.
    And btw, just call me Talv.
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: eharper256 on December 03, 2012, 04:39:35 pm
Just want to say thanks for your language generator.
-snip-
Thanks for letting me know! I'm glad you found it useful outside of DF. I'm sorry you had to jump through so many hoops to get it to work, though. If you shoot me a PM next time, I'll try to see if I can custom-rig a program for you to make your job go a little more smoothly.
Oh don't worry about it, you SAVED ME a massive amount of work. The sorting, cropping and such took me like 15 minutes, it was only the re-seeding of words that took a bit of time, and even then only an hour or so. Besides, its always fun actually using my Word/Excel skills garnered from work on something more personal and creative.
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: slink on December 03, 2012, 09:51:00 pm
Thank you very much for these two programs.  I don't know if I will ever use them in DF, but I will enjoy playing with them.  Decades ago I bought a shareware program that generated solar systems, and spent happy hours generating solar systems that I never used in any games.  Strange pleasures for strange minds, I guess.   ;D
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Glanzor on December 05, 2012, 04:21:09 pm
I like your creature generator. I think it's especially cool how you can specify how many creatures you want before using it. I used to play with girlinhats generator and I always had to delete most of the creatures I made manually to prevent my world getting absolutely flooded with random monsters. I also really like how you actually went and made an entity generator as well! But why no megabeasts?

But I also noticed a few bugs the first few time I used your program.
The first time I plaid I found a creature that had two heads. The problem is, the body part/wound list in the creature description listed both of them just as "head", as opposed to "right head, left head" or "first head, second head" like with regular two-headed monsters. Also one of the heads was listed at the top of the body part list, after the upper and lower body while the other one was near the botton, by the legs and feet. That was pretty confusing.
I also had several entities that had weapons and shields their entity members couldn't use, because they had no arms or any other bodypart with grasp. One of them also built and lived in houses even though they couldn't open doors.
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Talvieno on December 05, 2012, 04:45:07 pm
Thank you very much for these two programs.  I don't know if I will ever use them in DF, but I will enjoy playing with them.  Decades ago I bought a shareware program that generated solar systems, and spent happy hours generating solar systems that I never used in any games.  Strange pleasures for strange minds, I guess.   ;D
I do the exact same thing... lol   If your mind is strange, then mine is, too.

I like your creature generator. I think it's especially cool how you can specify how many creatures you want before using it. I used to play with girlinhats generator and I always had to delete most of the creatures I made manually to prevent my world getting absolutely flooded with random monsters. I also really like how you actually went and made an entity generator as well! But why no megabeasts?

But I also noticed a few bugs the first few time I used your program.
The first time I plaid I found a creature that had two heads. The problem is, the body part/wound list in the creature description listed both of them just as "head", as opposed to "right head, left head" or "first head, second head" like with regular two-headed monsters. Also one of the heads was listed at the top of the body part list, after the upper and lower body while the other one was near the botton, by the legs and feet. That was pretty confusing.
I also had several entities that had weapons and shields their entity members couldn't use, because they had no arms or any other bodypart with grasp. One of them also built and lived in houses even though they couldn't open doors.
Thanks for the bug report! If you could include the creature in question (spoilered), that would be helpful, too.

It doesn't create megabeasts because I couldn't get them to work properly. Megabeasts are pretty different from standard creatures (on the raw level), and there are a lot of things I had to take into account. Finally I just gave up on it and added entities instead. As to the entity bugs you mentioned, you're very right, those were things I didn't take into account. I said "random" and I really meant it. I'll fix them up and re-release at some point. I'd really like to have the code for that creature, though.
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Tsuchigumo550 on December 05, 2012, 04:56:40 pm
One of them also built and lived in houses even though they couldn't open doors.

I call that a feature.
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Glanzor on December 05, 2012, 05:07:45 pm
Here is the creature in question:
Spoiler (click to show/hide)
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Talvieno on December 05, 2012, 09:49:56 pm
Excellent! Thank you.

So, what we have here is a two-headed creature with four legs and two eyestalks. It's made of chitin, yet it has feathers. Better yet, it lays eggs. Bizarre enough for ya yet?

It didn't take long; I know the reason the second head is close to the end. Unfortunately, there's no way I can fix it without altering the default raws (or making up new raws altogether, which I was trying desperately to avoid to allow my program to mesh smoothly with other peoples'.). Here's the reason:

The [BODY: tag starts with "QUADRUPED:". This adds in an upper body, lower body, head, right front leg, left front leg, right front foot, left front foot, right rear leg, left rear leg, right rear foot, and a left rear foot, in that order. Next, it adds a mouth and a brain (MOUTH:BRAIN:). Then, it adds an extra head (BASIC_HEAD:). This makes the head NEXT on the list. It's as close as it can be to the top, unfortunately, it's not close enough, and you see the list as follows:
The head is near the bottom of the list. There's no way to get it any closer to the top, because it attaches directly to the upper body. Without "QUADRUPED:", there's nothing for it to attach to, because QUADRUPED contains BODY_UPPER.

If you keep looking at this bizarre creature, you'll notice that the second head has teeth, but no mouth (bwahaha - actually, some of Toady's own creatures do that), as well as two eyestalks. With no neck, it's basically a bump on the upper body with teeth and eyes. THAT is my definition of random. And unfortunately, there's nothing I can do to fix the issue you pointed out without making my mod largely incompatible with other mods, or redoing the bodyparts from scratch. Right now everything's weighted carefully to make it more "realistic", i.e. the chance of something occurring in a randomly generated creature is just as likely as it is to be in a vanilla creature you randomly stumble across.

One of them also built and lived in houses even though they couldn't open doors.

I call that a feature.
Lol, I like the way you think. I was thinking of using that excuse, but I was aiming for semi-realism (yes, feathery chitin qualifies. Hush. >.>).  I'll put up a poll.

Edit: poll is up.
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Tsuchigumo550 on December 05, 2012, 10:19:49 pm
I like to think of them as lemmings... just... weird lemmings.
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Talvieno on December 05, 2012, 10:22:13 pm
Technically, as all everybody ever does in towns is stand around inside houses, it doesn't really hurt gameplay.
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Cobbler89 on December 05, 2012, 11:59:32 pm
Thanks for the explanation re. how symbol roots are made/used, oh clever Talv!

Technically, as all everybody ever does in towns is stand around inside houses, it doesn't really hurt gameplay.
Some of us are, no doubt, thinking ahead, what with the devlogs these days...

My take:
1) If it's something that's a flaw in the way the raws are structured that affects vanilla creatures, like the extra inclusion of a head with teeth but no mouth, leave it and we'll see when Toady makes the default raws better in that regard.
2) If it's something contradictory like creatures building doors they can't open or owning shields they can't carry, I say make it a user setting -- or even multiple user settings: "strict building compliance" and "strict owning/wielding/using compliance", so the people who think the doors thing is a feature but the shields and swords thing is a bug can be made happy.
3) You could in the same spirit scrap #1 in favor of a setting "use default raws even if there are design flaws" vs. "use improved raws for consistent, better-controlled, quality (well, at least non-incomprehensible) creatures".

Going back to the language generator, could it be made to 1) not get stuck/crash when I accidentally hit enter with no words or name in it, 2) have a cancel or back button for convenience, and most importantly 3) allow me to go back to my word list and try again if I get the entire language rejected on account of things like "not enough distinct beginnings and endings"? (I guess #2 or #2-like things is/are most important if #3 is added, since you'd want a way to be able to say, "No, if that didn't work just close out".)

Yes, I toy with extreme/edge cases and try all sorts of unusual things with a program, both purposely and accidentally; I actually work in software support, and like to think of myself as borderline quality assurance (borderline as in it's not officially part of my job but I do everything I can about it given what my job is). ;^)
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Glanzor on December 06, 2012, 06:53:29 am
And unfortunately, there's nothing I can do to fix the issue you pointed out without making my mod largely incompatible with other mods, or redoing the bodyparts from scratch.
Okay, I know nothing about programming, but couldn't you just forbid the program from adding an extra [BASIC_HEAD]-tag if the body-type it starts out with (like QUADRUPED) already contains a head?
I always wondered why girlinhat's generator always created a body-raw of its own. now I know.

Re: The doors-issue: I only noticed that because the game gave me the option to play as one of those as an adventurer and I couldn't get any quests or hide from the bogeyman which made this particular adventure pretty short-lived.
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: MasterMorality on December 06, 2012, 12:27:46 pm
I used the Lang generator when I made the Thothgol. I'm going to have so much fun with the creature/civ gen. If I can get it work under Wine...

Bah: the .exe didn't play very nice with Wine, unlike DF Lang, so I'm out of luck :(  No quick shenanigans for me.
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Sporemaniac777 on December 06, 2012, 05:36:57 pm
Pardon my stupidity, but can anyone please tell me what program is used to open the .kpl file? Thanks in advance.
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Reudh on December 06, 2012, 09:01:03 pm
This looks amazing, Talvi. I must use it immediately!
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: MasterMorality on December 07, 2012, 05:13:40 am
Pardon my stupidity, but can anyone please tell me what program is used to open the .kpl file? Thanks in advance.

According to my computer it's a Wine file, but I think that's just my computer.
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Tsuchigumo550 on December 07, 2012, 06:53:41 am
The program is in "bin".
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Sporemaniac777 on December 07, 2012, 01:14:56 pm
The program is in "bin".

Oh... Now I feel stupid. Thank you!  :D
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: slink on December 07, 2012, 03:12:14 pm
This fellow quickly suffocated in the arena, all by himself.  Not sure why, but maybe without a mouth the lungs can't get air?

Spoiler (click to show/hide)
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Tsuchigumo550 on December 07, 2012, 03:40:14 pm
This is getting interesting. Beta testing sure is fun, I should really try it. If this is a beta. More like post-beta? It's a pretty full program.
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Talvieno on December 07, 2012, 06:10:03 pm
Pardon my stupidity, but can anyone please tell me what program is used to open the .kpl file? Thanks in advance.
It's used by Phrogram (http://phrogram.com/), a largely unheard-of programming language/IDE I used to champion (I'm nkweeks there, though). It's even easier to open with notepad: open notepad, and drag and drop the file icon into it. (At least, that's how it works in windows). It's easy to read.
    I'd use C++ or Java, but as I said... my laptop is toast, and I'm between computers. The one I'm borrowing to program on (and write Vanya's story on) is really old, and I can't install much of anything on it at all (not to mention the fact that it's out of hard drive space).

This fellow quickly suffocated in the arena, all by himself.  Not sure why, but maybe without a mouth the lungs can't get air?

-snip-
I discovered some odd things while testing, and got rid of a lot of the issues like that, but actually, it is possible to have a lunged creature that can breathe, without it having a mouth, or even a throat. Odd, I know. lol   I can't remember if it was because the creature was brainless, or because of something else, though. I'm almost positive that this particular creature suffocated because the program didn't give it a brain, and because I was stupid and apparently deleted the line of code that was meant to make up for something like that happening. (You can see it added [EXTRAVISION] after the [BODY: line; I didn't delete that, at least. lol

More importantly, I noticed this:
      [STATE_NAME:ALL_SOLID:frozen 1KLEBZVLS blood]
That REALLY bugs me. It should say "frozen ertfevarod blood", but apparently it gave it the creature's identifier name instead of the regular, visual one. That'll be fixed in the next release, guaranteed, as will the lungs issue... and the others issues that have already been mentioned.


AS TO THE TWO-HEADED CREATURE:
    I'm not going to remove two-headed creatures completely, which is what it would take for the head to generate at the top of the list, so that'll stay as it is. I value my randomness, and sacrificing all oddities so that all "randomly generated" creatures look like creatures that already exist ingame is not something I'd be willing to do... I don't consider it negotiable... unless, of course, someone can convince me to spend the time necessary to write up a new raw file, and more specifically, convince me that meshing with other mods isn't such a great idea.


This is getting interesting. Beta testing sure is fun, I should really try it. If this is a beta. More like post-beta? It's a pretty full program.
It's definitely beta, and it's likely going to stay that way as I continue adding onto it. Please note that I don't usually have much time online. :P
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Glanzor on December 08, 2012, 06:14:21 am
AS TO THE TWO-HEADED CREATURE:
    I'm not going to remove two-headed creatures completely, which is what it would take for the head to generate at the top of the list, so that'll stay as it is. I value my randomness, and sacrificing all oddities so that all "randomly generated" creatures look like creatures that already exist ingame is not something I'd be willing to do... I don't consider it negotiable... unless, of course, someone can convince me to spend the time necessary to write up a new raw file, and more specifically, convince me that meshing with other mods isn't such a great idea.
Well it won't stop making two-headed creatures completely, since it could still roll a [BODY:HUMANOID_2HEAD] or something similar, just the labeling and listing would be correct.

Also, are you implying that making a new raw file would make it incompatible with other mods? Because you could just make it create a body_raw of its own, separate from the default one, and therefore avoid all compatibility issues altogether. That's what the other creature generator did as well, I think.
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Tsuchigumo550 on December 08, 2012, 08:41:43 am
We could always imagine the second head is attached to whatever it's under. That works -some- of the time, but if it's solveable, then go for it.
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: MasterMorality on December 08, 2012, 11:50:42 am
I couldn't help it - I had to draw that... thing. Very roughly, in about fifteen minutes.

Spoiler (click to show/hide)

I think I got it right...
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Reudh on December 09, 2012, 06:53:34 am
So I just generated a language using

'spawn,holistic,spear,breaker,fischer,draignean,splint,vanya,talvi,cavy' as control words. It came up with some hilarious ones, such as bear_noun being 'faint', and beast translating as 'cognac'. It ended up sounding very... elven, I suppose because of the surfeit of i and y.
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Lemunde on December 09, 2012, 11:21:38 am
Having some trouble with DFLangCreate. I've tried everything but whenever I click to generate a language it just sits there forever and doesn't do anything. Followed the instructions to the letter. I have to force it closed. Using Windows 7.

Nevermind. I just realized you can't use spaces.
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Musashi on December 10, 2012, 11:17:16 am
Language creation is so much fun! Thanks a lot!  :D
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Talvieno on December 10, 2012, 03:21:27 pm
AS TO THE TWO-HEADED CREATURE:
    I'm not going to remove two-headed creatures completely, which is what it would take for the head to generate at the top of the list, so that'll stay as it is. I value my randomness, and sacrificing all oddities so that all "randomly generated" creatures look like creatures that already exist ingame is not something I'd be willing to do... I don't consider it negotiable... unless, of course, someone can convince me to spend the time necessary to write up a new raw file, and more specifically, convince me that meshing with other mods isn't such a great idea.
Well it won't stop making two-headed creatures completely, since it could still roll a [BODY:HUMANOID_2HEAD] or something similar, just the labeling and listing would be correct.

Also, are you implying that making a new raw file would make it incompatible with other mods? Because you could just make it create a body_raw of its own, separate from the default one, and therefore avoid all compatibility issues altogether. That's what the other creature generator did as well, I think.
Ah, even if it still has HUMANOID_2HEAD, you lose all chance of creatures generating with their heads being dissimilar (which I value for its randomness).
    Lots of modders (particularly ones that aim to change the gameplay experience, or make DF more realistic) change the default raws, and include altered ones as part of their package. By not changing the default raws myself, and by using the default raws, I ensure that my mod can actually work smoothly with theirs. If I redid everything, a mod that makes bones the correct strength (for example) wouldn't have any effect on DFRandCreatures creatures at all.

I couldn't help it - I had to draw that... thing. Very roughly, in about fifteen minutes.

Spoiler (click to show/hide)

I think I got it right...
I lol'd. You make me proud. Excellent job, there. :)

So I just generated a language using

'spawn,holistic,spear,breaker,fischer,draignean,splint,vanya,talvi,cavy' as control words. It came up with some hilarious ones, such as bear_noun being 'faint', and beast translating as 'cognac'. It ended up sounding very... elven, I suppose because of the surfeit of i and y.
Well, you did include a lot of "a"s, "y"s, and "i"s, all of which are very prominent in elven, as is the "c", "v" and "v" at the front of words. If you want something very goblin-y (or orcish, to be precise), put the following in and see what it gens:

ash,nazg,durbatuluk,ash,nazg,gimbatul,ash,nazg,thrakatukuk,agh,burzum,ishi,krimpatul,ghash,sharku,orch,uruk,snaga,tark,tarkil,lugburs,nazgul,gorbag,ufthak,ugluk,baronk,sha,pushdug,saruman,glob,bubhosh,skai

(those are the words from Tolkien's "Black Speech", the only ones he came up with (unless I missed one or two).)


Language creation is so much fun! Thanks a lot!  :D
Glad you're enjoying it! I'll (hopefully) be re-releasing it, new and improved, "soon".


edit: Why did you include Vanya and Talvi but not Reudh? lol   Just out of curiosity.

Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Reudh on December 10, 2012, 07:42:57 pm
edit: Why did you include Vanya and Talvi but not Reudh? lol   Just out of curiosity.

Did all the ones that first came to mind, then saw I had 10.
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Bralbaard on December 28, 2012, 07:15:19 am
Great work, I downloaded the creature generator and have generated 500 new creatures for my new world. Can't wait to see what they will be like in game.

With this every world that's generated can have its unique wildlife. This will really make exploring new worlds a more interesting experience.

I hope you'll continue to support this, it would be nice to have similar generators for (semi)megabeasts, and other parts of the game.
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: BlazesRus on January 02, 2013, 04:11:59 am
Can you edit it to allow using a customized script file plz:)
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Meph on January 04, 2013, 07:00:24 pm
Two things:

Am I correct if I assume that the entitydata file could be altered, to allow custom items for the generated entities? For example adding tags for weapons that are not in vanilla DF?

And the second:

Quote
   [BODY_SIZE:0:0:374]
   [BODY_SIZE:1:0:7477]
   [BODY_SIZE:14:0:67294,70926272]

Randomly generated creature. Seems a bit... excessive in bodywheight.
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Eric Blank on January 05, 2013, 01:02:46 pm
Also, why's there a comma in there? Does the game even read commas in numeric strings?

This is still looking good, though.
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Talvieno on January 05, 2013, 04:44:24 pm
Great work, I downloaded the creature generator and have generated 500 new creatures for my new world. Can't wait to see what they will be like in game.

With this every world that's generated can have its unique wildlife. This will really make exploring new worlds a more interesting experience.

I hope you'll continue to support this, it would be nice to have similar generators for (semi)megabeasts, and other parts of the game.
Adding semimegabeasts doesn't seem to be too much of a stretch. I'll see if I can scrape something together for the next time I upload it.

Can you edit it to allow using a customized script file plz:)
I'm really sorry, but I don't think that's going to happen. That's a bit more work than I'm willing to put into it, as it would effectively quadruple (at least) the amount of code involved, not to mention the fact that creature randomization is already mindbogglingly complex. So many pieces have to fit together just so... We've seen a number of errors in this thread, but nothing compared to the possibilities that would open up when using user-created scripts. If I was doing this professionally, I'd say yes... but as it is, I'm a guy spending his spare time doing this as a hobby of sorts. :P

HOWEVER. I wouldn't say no to extracting the strings in the program and letting you play around with those, these being:
 - Creature name generation
 - Potential bodypart list (extracting this would require a rewrite of the body code, so I'm iffy about it)
 - Prefstring data
 - "Wet" creature adjective list
 - rock types and names (not currently implemented, but it wouldn't take more than thirty minutes)
 - coloration data (blood, skin, chitin, feathers, scales, etc.)

I'm betting that's probably not what you wanted, but that's as far as I'll go, I'm afraid. The code is laughably messy as it stands, and a lot of it is commented out, but it's basically beta/alpha so I'm not freaking out over it like I would otherwise.

Two things:

Am I correct if I assume that the entitydata file could be altered, to allow custom items for the generated entities? For example adding tags for weapons that are not in vanilla DF?

And the second:

Quote
   [BODY_SIZE:0:0:374]
   [BODY_SIZE:1:0:7477]
   [BODY_SIZE:14:0:67294,70926272]

Randomly generated creature. Seems a bit... excessive in bodywheight.
First: You are completely correct. That's part of why I put it into a script file. Just make sure you follow the bracket/colon format (e.g. left bracket but no right bracket, left colon and right bracket, etc.), or it'll create something that won't work.

Second: That shouldn't have happened... there's nothing in the file that makes that possible, though it DOES appear that I forgot to force it to round the number off, which doesn't actually affect anything as DF rounds the values off anyway. Are you sure it was a comma and not a period? It should've been "67294.7092 to the umpteenth decimal"... And 67k isn't even human size. The code for bodysize2, which is the value that controls that number, is defined by these lines:

Code: [Select]
Define bodysize2 As Decimal = round (randomdecimal(1,2) * randomdecimal(1,2) * randomdecimal(1,2) * randomdecimal(1,2) * randomdecimal(1,2) * randomdecimal(1,2) * randomdecimal(1,2) * randomdecimal(1,5) * randomdecimal(1,5) * randomdecimal(1,5) * randomdecimal(1,5) * randomdecimal(1,5) * randomdecimal(1,5) * randomdecimal(1,5))
bodysize2 = sqrt(bodysize2) * 1.4142//square root * square root of 2
bodysize2 = bodysize2 * bodysize2/*and now we square. small creatures stay small,
big creatures get bigger. easy As math. Average body size is now 75000,
right where I wanted it to be. A larger size (x2) starts out about 75000 and
ends up being around 150000. A x2 normal increase becomes a x4 increase.
The above is all subject to change. I want to make sure I get the occasional
"gigantic" creature.*/
...which basicially means it gives it a random value between 1 and 10,000,000 (VERY heavily weighted towards the lower end of the scale), takes the square root of that and multiplies it by the square root of 2 (to the fourth decimal), and then squares it, making a min/avg/max range of (rounded) 2 (min, ridiculously rare), 74631 (avg, a little bigger than a human), and 19999200 (max, but ridiculously rare to the point you'll probably never see it).
    As dragon size (as I recall - I don't have DF on this computer) is 25,000,000, while the maximum-sized creature for DFRandCreatures can approach a dragon's stature (if you're absurdly unlucky), you're almost guaranteed to never a creature as big as a dragon.

There's nothing in the code that gives it any chance of dropping a comma, either... as demonstrated by this line (the one that adds it in):

Code: [Select]
ttl.add (" [BODY_SIZE:" + bodyage + ":0:" + bodysize2 + "]")
So I'm guessing the comma was a typo? :-\ Hoping, anyway. Otherwise, I think my program has unfixable OS-related issues. For windows it gens things like:

   [BODY_SIZE:21:0:26219.4971004]

which is completely in line with what it ought to be doing. Typo, I hope? Or are all the creatures genning that way?
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Eric Blank on January 05, 2013, 05:19:28 pm
No such problems for me. Searched a file for "," and every single hit was in the description tag, not the body size tags. Using windows, here.
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Bralbaard on January 05, 2013, 05:43:21 pm

So I'm guessing the comma was a typo? :-\ Hoping, anyway. Otherwise, I think my program has unfixable OS-related issues. For windows it gens things like;

   [BODY_SIZE:21:0:26219.4971004]

which is completely in line with what it ought to be doing. Typo, I hope? Or are all the creatures genning that way?

The file I generated uses xxx.xxxx for the size, no commas. I have a Dutch windows version, and in Dutch we use a comma instead of a dot before decimal numbers, so I guess that if there is a OS issue, my system would have been likely to mess things up, which it didn't.

Also I'm impressed by the variety of creatures in the mod, they come in all kinds of shapes and sizes, and despite this it seems to be mostly free of bugs.  Most creatures are well ballanced, with some exceptions:

I was ambushed a while ago by a group of Barpokeys (a civ building race genereted by your program) in adventure mode. They had been treated very poorly by evolution. if I remember correctly the poor creatures were small, They had no limbs except for two wings, but they couldn't fly. This actually made sense, because they were  made completely out of gabbro which made them far too heavy. The rock-like creatures thus dragged themselves through the dirt with their useless wings and never had much of a chance. I'm absolutely fine with the program generating the above odd creatures, but there may be a bug here: The Barpokeys did not have any arms or other limbs for wielding weapons. They arrived with weapons but immediately dropped them when I continued the game.

I have run into a few other civilisations with similar issues, maybe the program should check if civ-building races have limbs they can use for wielding weapons, if they don't it should add a trunk/tentacle/whatever.

Other than that, great work. If I find some time I might try and draw some of the creatures I run into.

Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Meph on January 05, 2013, 10:24:27 pm
Quote
I have a Dutch windows version, and in Dutch we use a comma instead of a dot before decimal numbers

I do admit, I have a German windows version, and we do the same, using commas instead of dots in numbers. Maybe that is the cause. So, IF the bodysize "26219.4971004" is actually 26219 and 1 half, instead of 262194971004... then everything should be ok.

I did write you a PM about the rest of the tests. :)
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Tsuchigumo550 on January 06, 2013, 01:01:27 am
It's possible that changing your system locale (applocale can do it easily) could fix that, but I'm not 100% sure. All of my tooltips are Japanese, and I can't read them, but I can run Danmakufu.
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Talvieno on January 06, 2013, 09:47:32 am
Okay, if it IS an OS issue, then I can work around it by simply rounding the number off. Not an issue at all. I'm spending the morning doing bugfixes and feature additions on DFRandCreatures. Bugs fixed so far:
 - Entities will need to be able to hold objects
 - Entities will need to be able to open doors
 - "Frozen FOIdlISjf blood" shouldn't be a problem after the next version - thanks, Meph
 - The program will automatically round decimal numbers, so OS won't be an issue (unless you're using Wine - sorry, MasterMorality)
 - You'll be able to set whether entities have clothes or not, using Entitydat.txt. It'll ask you your preference the first time you run the utility.

As a little bonus, I extracted some of the loose tag data and put it into an editable txt for customization purposes. Small sample:
Quote
![AT_PEACE_WITH_WILDLIFE];7
   desc:few natural predators
   pref:peacefulness
![ADOPTS_OWNER];4
   pref:aloofness
![AMBUSHPREDATOR];4
   pref:mystery
   verb:waits for its prey to pass before striking
![AMPHIBIOUS];112
   verb:is at home both in water and on land
![BONECARN];177
   verb;feigns death until a victim passes by:likes to gnaw on old bones:eats the bones of the dead
   pref:savage ways:primitive habits
![BUILDINGDESTROYER:1];72
?[BUILDINGDESTROYER:2];18
![INTELLIGENT];79
   pref:distinct culture
   verb:is very intelligent
?[CAN_LEARN][SLOW_LEARNER];25
?[CAN_LEARN];72
   adj:intelligent
   verb:likes learning new things
! - ? - ? represents if/then/else statements (i.e it only adds one of the list, if any at all)
! represents the tag to be added, the number following the semicolon is the chance of it being added (from 1 to 1000)
adj/pref/verb/noun/desc adds to the prefstring/description values. The typical creature's description is genned like this:
Quote
A [ADJECTIVE], [ADJECTIVE] [NOUN] with [DESC] and [DESC]. It [VERB] and [VERB].
    so you'll have a little more control over the creature descriptions, in addition to being able to choose the tag frequency. You could delete a particular tag entirely if you wanted by simply deleting the entry. However, a creature will need [CANOPENDOORS], [EQUIPS], [INTELLIGENT], and hands in order to become an entity.

I'm still working on everything, but that's what I've done so far.

Edit: Also, new poll.
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Bralbaard on January 06, 2013, 10:39:06 am
Great, I'm looking forward to the next version!

I have a bug report on a creature, the poor kantourul-lus below suffocated immediately after entering the map, their description says they have no mouths, but they probably need oxygen.

Spoiler (click to show/hide)

As for the poll: I don't think regular creatures should get firebreath or syndromes, at least not more commonly than vanilla creatures. Semi megabeasts however could be a bit more nasty.
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Talvieno on January 06, 2013, 11:01:37 am
The issue is that they have lungs, no brain, and are lacking NO_THOUGHT_CENTER_FOR_MOVEMENT/NOTHOUGHT, which also (in addition to other things) disable the need for air, though the magmawiki doesn't say it. I apparently took out the line of code that adds NO_THOUGHT_CENTER_FOR_MOVEMENT if the creature is lacking a brain, which is leading to the error. This is on the list to be fixed, no worries. :P Slink found it first, if I remember right. Thanks for reminding me of it.


Re:Poll -
    No, I would make it just as rare as the vanilla creatures. Everything is currently set to about the same frequency - the percentage of DFRandCreatures-created grazers matches the percentage of vanilla grazers, for example. You would only see a very relative few creatures spraying fireballs like imps, or poisoning you to within an inch of your life.
    As to semi-megabeasts, I think it's safe to say they'd get syndromes more frequently than regular creatures, but I would keep it sane. Or possibly give you a setting to change the syndrome power/frequency, I don't know. The possibilities are (almost) limitless.
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: laularukyrumo on January 06, 2013, 11:35:03 am
I feel like syndromes should be one of the last things you do, just because of how easy it is to write a syndrome and have it, oops, surprise, not work properly. For any number of reasons. x_x
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Orange Wizard on January 06, 2013, 09:08:24 pm
This is everything I have ever wanted. Thank you, Talvieno!
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Talvieno on January 07, 2013, 09:30:34 pm
I feel like syndromes should be one of the last things you do, just because of how easy it is to write a syndrome and have it, oops, surprise, not work properly. For any number of reasons. x_x
That won't be an issue. This isn't the first random generator I've made for DF - the previous one created random "radiation zones" on the map where dwarves could receive any number of symptoms of "radiation sickness" (of a less realistic variety). Syndromes were very heavily modded in there, and the only issue I got was from someone saying they didn't like how dwarves could randomly become vampires on rare occasions. (The person didn't like vampires to begin with.)

This is everything I have ever wanted. Thank you, Talvieno!
And thank you for the encouragement!


I've continued the debugging spree, and gotten sidetracked a little with languages. LangCreate and RandCreatures will be merged into one (I'm renaming them to disassociate the former from DFLang). Civs generated with RandCreatures will have unique, randomly-generated languages. The pros: Everything will be a LOT more flavorful, as they won't all get stuck with Dwarven as their default language. The cons: the program takes 2 to 5 minutes instead of just 30 seconds. Is it worth it, do you think?

Also, as per Meph's suggestion, clothing will be optional now. You can take what you like from that statement.
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Reudh on January 07, 2013, 09:36:16 pm
A progress indicator would be good if that's doable with the current framework. I get worried if I see no activity for five minutes.
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Talvieno on January 07, 2013, 09:50:59 pm
A progress indicator would be good if that's doable with the current framework. I get worried if I see no activity for five minutes.
Already taken care of. It'll show you what's it's doing as it does it (to an extent - I don't want to bog the thing down from an overactive progress bar). I don't like looking at apparently-frozen programs, either.
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Reudh on January 07, 2013, 10:40:54 pm
A progress indicator would be good if that's doable with the current framework. I get worried if I see no activity for five minutes.
Already taken care of. It'll show you what's it's doing as it does it (to an extent - I don't want to bog the thing down from an overactive progress bar). I don't like looking at apparently-frozen programs, either.

Perhaps possible to display the amount of passes it's doing in text, ie. 4 creatures + lang done / 540

It doesn't have to be ultra accurate, just so the user knows things are happening :P
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: Talvieno on January 08, 2013, 10:26:51 am
That's about what I figured. How's this?

(http://tnypic.net/929nq.png)
Title: Re: Creature, Civ, and Language Generator (now with a new poll)
Post by: BFEL on January 08, 2013, 05:50:04 pm
TALVI YOU UNHOLY GENIOUS
Title: Re: Creature, Civ, and Language Generator (now with a new poll)
Post by: Reudh on January 08, 2013, 09:22:11 pm
Looks great, Talvi! :D
Title: Re: Creature, Civ, and Language Generator (now with a new poll)
Post by: Tsuchigumo550 on January 08, 2013, 09:41:33 pm
Makes for a !!FUN!! fort, it does. Better for adventures, but still, !!FUN!! is had by all!
Title: Re: Creature, Civ, and Language Generator (now with a new poll)
Post by: Talvieno on January 09, 2013, 08:30:14 am
TALVI YOU UNHOLY GENIOUS
Lol, Heyaa, BFEL! Glad you like it.

Looks great, Talvi! :D
I'll keep it that way, then.

Makes for a !!FUN!! fort, it does. Better for adventures, but still, !!FUN!! is had by all!
Hmm... Better for adventures? I could add a separate set of settings for dwarf mode, if necessary... What would you suggest I change to make it better suited for fortresses?
Title: Re: Creature, Civ, and Language Generator (now with a new poll)
Post by: Reudh on January 09, 2013, 10:31:05 am
More weighted toward entities, especially trade partners.
Title: Re: Creature, Civ, and Language Generator (now with a new poll)
Post by: Talvieno on January 09, 2013, 10:54:20 am
edit: wrong place to post somehow. Thought this was the spearbreakers thread... I have no idea how. >.> Probably weird sign-in issues. whoops.

I'll get to work on that, Reudh.
    Anybody else have any ideas? :P
Title: Re: Creature, Civ, and Language Generator (now with a new poll)
Post by: Talvieno on January 11, 2013, 10:18:27 am
A brief update. Bugfixes are well underway, with most of the problems fixed. The suffocating creature bug was unusually difficult to pin down, but I finally found it. Also, civs will siege and trade like they were supposed to. Civs will generate with unique languages (after running 100+ tests, I can say with confidence that the language generation is just about guaranteed not to crash the gen), and there are a few other minor tweaks. I think I'm just about ready for a quick release, and then to start working on megabeasts and semimegabeasts, which I'm going to tie in with syndromes/poisons/special attacks, etc... as well as extracting more data, it seems. The poll is just about tied three ways.

One question, though. Does anybody have any ideas on why this would happen?
(http://tnypic.net/sb3iu.png)
I'm not sure if it's something I've done, but if it is, I figure it might have something to do with languages...
Title: Re: Creature, Civ, and Language Generator (now with a new poll)
Post by: Reudh on January 11, 2013, 10:37:56 am
Ooh, I don't know why it would lose a name. You might've accidentally provided an empty translation for those two words.
Title: Re: Creature, Civ, and Language Generator (now with a new poll)
Post by: Talvieno on January 11, 2013, 10:50:10 am
Nope, not the case. I just checked. All words are filled out, and none are missing. Good call, though - that's what I thought, too.
Title: Re: Creature, Civ, and Language Generator (now with a new poll)
Post by: Splint on January 11, 2013, 10:53:53 am
Sometimes languages don't translate well in DF's formatting. An example of this is English in couple of mods. Their names don't always show up fully (such as a citizen named Pinedaub being shown only as Pine or Showclasps coming up as just Show)
Title: Re: Creature, Civ, and Language Generator (now with a new poll)
Post by: MDFification on January 11, 2013, 11:14:28 am
Can't wait to try this out! Let's see some real bestial civs...

EDIT: I notice that regardless of what you do in the world gen, legends mode will show the newly generated civs as unknown. Strange.
Title: Re: Creature, Civ, and Language Generator (now with a new poll)
Post by: Glanzor on January 11, 2013, 11:31:25 am
One question, though. Does anybody have any ideas on why this would happen?

I'm not sure if it's something I've done, but if it is, I figure it might have something to do with languages...
Ooh, I know this one. That happens when an entity has the same symbol as [SELECT_SYMBOL] and [CULL_SYMBOL]
Title: Re: Creature, Civ, and Language Generator (now with a new poll)
Post by: Talvieno on January 11, 2013, 12:44:39 pm
Can't wait to try this out! Let's see some real bestial civs...

EDIT: I notice that regardless of what you do in the world gen, legends mode will show the newly generated civs as unknown. Strange.
Hrm... that really is strange, but I think I might know what's causing it. I'll have to test it out.

Edit: I'm not getting this issue... Are you using any other mods alongside it? And has anyone else noticed this?


One question, though. Does anybody have any ideas on why this would happen?

I'm not sure if it's something I've done, but if it is, I figure it might have something to do with languages...
Ooh, I know this one. That happens when an entity has the same symbol as [SELECT_SYMBOL] and [CULL_SYMBOL]
...I am almost positive that you're correct, come to think of it. Oh well, at least it won't be hard to fix. You win an Internets. +1
Title: Re: Creature, Civ, and Language Generator (now with a new poll)
Post by: Talvieno on January 11, 2013, 01:59:59 pm
It took a lot of digging in legends mode, but I finally discovered this entry:
    "In the midsummer of 114, Rodemad, "" occurred.
     In the midsummer of 114, The Tangle of Rancor attacked The Exalted Devil in The Forest of Wealths. The cyclalmar Mofi Graspedbuster led the attack, and the defenders were led by the mongoose monster Cetha Luridphlegms the Putrid Crypts."

    Upon looking at the raws for cyclalmars, you were right. I found this:
"   [CULL_SYMBOL:ALL:VIOLENT]"
    I thought I'd been careful to keep that from happening, but there was one symbol I'd forgotten, and that was it. Again, you have my thanks - the problem is fixed.


Also...

Code: [Select]
[CREATURE:CREATURE_1XXTERRCK_RC]
[NAME:whivogron:whivogrons:whivogron]
[DESCRIPTION:A gigantic, crimson predator with a long prehensile tail and no eyes. It likes to kill passing creatures and patrols its territory by itself.]
[COLOR:4:0:0]
[CASTE_NAME:whivogron:whivogrons:whivogron]
[CREATURE_TILE:'W']
[PREFSTRING:skulls]
[NATURAL][LARGE_ROAMING]
[PETVALUE:490]
[PET_EXOTIC]
[MOUNT_EXOTIC]
[MEGABEAST][DIFFICULTY:15] 11 Or higher does Not Get assigned As adv mode quests
[ATTACK_TRIGGER:80:10000:100000]
[FANCIFUL][LARGE_PREDATOR][LIKES_FIGHTING][NOFEAR][NOEXERT]
[FREQUENCY:5]
[GRASSTRAMPLE:50]
[PETVALUE:10000]
[PET_EXOTIC][TRAINABLE][MOUNT_EXOTIC]
[SPHERE:OATHS]
[SPHERE:DARKNESS]
[LAIR:SIMPLE_BURROW:100]
[MENT_ATT_RANGE:WILLPOWER:3000:3500:3750:4000:4250:4500:5000]
[HABIT_NUM:TEST_ALL]
[HABIT:COLLECT_WEALTH:100]
[NATURAL_SKILL:BITE:6]
[NATURAL_SKILL:GRASP_STRIKE:6]
[NATURAL_SKILL:RANGED_COMBAT:6]
[NATURAL_SKILL:MELEE_COMBAT:6]
[NATURAL_SKILL:DODGING:6]
[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]
[BONECARN]
[LARGE_PREDATOR]
[LIKES_FIGHTING]
[MEANDERER]
[NOT_LIVING]
[POPULATION_NUMBER:8:16]
[CLUSTER_NUMBER:1:5]
[BIOME:NOT_FREEZING]
[BIOME:ANY_TEMPERATE]
[BIOME:ANY_GRASSLAND]
[BIOME:ANY_TROPICAL_FOREST]
[BIOME:SHRUBLAND_TEMPERATE]
[BIOME:SAVANNA_TROPICAL]
[BENIGN]
[BODY:HUMANOID_FLIER:MOUTH:2EARS:THROAT:BRAIN:SKULL:TAIL:5FINGERS:SPINE:RIBCAGE:GUTS:NOSE:BASIC_HEAD:HEART]
[EXTRAVISION]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[TISSUE:BLOOD]
[TISSUE_NAME:mucus:NP]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:BLOOD]
[TISSUE_MAT_STATE:LIQUID]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:BLOOD]
[BODYGLOSS:PAW]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[SPEED:900]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:53623]
[BODY_SIZE:1:0:1930433]
[BODY_SIZE:8:0:23165192]
[MAXAGE:51:87]
[CHILD:3]
[ALL_ACTIVE]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_WITH]
[ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:FINGER:NAIL]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:scratch:scratches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:SECOND]
[HOMEOTHERM:10035]
[SWIMS_INNATE][SWIM_SPEED:749]
[BODY_DETAIL_PLAN:EGG_MATERIALS]
[CASTE:FEMALE]
[FEMALE]
[LAYS_EGGS]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGGSHELL:SOLID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_WHITE:LIQUID]
[EGG_MATERIAL:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
[EGG_SIZE:58985.3]
[CLUTCH_SIZE:1:4]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:BLOOD]
[TL_COLOR_MODIFIER:CRIMSON:1]
[TLCM_NOUN:mucus:SINGULAR]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:4]



I got ahead of myself and started on it anyway. Still buggy, but I'm getting there. Next come interactions/syndromes.
Title: Re: Creature, Civ, and Language Generator (now with a new poll)
Post by: Mudcrab on January 17, 2013, 03:26:30 am
Nice one man once megabeasts and syndromes are in this will be eppiiiccc! Its already epic, however
Title: Re: Creature, Civ, and Language Generator (now with a new poll)
Post by: Vorthon on January 17, 2013, 07:47:52 pm
Considering doing an LP of DF, replacing all non-vermin with creatures generated by this program. Just thought I'd let you know.
Title: Re: Creature, Civ, and Language Generator (now with a new poll)
Post by: Talvieno on January 17, 2013, 08:46:32 pm
Hold up on that til I get the next version out, if you want megabeasts/semimegabeasts. I'll try to get the obvious bugs fixed by tomorrow - I've been sick for a lot of the past week, so work kind of slowed down. You can't actually "replace" creatures, though... at least, I wouldn't advise that you do. In any case, I'm glad you'd consider it, and I'll look forwards to watching your LP if you choose to make it. I might officially support it, too, but due to internet issues, I can't promise anything. :\
Title: RandCreatures 0.2.0 (updated)
Post by: Talvieno on January 18, 2013, 10:00:38 am
Version 0.2.0 of RandCreatures is ready, filled with megabeasts and semi-megabeasts to feast on you. Also, civs are fixed for Fortress mode. (http://dffd.wimbli.com/file.php?id=7173)

If you have a previous version installed, delete it before you add the new one. This includes:
Pretty sure that's everything, but I may be wrong.


Here's the change list:
Spoiler (click to show/hide)

Enjoy, and let me know what you think. As always, bug reports are more than welcome. Editing the poll now.


Finally, I'd like to formally thank Meph for including RandCreatures in his Masterwork mod (http://www.bay12forums.com/smf/index.php?topic=98196.0).
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Vodrilus on January 18, 2013, 11:58:06 am
Finally, I'd like to formally thank Meph for including RandCreatures in his Masterwork mod (http://www.bay12forums.com/smf/index.php?topic=98196.0).
Conga Rats! (Yes, it's a pun.)
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Eric Blank on January 18, 2013, 02:08:59 pm
It's a very, very badger pun.

This has already gone too far...
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Vorthon on January 18, 2013, 02:52:50 pm
Figures. I get started already, and a new version is uploaded. :P

Y'know, I should have checked the 'something else' option. :P

Just got an idea for a suggestion: Give it the ability to generate creatures that can be used to replace domestic critters. That, and playable civs. Just putting that out there.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Tevish Szat on January 18, 2013, 07:07:58 pm
I just have to say, LangCreate is a wonderful tool for me outside of DF modding (I've been getting a deep enough experience out of vanilla so far): giving it some starting words, I've been able to create DF-style placenames for towns and objects in D&D games I run.  Individual cultures get similar-sounding names without pillaging RL languages directly.

I sort of wish that there was an exe or part thereof that would let you search created languages (like you can search dwarven when building fortress and group names), but i imagine it's a lot of work for a use that most people wouldn't be excited about.

If I ever get into modding though, this just as is will go from "nice" to "Indispensable."  Great work!
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Vorthon on January 18, 2013, 08:46:24 pm
Hold up on that til I get the next version out, if you want megabeasts/semimegabeasts. I'll try to get the obvious bugs fixed by tomorrow - I've been sick for a lot of the past week, so work kind of slowed down. You can't actually "replace" creatures, though... at least, I wouldn't advise that you do. In any case, I'm glad you'd consider it, and I'll look forwards to watching your LP if you choose to make it. I might officially support it, too, but due to internet issues, I can't promise anything. :\

Can't believe I didn't really notice this post earlier (should really pay more attention, heh. :P), but I just have to say this: I'll be posting the LP here on the forum in the form of a fort/adventure journal, due to my own connection issues. And my earlier tests with the previous version of the generator worked out fine (Well, besides the copious amounts of 'wat' caused by certain results {Flying armless lizard thing with two sets of mandibles and no wings, for example}, although that's probably a good thing, considering the nature of the LP. :P).

Edit: It seems to crash when it tries to gen a civilization, but that may just be because I extracted it to the wrong folder. >_<
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Person on January 18, 2013, 09:15:05 pm
Do any of the creatures generated randomly live in the caverns?
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Bralbaard on January 20, 2013, 08:15:37 am
Yes, there are new creatures down in the caverns.

Also, awesome, a new version. I was already looking for an excuse to abandon my current fortress and start a new world.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Vorthon on January 20, 2013, 12:34:11 pm
Hey, Talvieno. Got the LP started. (http://www.bay12forums.com/smf/index.php?topic=121913.0)
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Talvieno on January 20, 2013, 05:47:29 pm
It's a very, very badger pun.

This has already gone too far...
I toucan seal that. I ferret musk bee stopped be-fur we can't bear it.
Now it's gone too far.

@ Tevish Szat:
    Yeah, it's useful if you just want to create a language to mess with. The next version (which I'm still messing with) will be neater, automatically rearranging the list into alphabetical order for you, in case you want to do that kind of thing with it. I'm afraid it won't do the same thing as the ingame DF name-picker, but if you really want to, you can just replace the dwarf language with your own.  That should work, I think.

@ Person: Yes, there are creatures in the caverns. Originally, it only created cavern creatures. That was back when I was working on my Corpse Fortress mod. Now it makes creatures everywhere in general.

@ Bralbaard: Hope you like what you find. lol    (And that it likes you.)

@ Vorthon: I saw the LP! Looks great so far - hopefully this'll help me improve everything.


At everyone who doesn't mind helping out a bit: I've noticed that creatures with the "An unrecognized, randomly generated creature" description are appearing somewhat more often in this version for some reason... If you could quick-post one or two of those if you happen to see them, that would help me out. It wasn't actually supposed to appear in the raws, it was just meant to warn me that I wasn't being creative enough.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Vorthon on January 21, 2013, 03:24:20 pm
Heh. I ran into a few of those when genning the RAWs for my LP. Deleted them. :P

Also added trainable to everything, but still.

Also, some of the simplest (In terms of body structure) creatures are the weirdest. One of them could be best summed up as a giant, wingless, legless mosquito made of stone. :P
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Talvieno on January 22, 2013, 11:11:39 am
Heh. I ran into a few of those when genning the RAWs for my LP. Deleted them. :P

Also added trainable to everything, but still.

Also, some of the simplest (In terms of body structure) creatures are the weirdest. One of them could be best summed up as a giant, wingless, legless mosquito made of stone. :P
A few?? Okay, this is worse than I thought. Something is definitely wrong. I'll have to look over it.

How many creatures did you gen, exactly, if you added "trainable" to everything?

Lol. The stone creature type is a holdover from when it was for underground creatures only. I should lessen the chances of that happening, I think. At the moment it's something like one in 50, when it should be closer to one in 250 or so.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Vorthon on January 22, 2013, 05:39:37 pm
800, I think? I can't remember. Somewhere between 666 (Which is what somebody on #bay12lb suggested) and 800, anyways.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Gentlefish on January 22, 2013, 09:40:13 pm
I think you may want [TRAPAVOID] on the megabeasts - I know that I can catch a minotaur in a cage, but a bronze collossus is a whole different story. I also think all vanilla megabeasts have trapavoid, along with all FB's
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Talvieno on January 22, 2013, 09:48:19 pm
800, I think? I can't remember. Somewhere between 666 (Which is what somebody on #bay12lb suggested) and 800, anyways.
That's a lot of editing... Yeah, Toady's total creature count is somewhere around 666 (almost exactly, as I recall), but that's only if you count vermin and other things as creatures. I think the wagon is included in that count.
    In the next version I'll make it possible to force all creatures to have the [TRAINABLE] tag. Then you can have the option of training everything new that comes your way.


I think you may want [TRAPAVOID] on the megabeasts - I know that I can catch a minotaur in a cage, but a bronze collossus is a whole different story. I also think all vanilla megabeasts have trapavoid, along with all FB's
Whoa. I don't know how I missed this, but you're right. Megabeasts ought to be trapavoid. That's easily fixed. Thanks for letting me know - I wouldn't have noticed it otherwise! I never use traps, just archers, so it wouldn't have been something I would've come up with on my own bugfixing fortresses.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Vodrilus on January 23, 2013, 05:55:40 am
In the next version I'll make it possible to force all creatures to have the [TRAINABLE] tag. Then you can have the option of training everything new that comes your way.

Do any of the random creatures have that tag yet? (I've only had time to gen a new RandCreatures world, not actually play. I could just check my new raws, but I consider them to be full of spoilers ATM.)
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Reudh on January 23, 2013, 06:36:20 am
I wonder, if a properly full fledged civ had [TRAINABLE] you could train them as pets once captured?

I'm thinking like a dwarf converting a goblin using only food.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Talvieno on January 23, 2013, 08:00:16 am
In the next version I'll make it possible to force all creatures to have the [TRAINABLE] tag. Then you can have the option of training everything new that comes your way.

Do any of the random creatures have that tag yet? (I've only had time to gen a new RandCreatures world, not actually play. I could just check my new raws, but I consider them to be full of spoilers ATM.)
Yeah, megabeasts are generated with it 100% of the time. All other non-sentient creatures have a 10% chance of getting it.

I wonder, if a properly full fledged civ had [TRAINABLE] you could train them as pets once captured?

I'm thinking like a dwarf converting a goblin using only food.
I actually don't know... somehow I doubt it, but I really want to find out.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Freshmaniscoolman on January 29, 2013, 03:55:22 pm
So, this doesn't work with Adv Mode?
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Talvieno on January 30, 2013, 07:33:16 am
It works very well with adventure mode. Try it and see. :) If you just want to gen ten or twenty creatures, it's unlikely you'll get a special megabeast or semimegabeast, and there would be few enough to roleplay your adventurer being some kind of game hunter, trying to find all the new species. Just a random thought.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: PhoenixEggz on February 07, 2013, 08:13:52 pm
I love your DFlang, I have an obsession with creating languages and this is a great way to get new words randomly if you need them while creating conlangs. Even better since the words come equipped with meaning.

I might start my own creature replacement thing as well. I think it would be fun to have a world with all creatures replaced with near-equal creatures. The chance of it being completed, though, is small.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Fishybang on February 08, 2013, 02:21:24 am
Just downloaded this, and let me just say that you my friend, are FREAKING AWESOME I LOVE YOU!
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Meph on February 08, 2013, 06:42:36 am
I wonder, if a properly full fledged civ had [TRAINABLE] you could train them as pets once captured?

I'm thinking like a dwarf converting a goblin using only food.
I actually don't know... somehow I doubt it, but I really want to find out.

They dont. Pets have to belong to your civ, or be wild/free animals. Civ members of other civs cant become pets, period. the reason is that you cant change the civ-alignement.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Wastedlabor on February 09, 2013, 05:29:04 pm
Can some charitable soul zip a couple big creature gens for us Linux users?
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Reudh on February 09, 2013, 09:11:50 pm
Certainly! Coming right up. I'll gen a 250, a 500 and a 1000 creature gen. Sound good?

Here you go.

Three sets of randomly generated creatures. (http://dffd.wimbli.com/file.php?id=7389)
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Wastedlabor on February 09, 2013, 10:09:44 pm
Perfect! This way I can pick the ones I like.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Bralbaard on February 11, 2013, 04:30:00 pm
I panicked for a short moment today when I checked my unit list upon embark and saw four hydras present at the site.
Turns out they where not regular DF hydras, but that the language/creature generator bestowed that name on some innocent small creatures that where otherwise of little interest. phew.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Spiderking50 on February 11, 2013, 08:56:24 pm
So it is my understanding that this does NOT give some creatures syndromes or interactions?
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Argantyr on February 12, 2013, 03:37:48 pm
So far I can use RandCreatures, but I keep hanging up on some error that crashes it. 100 and below will generate more random animals/monsters with 1 or so megabeasts.

But the instant it gens a civ, it crashes, any idea why? I may throw in another language file into the folder to see if that is what is messing civ creation up.

Edit: Language file wasn't it (Swapped the random language file with a copy of the goblin language file and renamed it) still crashes when a civ worthy race pops up, am I forgetting something?

Edit 2: I'm such a derp, didn't realize it required being installed in the same directory as the language file, works flawlessly now. Nice!
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Talvieno on February 16, 2013, 11:19:35 am
Somehow I didn't receive an email notification when this topic was bumped...

Fishybang, Argantyr, thanks for the compliments. :) And Reudh - a special thanks to you for helping out with that save. lol

Lol, Bralbaard... I should probably add something in that will keep them from sharing names with standard DF creatures. >.> Fighting off hordes of mouse-sided "dragons" would be funny for a little while, but it would get old quickly...

@WastedLabor: I'm guessing that it doesn't run at all on Linux? Hrm... I'll need to look into that, if that's the case.


About the crashing: With the addition of the civ languages, it needs LANGUAGE_DWARF.txt and LANGUAGE_SYM.txt in order to run - these have to be in the same directory as everything else. As it rewrites the language file every time it gens a new worldset, replacing the language file itself won't really do much. :P Glad you got it to work, though.

Spiderking: No, creatures currently don't get any special syndromes or interactions. The main reason I'm holding back on that is because it adds a whole new level of complexity... I really need to get started on it, but I was taking a little break first. When I do get it done, expect to see things shooting webs, breathing fireballs, or stealth-disappearing like Mr Frog's seqiv - but RARELY. At least 90% of the creatures you'll encounter won't do anything special at all. I'm trying to keep from breaking regular gameplay, or forcing you to change your strategies. It's supposed to be a unique experience, not a total game-changer.
Title: Re: Creature, Civ, and Language Generator (Now with links)
Post by: arclance on February 16, 2013, 08:07:38 pm
@WastedLabor: I'm guessing that it doesn't run at all on Linux? Hrm... I'll need to look into that, if that's the case.
You broke it on purpose a while ago, I think as a quick and dirty work around for locals that use "," as the decimal place character.
- The program will automatically round decimal numbers, so OS won't be an issue (unless you're using Wine - sorry, MasterMorality)
Maybe you can find a better way to do that that works in WINE.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Talvieno on February 16, 2013, 10:07:57 pm
Broke it on purpose? Quick and dirty? No. Tying up loose ends. The original code worked like this:

ValueC = ValueA / ValueB

which, as an example, let's say A is 200 and B is 3, leaving us with 66.666666 and so on.


I switched it to:
ValueC = round(ValueA / ValueB)

which, if we use the same values as before, rounds it to 67. It doesn't break anything, and it's actually a lot cleaner that way. I meant to do it to start out with. If you're having issues with the newer release, it probably has more of something to do with the fact that the randomly generated civilizations produce their own language raws now.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: arclance on February 16, 2013, 10:29:58 pm
I agree with your reasons for making the change but could you explain something.
In your previous changelog you said
- The program will automatically round decimal numbers, so OS won't be an issue (unless you're using Wine - sorry, MasterMorality)
but now you say
It doesn't break anything
Are you contradicting that changelog now?
If you are why did you post it in the first place?

If you're having issues with the newer release, it probably has more of something to do with the fact that the randomly generated civilizations produce their own language raws now.
I can only test 0.2.0, it is the only version I have and it does not work in WINE.
Code: [Select]
env WINEPREFIX="/home/arclance/.wine" wine "RandCreatures.exe"
fixme:mscoree:ConfigFileHandler_startElement Unknown element L"runtime" in state 1
fixme:mscoree:ConfigFileHandler_startElement Unknown element L"assemblyBinding" in state 3
fixme:mscoree:ConfigFileHandler_startElement Unknown element L"probing" in state 3
* Assertion at mini-generic-sharing.c:825, condition `oti' not met


abnormal program termination
err:mscoree:expect_no_runtimes Process exited with a Mono runtime loaded.
If you post a link to a older version I could try it in WINE.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Talvieno on February 16, 2013, 10:41:34 pm
Ah, I see what you're saying now. No, the rounding of decimal numbers has nothing to do with it not working in Wine. I was simply stating that OS wouldn't be an issue, unless you were using Wine. The decimal numbers was related to it not working in operating systems based in languages other than English.

The rounding decimal numbers fix breaks nothing. I also doubt at this point that the older version will work any better in Wine, because that was the version MasterMorality was having trouble with. I'm completely open to trying to find a workaround/fix to get it to work in Wine, though, and I'll put some research into seeing if I can get it to work... no promises, though. I don't personally own a PC with Wine, so I can't run any tests.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Tsuchigumo550 on February 17, 2013, 01:45:30 pm
I take it Wine is some form of emulator? What space does it seek to emulate- windows, mac or linux?
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Talvieno on February 17, 2013, 01:56:32 pm
"Wine", originally meaning "Windows Emulator", is now an acronym for "Wine Is Not an Emulator". So... it's hard to say. It's meant to run on unix-based systems (?) like Ubuntu, I'm pretty sure, and it lets you run Windows programs, so in response to that question... I'm guessing Windows. If it's an emulator. :\

edit:
On doing a little reasearch, arclance, I think your problem may have a little bit of something to do with Mono... Unfortunately, I'm not sure how to get around that. :\ If I understand right, Mono is a substitute/replacement for Microsoft .Net Framework, which I think Windows PCs come with pre-installed. .Net Framework is something that RandCreatures requires to run, so your solution may lie with finding a workable replacement. Just an idea, though.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Tsuchigumo550 on February 17, 2013, 01:59:06 pm
That complicates things. I was going to throw random programs at it until it cried and see why.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: arclance on February 17, 2013, 04:09:36 pm
"Wine", originally meaning "Windows Emulator", is now an acronym for "Wine Is Not an Emulator". So... it's hard to say. It's meant to run on unix-based systems (?) like Ubuntu, I'm pretty sure, and it lets you run Windows programs, so in response to that question... I'm guessing Windows. If it's an emulator. :\

edit:
On doing a little reasearch, arclance, I think your problem may have a little bit of something to do with Mono... Unfortunately, I'm not sure how to get around that. :\ If I understand right, Mono is a substitute/replacement for Microsoft .Net Framework, which I think Windows PCs come with pre-installed. .Net Framework is something that RandCreatures requires to run, so your solution may lie with finding a workable replacement. Just an idea, though.
Wine is a interface layer that passes commands back and forth between their Unix/Linux and Windows equivalents.
No matter what the Wine people say some things are emulated, like the Windows registry, but most of it is not.
It fills the same purpose as an emulator but being a interface layer gives it higher performance.

Mono is needed to get .NET 4.0 and higher (though only up to 4.X is close to complete feature wise).
If you can make do with .NET 2.0 or 3.0 you can get those working acceptably without Mono in Wine.
The only other option is to use a Windows Virtual Machine which most Linux users don't want to or can't (no install disk) do.
I use them for things Wine can't handle but don't need to run on real hardware, only if I don't need DirectX or the full power of my processor.
You need a powerful computer to get acceptable performance out of them and at least 2GiB (preferably 4GiB or more) of RAM to really run one.

What I found about the error seemed to indicate it was a particular use of .NET that caused the crash.
Maybe you can look at some of the bug reports with code examples to see if anything you are doing matches what they report and maybe find a way to do it differently.
If you want easier cross platform compatibility you could switch to coding in Python or Java so your code can run natively on other platforms than Windows, that would probably be hard at this point though.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Tsuchigumo550 on February 17, 2013, 04:54:11 pm
If it's .NET issues, then I can't help in any way either- my .net is fucked up on my laptop anyway.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Meph on March 01, 2013, 08:26:36 am
I have major problem getting this updated version to run with my mod. I have crashes whenever a entity is generated. First I thought its because the program tries to assign items that dont exist anymore (like veils/scarfs, which I removed) so I looked through the items in the randomdat file and fitted everything nicely for Masterwork.

Still, crashes. I checked this thread, and saw that a language_sym and language_dwarf is needed. I had all in one language_all file, so I did split the dwarf language back into its own file. Still, crashes. I then compared the vanilla language files with the ones I use, and of course mine are modded. There was a big project adding more words and grammar to the game, which I include.

If I use the vanilla language files, it works. The modded ones? It crashes. Talvieno, I really hope you can fix this somehow, because otherwise I have to choose between the language upgrade or the creature generator.

Here are the two files.
http://www.mediafire.com/?061h7k9gq116mh3 (http://www.mediafire.com/?061h7k9gq116mh3)

EDIT: I managed to fix one of the two. I added language_dwarf.txt from the vanilla game, and renamed the modded version to language_dwarf_m and use it for my dwarven civ. I can now generate random entity languages without a crash, BUT the language_sym file needs to be vanilla as well. And I cant assign a modded one to my modded civs, which is problematic. The new words I use are not assigned to any symbols, and therefore not used.

Question:
Any way to accept modded language_sym.txt files?
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Talvieno on March 01, 2013, 09:24:32 am
I'm not sure exactly what's causing the problem off the top of my head - it ought to be able to run modded language raws the same as vanilla - but I'll take a look at it. Worst case scenario, I write a version of it specifically for Masterwork, but I'll make sure it gets done.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Talvieno on March 01, 2013, 09:31:51 am
Found it. It's really simple, actually, but I hadn't built anything to protect against it. This is the start of the vanilla file:
Spoiler (click to show/hide)
And this is the start of the modded file:
Spoiler (click to show/hide)
See the difference? I had it programmed to ignore the first five lines. The extra space made it so that it ought to ignore the first six, but it tried to read [TRANSLATION:DWARF] as a word line, splitting it into two parts at the ":". Normally, that would split it into three parts ("   [T_WORD" "ABBEY "kulet]"), so when it looked for the third variable in the array, it crashed. Easily fixed, and I don't have to change a thing - just take out the extra space (unless you need it there, in which case I'll get to work). I'm not experiencing the crashes with SYM, though, so I'm not entirely sure what's going on there.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Meph on March 01, 2013, 09:57:51 am
Thank you, it works now. :) One empty line, eh? ^^
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Talvieno on March 02, 2013, 11:18:42 pm
Yep, that's all it was.

Arclance - I've looked into your problem with running it on Wine - I can't really seem to find anything that'll make it work, unfortunately. I could rewrite it in Java, but my working knowledge of Java is minimal. I can do basic tasks with ease, but this requires setting up something a little more complex than I'm used to. I've been veering away from porting all 4000+ lines of code to something else for obvious reasons. I'll try to see what I can do, though.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: arclance on March 06, 2013, 04:45:31 pm
Arclance - I've looked into your problem with running it on Wine - I can't really seem to find anything that'll make it work, unfortunately. I could rewrite it in Java, but my working knowledge of Java is minimal. I can do basic tasks with ease, but this requires setting up something a little more complex than I'm used to. I've been veering away from porting all 4000+ lines of code to something else for obvious reasons. I'll try to see what I can do, though.
Okay, thanks for letting me know what you found.
In my experience Python would be a lot easier to work with than Java if you don't have a lot of experience with either language.
There is a lot more fiddly setup with Java that I never liked and made things hard if you were not familiar with it.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Meph on March 09, 2013, 11:06:01 am
Quote
When I randomly generate creatures from the launcher, the entities that are generated are kind of broken. They end up with things like [ETHIC:[STONE_PREF]] and a ton of untagged lines that don't do anything (no square brackets, no context), like:
NATURE
VENGEANCE
WAR
etc.

I just got this report... I did delete several entries from the entity data file you include, because these items dont exist anmore, or are renamed in the mod. Do you think I have caused this bug?
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Talvieno on March 14, 2013, 11:01:51 am
Sorry it took me a bit to respond. I wasn't alerted via email, so thanks for the PM.

The data file (randomdat.txt) reads each of the sections a different way. The first part isn't read line-for-line - you could insert new items or remove them without any serious consequences. The second one is. If you remove a line, it'll take the data and try to use it anyway. For example... changing this:

Code: [Select]
[SHIELD:ITEM_SHIELD_SHIELD],[SHIELD:ITEM_SHIELD_BUCKLER]
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE],[INSTRUMENT:ITEM_INSTRUMENT_TRUMPET],[INSTRUMENT:ITEM_INSTRUMENT_HARP],[INSTRUMENT:ITEM_INSTRUMENT_DRUM],[INSTRUMENT:ITEM_INSTRUMENT_PICCOLO]
[TOOL:ITEM_TOOL_CAULDRON],[TOOL:ITEM_TOOL_LADLE],[TOOL:ITEM_TOOL_BOWL],[TOOL:ITEM_TOOL_MORTAR],[TOOL:ITEM_TOOL_PESTLE],[TOOL:ITEM_TOOL_KNIFE_CARVING],[TOOL:ITEM_TOOL_KNIFE_SLICING],[TOOL:ITEM_TOOL_KNIFE_MEAT_CLEAVER],[TOOL:ITEM_TOOL_FORK_CARVING],[TOOL:ITEM_TOOL_NEST_BOX],[TOOL:ITEM_TOOL_JUG],[TOOL:ITEM_TOOL_LARGE_POT],[TOOL:ITEM_TOOL_HIVE],[TOOL:ITEM_TOOL_HONEYCOMB],[TOOL:ITEM_TOOL_POUCH],[TOOL:ITEM_TOOL_MINECART],[TOOL:ITEM_TOOL_WHEELBARROW]
[TOY:ITEM_TOY_PUZZLEBOX],[TOY:ITEM_TOY_BOAT],[TOY:ITEM_TOY_HAMMER],[TOY:ITEM_TOY_AXE],[TOY:ITEM_TOY_MINIFORGE]
to this:
Code: [Select]
[SHIELD:ITEM_SHIELD_SHIELD],[SHIELD:ITEM_SHIELD_BUCKLER]
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE],[INSTRUMENT:ITEM_INSTRUMENT_TRUMPET],[INSTRUMENT:ITEM_INSTRUMENT_HARP],[INSTRUMENT:ITEM_INSTRUMENT_DRUM],[INSTRUMENT:ITEM_INSTRUMENT_PICCOLO]
[TOY:ITEM_TOY_PUZZLEBOX],[TOY:ITEM_TOY_BOAT],[TOY:ITEM_TOY_HAMMER],[TOY:ITEM_TOY_AXE],[TOY:ITEM_TOY_MINIFORGE]
i.e., removing the TOOL line, It'll treat the toys as tools. Further on down the list, it'll treat "ART_IMAGE,GLAZED,RINGS_HANGING,BANDS,SPIKES,ITEMSPECIFIC,THREAD,CLOTH,SEWN_IMAGE" as ethic entries.

Could that be the issue you're having? Deleting lines here isn't the best idea, but that could possibly be it... If you tell me what you need removed, I could look into it.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Argantyr on April 17, 2013, 01:39:00 pm
This program may be my favorite new toy, along with the random plant generator mod and this, It's just sorta addicting.

New favorite way to entertain myself - taking variously generated civ-enabled races, saving them on a file, and then pitting them against eachother in the arena.

And then taking the victor, and doing Dwarf Fortress with them. One question though - is it me or is gabbro the only stone type used by the program to use as a tissue type (aside from chitin), no metals (No lead skinned, 6 armed, 2 tusked aristocrats?) or other stone types (radioactive pitchblend monsters roaming the land for people to strangle)?
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: CognitiveDissonance on April 17, 2013, 01:52:55 pm
So this is all good and functional? I may have to play around with it :D
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Talvieno on April 18, 2013, 02:43:07 pm
Argantyr - You're correct: gabbro is the only stone type it uses. It wasn't something I really considered randomizing, although I don't actually have anything against it. I just didn't think about it. I personally don't like the idea of metallic creatures, though, because then you're basically genning something for yourself that you can't possibly defeat - at least, not without adamantine. Chitin isn't stone, though - and Toady's version of it is incredibly weak. When I made the Scythods (different mod entirely), I had to create my own chitin raws just to make them worth fighting. I do like the idea of pitchblende, though, just for the laughs... But, unfortunately, pitchblende in DF isn't radioactive.

CognitiveDissonance - Yeah, it's completely functional. :) Play with it at your own risk. (besides the language generator, that's perfectly safe.)
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Argantyr on May 02, 2013, 03:47:28 pm
Argantyr - You're correct: gabbro is the only stone type it uses. It wasn't something I really considered randomizing, although I don't actually have anything against it. I just didn't think about it. I personally don't like the idea of metallic creatures, though, because then you're basically genning something for yourself that you can't possibly defeat - at least, not without adamantine. Chitin isn't stone, though - and Toady's version of it is incredibly weak. When I made the Scythods (different mod entirely), I had to create my own chitin raws just to make them worth fighting. I do like the idea of pitchblende, though, just for the laughs... But, unfortunately, pitchblende in DF isn't radioactive.

CognitiveDissonance - Yeah, it's completely functional. :) Play with it at your own risk. (besides the language generator, that's perfectly safe.)

I'll agree that metal on normal creatures would be difficult, but then again this is the same game where dying seems to be an inevitability. But then again, could save it for megabeasts, no? I havn't toyed around too much with metal tissue, I wonder if it could be used to gen more than just the whole body...like iron flesh, but squishy flesh underneath? I would however be far more interested in adding stone types, even if associated with normal beasties - just imagine a Baron's personal quarters decorated with the statue-like remains of a 6 headed, tusk-creature with 4 arms, each armed with two fingers each with a slug-like pseudofoot for their lower body with flesh made out of some dense type of stone that probably took weeks of hauling to set it up.

Before of course, the room was flooded by lava due to ominous circumstances. I don't know, maybe in the future if you were still interested, you could make some basic menu to turn some randomization features on and off. Like Civs could be toggled off, on, or both, exotic features could give you the chance to have abstract critters that Lovecraft would approve of, stone, wood and metal could each be toggled (but have their own weighted generation values).

I'd possibly try a hand at modifying the file - but I have a hard enough time modding up a civilization based on the Genesis mods old Scavengers race, so I'll leave the codifying to the expert here.

But beyond all that, I love the results I get sometimes...alot of the time. Sometimes I get monsters that the generator has no clue how to describe.


Edit: Just wanted to add that I think that a lot of metals SHOULD have syndromes attatched, perhaps special ones that could be averted through some sort of tag, enabling perhaps evil races to use them without suffering (Though woe to any human or dwarf that is assaulted by the Goblin's whip of lead with it's slow, painful, lead-poison-death syndrome. XD
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: rooth on May 11, 2013, 11:22:06 am
I found this just recently and have run some games with it, and just now recently managed to cage my first ''Collhe'' (random creature). I had high hopes to start taming and breeding this wonderful creation, but despite finding a pet value in the raws, couldn't do either.

Which tag would I have to add to make the animal tame-able and is the fact that it isn't a feature, a bug or an oversight(as in; do some get the ''correct'' tame-able tags, and some don't, or was this not a part of the initial aim of the tool?)

I've always aimed to do a roleplaying breeding fortress and this tool seemed to make that a 1000 times cooler, just kinda weary of having to manually edit 700 raws! Also; thanks lots for making it, so far besides the breeding thing it's worked wonders.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Talvieno on May 11, 2013, 12:28:15 pm
I found this just recently and have run some games with it, and just now recently managed to cage my first ''Collhe'' (random creature). I had high hopes to start taming and breeding this wonderful creation, but despite finding a pet value in the raws, couldn't do either.

Which tag would I have to add to make the animal tame-able and is the fact that it isn't a feature, a bug or an oversight(as in; do some get the ''correct'' tame-able tags, and some don't, or was this not a part of the initial aim of the tool?)

I've always aimed to do a roleplaying breeding fortress and this tool seemed to make that a 1000 times cooler, just kinda weary of having to manually edit 700 raws! Also; thanks lots for making it, so far besides the breeding thing it's worked wonders.
You can edit Randomdat.txt in your Raw/Objects folder to make it work... I'm not sure why it wouldn't let you tame it with the pet value, though. If you could post the raws for the particular creature, I might be able to figure it out.
To force the pet tag onto all of the creatures, open Randomdat.txt and scroll down to the second part, where it's defining the variables for the creature tokens. "((TAG DATA))" is about when this starts.
If you want megabeasts capable of being trained, add ";M" to the end of each of the following:
Code: [Select]
![PET_EXOTIC];1000
![TRAINABLE];1000
If you're fine with leaving megabeasts as they are, just copy-paste that in there... I would suggest immediately following:
Quote
![WEBIMMUNE];18
   verb:cannot get caught in webs
Just so that nothing gets messed up. The 1000 gives it a 100% chance of being given to a creature. Then, just gen new raws and it should work. As you're adding tags I kept out of there for a reason, you may wind up with a few weird creatures. =P But I'll work on that if you find any issues.

At Argantyr:
Quote
But beyond all that, I love the results I get sometimes...alot of the time. Sometimes I get monsters that the generator has no clue how to describe.
If you get creatures that the generator can't describe (e.g. it says "An unknown, randomly generated creature" or something like that), send me the raws and I'll try to teach it to keep from doing that again. :P I thought I got all of those out of there, but I guess not. It's absurdly difficult to accurately describe a creature with just a few short sentences. Toady gets around it by mainly using creatures that are well-known - all you really need is the name, and maybe the short description will jog your memory if you can't recall whatever it is right away.
Quote
I'll agree that metal on normal creatures would be difficult, but then again this is the same game where dying seems to be an inevitability. But then again, could save it for megabeasts, no? I havn't toyed around too much with metal tissue, I wonder if it could be used to gen more than just the whole body...like iron flesh, but squishy flesh underneath? I would however be far more interested in adding stone types, even if associated with normal beasties - just imagine a Baron's personal quarters decorated with the statue-like remains of a 6 headed, tusk-creature with 4 arms, each armed with two fingers each with a slug-like pseudofoot for their lower body with flesh made out of some dense type of stone that probably took weeks of hauling to set it up.
A lot of this would be really difficult to do. :P Megabeasts can already be bronze (like a bronze colossus sort of thing), but creatures are limited to gabbro. I could make them out of metal, and I realize this would increase the game's difficulty... Creatures can be up to whale or dragon size, I think - it's rare to get one that large, but it's possible. If you had one of those made out of steel, and the generator generated them in packs of five, or, Armok forbid, ten... And they were automatically hostile... you would be screwed, plain and simple. I was trying to avoid this. :P I do like the idea of stone creatures dropping statues, however. I could look into that.

Quote
Before of course, the room was flooded by lava due to ominous circumstances. I don't know, maybe in the future if you were still interested, you could make some basic menu to turn some randomization features on and off. Like Civs could be toggled off, on, or both, exotic features could give you the chance to have abstract critters that Lovecraft would approve of, stone, wood and metal could each be toggled (but have their own weighted generation values).
This is possible. Really, the language I used is pretty much worthless for it (I didn't expect it to get too much attention, so I was lazy and used an easy one) - I'd probably have to rewrite it in another language. But it's possible.

Quote
Edit: Just wanted to add that I think that a lot of metals SHOULD have syndromes attatched, perhaps special ones that could be averted through some sort of tag, enabling perhaps evil races to use them without suffering (Though woe to any human or dwarf that is assaulted by the Goblin's whip of lead with it's slow, painful, lead-poison-death syndrome. XD
Syndromes are coming, when I get the time for it. I've been very busy lately. One thing I don't want the syndromes to do is guarantee an instant death, because it's no fun encountering something in the wilderness that can oneshot you with a glancing blow to your pinky. :P I mean... I guess it's "Fun", but it would be a real game-breaker. I have a decent amount of experience with syndromes, I think - I once modified Mr Frog's radiation mod to randomize the effects - basically, savage regions were marked as "radioactive", and if you settled there your dwarves would mutate with wonderfully grotesque effects. I don't want to put something like that in here, but at least I have a little knowledge on it, even if I'm a tad rusty. But no - syndromes are something I would enjoy putting in.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: rudhcairiel on May 12, 2013, 02:38:15 am
This mod is a wonderful thing and I am eagerly looking forward to new creatures showing up. But in my perusal of the randomly generated ones, I found this little guy, so here are his raws:

Code: [Select]
[CREATURE:CREATURE_1PQNXFFSV_RC]
[NAME:egasor:egasors:egasor]
[DESCRIPTION:An unrecognized, randomly-generated creature.]
[COLOR:5:0:0]
[CASTE_NAME:egasor:egasors:egasor]
[CREATURE_TILE:'e']
[PREFSTRING:mouths]
[NATURAL][LARGE_ROAMING]
[PETVALUE:360]
[NOBREATHE]
[BIOME:ANY_DESERT]
[BIOME:SWAMP_TROPICAL_FRESHWATER]
[BIOME:RIVER_TROPICAL_SALTWATER]
[BODY:HUMANOID_FLIER:MOUTH:NOSE:BRAIN:THROAT:2LUNGS:ORGANS:SPINE:2WINGS:NECK:2TOES:HEART:GENERIC_TEETH_WITH_FANGS:GUTS:BODY_EYE:2EARS:5TOES:GENERIC_TEETH_WITH_LARGE_EYE_TEETH:SKULL]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:CARTILAGE]
[REMOVE_MATERIAL:HAIR]
[REMOVE_MATERIAL:SKIN]
[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]
[USE_MATERIAL_TEMPLATE:TOOTH:CHITIN_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[REMOVE_TISSUE:CARTILAGE]
[REMOVE_TISSUE:HAIR]
[REMOVE_TISSUE:SKIN]
[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]
[USE_TISSUE_TEMPLATE:TOOTH:CHITIN_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:NONE]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[SPEED:1600]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:15]
[BODY_SIZE:1:0:477]
[BODY_SIZE:13:0:7152]
[MAXAGE:26:50]
[CHILD:7]
[ALL_ACTIVE]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_WITH]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PRIORITY:MAIN]
[ATTACK_FLAG_CANLATCH]
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
[ATTACK_SKILL:GRASP_STRIKE]
[ATTACK_VERB:punch:punches]
[ATTACK_CONTACT_PERC:100]
[ATTACK_FLAG_WITH]
[ATTACK_PRIORITY:SECOND]
[HOMEOTHERM:10055]
[SWIMS_INNATE][SWIM_SPEED:538]
[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[CASTE:MALE]
[MALE]
[SELECT_CASTE:ALL]
[SET_TL_GROUP:BY_CATEGORY:ALL:SCALE]
[TL_COLOR_MODIFIER:GOLD:1:1
[TLCM_NOUN:scales:PLURAL]
[SET_TL_GROUP:BY_CATEGORY:ALL:EYE]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:eye:SINGULAR]
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Ninjamestari on May 12, 2013, 07:19:51 am
Newb question:

Can I make my dwarves use a language generated by LangCreate?
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Tacomagic on May 20, 2013, 08:27:13 pm
Been playing with this and I think it's a neat idea.  I'll have to play with the randdat.txt and see what that's all about.  Vanilla of the creature generation seems a little unforgiving with how often it assigns the pet_exotic tag.  Seems to be around 1% of the time.  Not sure if this was intended or not.

I've also noticed that on creature that do have the pet_exotic tag, they often get it assigned more than once.  Kinda odd.

EDIT:  Ahh, think I found at least part of the issue.  Neither of the pet tags don't seem to exist anywhere in the dat file, so unless they're hard coded, nothing should be tamable by default.  Not sure how I'm even getting creatures with pet tags, so there must be some default settings that are hard-coded.

I think as a nice work-around for those who want a larger percentage of the creatures to be tamable, changing the intelligence check to have a large chance of pulling in the pet_exotic tag. It'll look kinda like this:

Code: [Select]
![PET_EXOTIC];650
?[PET_EXOTIC][TRAINABLE];100
?[PET_EXOTIC][TRAINABLE][MOUNT_EXOTIC];50

Of course tweaking them to whatever percentages you feel is right.  Given that such a large percentage of creatures in the vanilla game are at least tamable, my feeling is that 75% is fair.  10% trainable might be a little generous, so scaling that back to 5% might be better.

EDIT EDIT:  That's not really working how I'd like.  Think I'll play around in the KPL and see if I can just add a check late in the creature creation that removes any pet tags if any of the intelligent tags exist.

EDIT EDIT EDIT: AHA!  Found the issue by peaking in the KPL.  Looks like tamability is only set to megabeasts and semi_megabeasts, but not otherwise checked in the hard code other than to remove it from sentient creatures.  Since it's also not in the randdata.txt file by default, the flag will never be populated to normal creatures.

Since sentient creatures automatically get the taming flags removed, that simplifies things greatly, so I adjusted the bits above.

Now to see if I can figure out why the program crashes every time it tries to generate a civilization.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Talvieno on June 14, 2013, 10:53:51 am
Sorry about the delayed response - I lost access for a while.

This mod is a wonderful thing and I am eagerly looking forward to new creatures showing up. But in my perusal of the randomly generated ones, I found this little guy, so here are his raws:
-snip-
Thanks! I'll be able to add a few new lines here and there to try to prevent this from happening again. Basically it means it added too many parts that didn't have descriptions attached to them, and wasn't left with enough ways to describe the creature.

Newb question:

Can I make my dwarves use a language generated by LangCreate?
Definitely, without a doubt. It's very simple, really - take the language you gen and replace the regular dwarf language file with it.

Been playing with this and I think it's a neat idea.  I'll have to play with the randdat.txt and see what that's all about.  Vanilla of the creature generation seems a little unforgiving with how often it assigns the pet_exotic tag.  Seems to be around 1% of the time.  Not sure if this was intended or not.

I've also noticed that on creature that do have the pet_exotic tag, they often get it assigned more than once.  Kinda odd.

EDIT:  Ahh, think I found at least part of the issue.  Neither of the pet tags don't seem to exist anywhere in the dat file, so unless they're hard coded, nothing should be tamable by default.  Not sure how I'm even getting creatures with pet tags, so there must be some default settings that are hard-coded.

I think as a nice work-around for those who want a larger percentage of the creatures to be tamable, changing the intelligence check to have a large chance of pulling in the pet_exotic tag. It'll look kinda like this:

Code: [Select]
![PET_EXOTIC];650
?[PET_EXOTIC][TRAINABLE];100
?[PET_EXOTIC][TRAINABLE][MOUNT_EXOTIC];50

Of course tweaking them to whatever percentages you feel is right.  Given that such a large percentage of creatures in the vanilla game are at least tamable, my feeling is that 75% is fair.  10% trainable might be a little generous, so scaling that back to 5% might be better.

EDIT EDIT:  That's not really working how I'd like.  Think I'll play around in the KPL and see if I can just add a check late in the creature creation that removes any pet tags if any of the intelligent tags exist.

EDIT EDIT EDIT: AHA!  Found the issue by peaking in the KPL.  Looks like tamability is only set to megabeasts and semi_megabeasts, but not otherwise checked in the hard code other than to remove it from sentient creatures.  Since it's also not in the randdata.txt file by default, the flag will never be populated to normal creatures.

Since sentient creatures automatically get the taming flags removed, that simplifies things greatly, so I adjusted the bits above.

Now to see if I can figure out why the program crashes every time it tries to generate a civilization.
For poking around in the *.kpl file, you have my respect. :P +1 to you, my friend. However, the *.kpl isn't a script - just the source code. The program itself runs without it and doesn't actually need it at all, so changing stuff in it won't help much... I applaud you all the same, though.

So, if I understand what you're saying right, it's impossible to tame most creatures?  ??? That's a bit surprising to me, as I seem to recall making sure that you could by testing it myself... I'll have to look into it. I also thought that it was possible to add the tags in the randdat.txt file.

As to the crashing civs, I'd say you extracted the program into the wrong folder. It needs to be extracted into the raws folder (not a folder in the raws folder, but the raws folder) so that it can read from the language symbol file.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: sculleywr on June 24, 2013, 02:38:31 am
Umm, I'm having an issue that the program crashes when a civ-worthy creature is made. :/
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Thuellai on June 24, 2013, 04:55:53 am
Having the issue sculleywr described, where it crashes when an entity-critter is made

Also, I'd love it if you included some way to force it to gen mega/semimegabeasts, just so I can fill those out - got lots of normal critters now thanks to this!  Neat toy.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Talvieno on July 09, 2013, 03:08:52 am
From my last post:
Quote
As to the crashing civs, I'd say you extracted the program into the wrong folder. It needs to be extracted into the raws folder (not a folder in the raws folder, but the raws folder) so that it can read from the language symbol file.

In other words, extract the files themselves into the raws. The txts should be placed with the other txts in the raws, as should the exe. This is so that they can be read ingame, AND so that the program can read from the language_SYM.txt file. It uses it to gen civ languages. If you do it right, all you have to do is run the program and everything gets put in the right place.

As to the mega/semimegabeasts - that could be done pretty easily - I'll add it to the next version.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Argantyr on July 23, 2013, 05:26:29 pm
I actually had that problem myself, the reason why it crashed for me was because I thought the Race generator was a stand alone deal, and not requiring the language generator.


Also, where do you want those raws, Talvieno? Just genned up 1000 race entities, and got a few for you to look at?
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: howitended on August 21, 2013, 08:41:02 pm
I want to try this, but my antivirus insists there's a trojan in it.  ???
I'd assume a false-positive but it's still a deterrent.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: MasterMorality on August 26, 2013, 07:34:31 am
Anyone got any recent version raws with Civs?
I've been playing around with the old files uploaded by Reudh back in February, and it's awesome. 
Unable to actually do it myself, unfortunately.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Snow Gibbon on August 26, 2013, 08:07:03 am
Posting to follow. Great stuff!
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Meph on August 28, 2013, 06:00:50 am
Nice to see that you are still working on this, even if you have little free time.

I did find these in an errorlog a while back:
Code: [Select]
*** Error(s) found in the file "data/save/crash v3g/raw/objects/creature_random_rc.txt"
CREATURE_1UIHEAXII_RC:Body Token Recognized But Could Not Connect: 3TOES_FQ_REG
CREATURE_1OUGEUAAM_RC:Attack SCRATCH seems to have correct format but could not find proper BPs in any caste, so not added
CREATURE_1VXHUFWOM_RC:Attack BITE seems to have correct format but could not find proper BPs in any caste, so not added
CREATURE_1FZQUUEJA_RC Color Mod Ending With (BLACK,1) Was Not Used
CREATURE_1LBXMNTFA_RC:Attack CLAW seems to have correct format but could not find proper BPs in any caste, so not added

Maybe it helps to narrow down on remaining bugs.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Talvieno on August 30, 2013, 03:27:39 pm
I lost access to the forums for a while, but I'm back now.

I actually had that problem myself, the reason why it crashed for me was because I thought the Race generator was a stand alone deal, and not requiring the language generator.


Also, where do you want those raws, Talvieno? Just genned up 1000 race entities, and got a few for you to look at?
It doesn't require the language generator - it just requires you extract the files in the correct place, really. Here's an explanation pic:
Spoiler (click to show/hide)
If you put the files in the raws like that, it'll work - provided you aren't using Wine, unfortunately. :\
As to the raws - just stick them in a spoiler here. That's what the thread is for, more or less - questions, comments, suggestions, and bugfixing. And requests on occasion.

I want to try this, but my antivirus insists there's a trojan in it.  ???
I'd assume a false-positive but it's still a deterrent.
I guarantee no trojans. If you're running it with Meph's Masterwork mod (great stuff, by the way), then I can explain it: Masterwork opens the RandCreatures *.exe by itself, and some antiviruses look at that and go, "TROJAN!!!" - programs don't usually start up on their own, right? Some antiviruses catch that. Others look farther and see that you pushed a button that made it open. And still others don't notice it at all. But there are no trojans here. :P

@ Meph: Yeah, the FQ_REG and RQ_REG bodyparts have given me a lot of trouble. I was trying to include all the bodyparts to allow for maximum randomization, without inserting any of my own, so it could work with whatever mods a person had installed - maximum compatibility. Unfortunately, FQ_REG and RQ_REG tend to screw things up, as they're toes (or fingers) that are labeled as fingers (or toes), respectively. As my program operates by reading strings, it tends to really, really screw it up. I can work around it, but it'll require hardcoding exceptions, which I didn't really want to do.

@ MasterMorality: Here you go! Eleven randomly-generated civs. (http://dffd.wimbli.com/file.php?id=7947)
Spoiler (click to show/hide)

And thanks for the compliments, guys! Always nice to know it's appreciated, and helps spur me onwards some.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: howitended on August 30, 2013, 06:41:05 pm
I figured my AV saw that it was capable of making a new file with things it pulled from another file (none of which are signed by a trusted company) and panicked.

I gave it a shot and I really like it, some of the custom races are so good it's hard to believe they're randomized until I notice a couple of random traits that don't fit them. (for example: I had it gen a sentient race of monsters who have huge fangs and like to play dead until a victim gets near that happened to be too small to really hurt anybody)

I've gotta say I wish there was a chance of some things having venom, syndromes, metal skin, etc.

Maybe a 'forgotten beast-trait' button/ checkbox? It'd keep people who don't want a bunch of diamond-skinned, venomous, winged giant frogs roaming their worlds happy; and those of us who'd WANT that kinda thing could have it.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: BoredVirulence on August 30, 2013, 09:45:18 pm
Maybe a 'forgotten beast-trait' button/ checkbox? It'd keep people who don't want a bunch of diamond-skinned, venomous, winged giant frogs roaming their worlds happy; and those of us who'd WANT that kinda thing could have it.
It would be better if we could force such traits to be limited. Perhaps a max value and min value, forcing "forgotten beast traits" to a certain percentage. Then you could have whole worlds with ridiculous traits, or perhaps only 1%.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Snow Gibbon on August 31, 2013, 05:05:15 am
Is there a limit to the amount of words you can input for the Language creator?
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: MasterMorality on August 31, 2013, 07:43:57 am

@ MasterMorality: Here you go! Eleven randomly-generated civs. (http://dffd.wimbli.com/file.php?id=7947)
Spoiler (click to show/hide)



You're awesome! Thank you very much!

Edit:
Looking through it, very briefly, I'd suggest you add [active_season] tags to the entities. I know this is mostly for adventure mode, but it can't help to allow them to show up in Fortress mode, too.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: howitended on August 31, 2013, 07:20:21 pm
It would be better if we could force such traits to be limited. Perhaps a max value and min value, forcing "forgotten beast traits" to a certain percentage. Then you could have whole worlds with ridiculous traits, or perhaps only 1%.

Now that you mention it, a checkbox to open up a gui with sliders for various FB traits would be great.
But he's doing this in his free time and I'd hate to ask that of him. I'm considering doing a clean install and removing just about every animal in the vanilla raws, then genning about 700 things with this and seeing how that goes. I'm just thinking it might do a lot of weird stuff in worldgen.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Talvieno on September 02, 2013, 01:46:29 am

@ MasterMorality: Here you go! Eleven randomly-generated civs. (http://dffd.wimbli.com/file.php?id=7947)
Spoiler (click to show/hide)


You're awesome! Thank you very much!

Edit:
Looking through it, very briefly, I'd suggest you add [active_season] tags to the entities. I know this is mostly for adventure mode, but it can't help to allow them to show up in Fortress mode, too.


Heh, I must've genned it with the wrong version... the previous version was missing the line to insert the seasonal code in the raws. I'll upload a new one.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: howitended on September 04, 2013, 07:50:05 pm
Any plans for a linux version? Or have you, and I'm just not seeing it?
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Lord_lemonpie on September 21, 2013, 01:43:34 pm
I really love the idea of the Creature Generator, and i have really enjoyed LangCreate, but for some reason, the creature generator doesn't work for me. Everytime i try to generate creatures, it just stops at the given amount of creatures and does nothing, am I doing something wrong?
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Bralbaard on October 04, 2013, 02:56:32 am
You can just close the program when it reached the end, it should have prepared all the files.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Lord_lemonpie on October 05, 2013, 04:01:51 am
You can just close the program when it reached the end, it should have prepared all the files.
I assume that the randomly generated creatures go in the creature_random_rc file
If that is the case it isn't working for me, because it doesn't contain anything.  :(
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Covenant Ringthane on October 18, 2013, 10:43:53 am
PTW.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: The Enigmatic L on October 18, 2013, 02:35:50 pm
I used this for the first time and I'm super happy now!! I'm playing as an adventurer of a race that has seven heads, six arms,two feet, two flippers, and a tail. It walks on it's feet as well as four of it's arms (figured this out because four arms have the ability to kick) and I imagine it uses its flippers and tails for added balance. It took forever, but I finally managed to get a helmet for each head, a gauntlet for each arm, a chestplate, and some boots. Good lord is it heavy, but I imagine my guy looks like a huge metal freak of nature, hahaha! I wish there was a draw-this thread for this mod. Some of the creatures that come out of this mod are WAY more interesting than a lot of forgotten beasts. One of my first encounters? A gigantic four armed gorilla with gigantic mandibles! Holy shit that would look so freaking sweet!

Thanks for making this mod! It's awesome!!!
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Bihlbo on October 18, 2013, 05:31:27 pm
Holy krundles this is awesome! Why aren't people sharing their languages?

What's the best way to do that? 4000 characters is an easy limit to reach if I post the raw text.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Lord_lemonpie on October 19, 2013, 05:50:33 am
Holy krundles this is awesome! Why aren't people sharing their languages?

What's the best way to do that? 4000 characters is an easy limit to reach if I post the raw text.
Probably DF file depot.

Since the creature generator doesn't work for me, can anyone generate 600ish creatures for me? thank you very much!
EDIT: for some reason it works now :D yaay
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: miauw62 on October 19, 2013, 06:06:46 am
Pastebin would be a good way to share it.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Urist Mc Dwarf on October 19, 2013, 08:29:50 am
whenever I gen a civ. RandCreatures crashes. Help?
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Grey Goo on October 19, 2013, 06:09:25 pm
Hm, you not happen to have language mixer instead? Something which instead of randomly generating from source something, mixes two or more sources together to create language. How this is different from randomly generated languages? Any word can have true meaning if mixed from two words meaning same thing. Also if doned right, it may much more eerie than just random syllables. Because they may look familiar and yet one can't really read them...
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: ZubatZubatZubat on October 22, 2013, 10:29:18 pm
whenever I gen a civ. RandCreatures crashes. Help?

I have the same problem.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: cyberTripping on December 19, 2013, 06:49:27 pm
I was wondering how to make random civs controllable? I want to be one of the randomly generated civs in adventure mode, but I don't know how. They are existant in the world I'm attempting this in, for reference.

Edit: Just noticed my acts of wagonurgy necromancy, sorry. I also figured it out after making this post.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Bihlbo on June 25, 2014, 04:14:05 pm
Because I wanted it from others, maybe you will enjoy these language files I made based on real world languages. I haven't used but a dozen or so words, so if you are quite familiar with the base language please don't expect something that holds up to your scrutiny.

Basque: http://pastebin.com/WeYJ8YQ5
Cherokee: http://pastebin.com/UFzkvFxT
Fijian: http://pastebin.com/gBQKB3VN
Helgoland (Frisian): http://pastebin.com/ST9x8zKP
Kiche: http://pastebin.com/cecM5G0C
Korean: http://pastebin.com/aFUvbQPC
Latin: http://pastebin.com/4NGpKcGa
Nahuatl: http://pastebin.com/vqLwn24c
Old Turkic: http://pastebin.com/2TTepPXj
Yi: http://pastebin.com/5BWhUXNf

"Urist" in each:

Basque: gieduzute
Cherokee: aladile
Fijian: yeitodo
Helgoland (Frisian): sellen
Kiche: ye-lel
Korean: jongseomyeoro (the set with the longest words by far)
Latin: cinsomus
Nahuatl: qecatipuin
Old Turkic: tiglizi
Yi: qupp (the set with the shortest words)
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: deepfreeze78 on June 25, 2014, 08:28:58 pm
This is so cool, hope it continues to get updates, and hope that RandCreatures works right now. I'm testing it in just a second.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Hexatona on July 16, 2014, 12:49:19 pm
I've got a question.  I tried making one of the generated civilizations playable in dwarf fortress.  It seemed to have most of the stuff it needed.

However, when I started the fort, and gave the labors, and I had picks...  but nobody's picking up their picks and digging.  I don't know a whole heck of a lot about modding, but it seemed like they could grasp.  In adventure mode, they can equip stuff fine.  Their diggable tool is picks.  Any thoughts?

Oh, i thought I should add in the details.
Entity:
Spoiler (click to show/hide)

and Creature
Spoiler (click to show/hide)
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: deepfreeze78 on July 16, 2014, 06:31:29 pm
I don't think that it has anything to grab the picks with. No arms.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Hexatona on July 17, 2014, 09:36:27 am
I don't think that it has anything to grab the picks with. No arms.

No, it definitely has arms.  It says it can equip, is intelligent.  I'm in adventure mode right now.  upper lower body, head, two arms, two legs, tail.  Holdin sword.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Knight Otu on July 17, 2014, 09:53:07 am
They are too small to equip picks (and probably other weapons). They are roughly size 15000, while picks have a minimum size of 42500. You can go into the item_weapons.txt file to reduce the MINIMUM_SIZE number of any weapons you want them to use to around 10000 or 7500 if you don't want to create tanda versions of weapons. Then it should work.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Swonnrr on July 17, 2014, 10:06:11 am
whenever I gen a civ. RandCreatures crashes. Help?

I have the same problem.

Same thing.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Hexatona on July 17, 2014, 10:31:07 am
They are too small to equip picks (and probably other weapons). They are roughly size 15000, while picks have a minimum size of 42500. You can go into the item_weapons.txt file to reduce the MINIMUM_SIZE number of any weapons you want them to use to around 10000 or 7500 if you don't want to create tanda versions of weapons. Then it should work.

Awesome!  Yeah, I never would have figured that out.  *dashingly bows and twirls feathery hat*  I salute you, kind sir, for your modding knowledge.

Kinda hilarious that their size is so small, but their description says they crush the ground beneath them!
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: deepfreeze78 on July 17, 2014, 11:35:55 am
Oh I guess that's what humanoid joints is. I thought that just affected what was already there by placing the right joints. My bad.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Hexatona on July 18, 2014, 12:20:25 pm
The Tanda Fortress went surprisingly well, and added some nice difficulty.  I wanted to do the bare minimum to make them civ_playable, so I added the controllable tag, and increased their adult size to 80000 so they could use weapons, although it looks like it takes a while to become an adult.

For one, they have no trade of wood at all, indoor or outdoor.  Only outdoor farming.  They cannot make several key crafts, like nest boxes, or rock pots on their own.  If you want pots, you'll have to make them from clay.  Additionally, the only woodcutting weapon they have access to is a training axe - so, make that one of the things you make when you destroy the wagon.

They don't seem to need to drink alcohol.  BUT, they have zero nobles.  No broker, bookkeeper, manager...  These poor simple folk.

Sadly, lost the lot to necromancers in my second year, shortly after a wedding reception.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: heydude6 on July 27, 2014, 02:11:31 pm
so i just tried this mod and it generated this hilarious civilization

they are called the macempan and after looking at their raws i found something hilarious.

Okay so their ethics are this
                                      [ETHIC:EAT_SAPIENT_KILL:ONLY_IF_SANCTIONED]
                                      [ETHIC:EAT_SAPIENT_OTHER:PUNISH_SERIOUS]
                                      [ETHIC:KILL_ANIMAL:PUNISH_EXILE]
                                      [ETHIC:KILL_ENEMY:MISGUIDED]
                                      [ETHIC:KILL_PLANT:PUNISH_CAPITAL]

So basically what this means is that they are not allowed to farm because of [ETHIC:KILL_PLANT:PUNISH_CAPITAL], They aren't allowed to hunt because
of [ETHIC:KILL_ANIMAL:PUNISH_EXILE], What i see is that the only way they will be able to get any food is if they invade other civilizations and eat the former inhabitants.

Should i report this as a bug?

i haven't tested them in worldgen yet though so maybe i'll see how they turn out

Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Awessum Possum on July 27, 2014, 10:05:05 pm
So is RandCreatures compatible with 40.XX?

EDIT:Nope, looks like it isn't. If I have both Creatures_Random and Entity_Random it will crash at the end of placing civilizations. If I remove the entity file it will go a few years most times before crashing again.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Argantyr on July 29, 2014, 11:50:38 am
Alright, revisiting this - going to attempt to gen a load of civs and manually integrate the results with the newest version. I will edit/post if I am successful.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Talvieno on August 01, 2014, 10:42:15 pm
Heyaa. No, RandCreatures shouldn't work for 40.xx. I'm not going to rewrite them in the same language, though - I'm thinking Java might be a better idea. I'd be able to write it up to work well not just on PC, but Mac and Linux as well. But I do plan to update. :) Sorry I disappeared from the thread for a bit - I didn't realize people were still posting here. If I ever disappear from here for a while, feel totally free to PM me, and I'll likely show back up. :P

Edit: Wow, it's been a long time since I stopped in here. I feel bad now.  :-\ I guess as a minor plus in another area, I feel comfortable with the 40.xx raws and I think I can pull off rewriting RandCreatures a bit better than before - with the bugs fixed, too.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Fat Friar on August 02, 2014, 03:44:18 pm
Wow, this rules. In addition to DF, I'm going to be using LangCreate to make flavorful, but consistent names for people and places in my D&D campaign.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (RandCreatures updated)
Post by: Hexatona on August 05, 2014, 10:55:38 am
Yeah Tal, totally do.  I love these utilities.

I made a made up language for dwarves called HERPDERP once.  It was glorious.  I made some others based on icelandic, old norse, the names of the valkyries, and even tried hyrulean.

And the random creatures really add some nice variety to the vanilla experience.  If I'm playing masterwork or 34 vanilla, I always run randcreatures first.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (for 34.xx, being updated)
Post by: Talvieno on August 13, 2014, 10:47:28 am
Update on the progress. I'm extracting most of RandCreatures to a sort of  scripting language, based off of Toady's raws. It feels messy and clunky at the moment. My goal is really just to get more of the data out of the core program so people can customize what they get more easily. I'll also (hopefully) be adding fish. :P And potentially creatures that poison you to death (cute and tiny optional).

Here's the megabeast code:
Code: [Select]
[IF:%RND:0:33%:1] 1in 33 chance of adding next stuff
[TAG_ADD:{CANOPENDOORS}{EQUIPS}{INTELLIGENT}] 1 in 33 chance of possible free civ. {these brackets} are converted to the standard raw type as the actual file is compiled.
[CAN_OPEN_DOORS] set value to true, same for next two
[EQUIPS]
[INTELLIGENT]
Megabeasts and semimegabeasts come next. Their stuff is just easier to add earlier on.
[ELSEIF:%RND:1:100%:1] 1 in 100 chance of a semimegabeast, after the 1 in 33 chance of a new civ.
[CAN_CIV:FALSE]
[SEMI]
[TAG_ADD:{SEMIMEGABEAST}{DIFFICULTY:5}]
[TAG_ADD: {ATTACK_TRIGGER:50:5000:50000}]
[TAG_ADD:{CAN_LEARN}{CAN_SPEAK}{CANOPENDOORS}{EQUIPS}{FANCIFUL}]
[TAG_ADD:{BUILDINGDESTROYER:2}]
[INT:L1:%RND:2:6%] defining a new integer. These are messily done. Careful with them.
[FOR:i:1:L1] for i = 1 to L1, or for (i=1;i<L1;i++); for java coders
[TAG_ADD:{SPHERE:%RANDOM_SPHERE%}]adds a random sphere.
[X] end if/end loop tag. empty lines can be used too. Comment lines don't count.
[IF:%RND:1:4%:<>:1]if random number between 1 and 4 is not 1
[TAG_ADD:{LAIR:SIMPLE_BURROW:100}] you're a little nothing.
[ELSE] the else script tag thing. If this is called, then YAUR A MINOTAUR type beast.
[TAG_ADD:{PERSONALITY:BRAVERY:75:90:100]{NATURAL_SKILL:WRESTLING:6}
[TAG_ADD:{NATURAL_SKILL:WRESTLING:6}]
[TAG_ADD:{NATURAL_SKILL:BITE:3}]
[TAG_ADD:{NATURAL_SKILL:GRASP_STRIKE:6}]
[TAG_ADD:{NATURAL_SKILL:STANCE_STRIKE:6}]
[TAG_ADD:{NATURAL_SKILL:MELEE_COMBAT:8}]
[TAG_ADD:{NATURAL_SKILL:DODGING:6}]
[TAG_ADD:{NATURAL_SKILL:AXE:8}]
[TAG_ADD:{NATURAL_SKILL:SWORD:8}]
[TAG_ADD:{NATURAL_SKILL:DAGGER:8}]
[TAG_ADD:{NATURAL_SKILL:PIKE:8}]
[TAG_ADD:{NATURAL_SKILL:MACE:8}]
[TAG_ADD:{NATURAL_SKILL:HAMMER:8}]
[TAG_ADD:{NATURAL_SKILL:WHIP:8}]
[TAG_ADD:{NATURAL_SKILL:SPEAR:8}]
[TAG_ADD:{NATURAL_SKILL:SITUATIONAL_AWARENESS:12}]
[TAG_ADD:{PHYS_ATT_RANGE:STRENGTH:1000:1100:1150:1250:1350:1550:2250}]
[TAG_ADD:{PHYS_ATT_RANGE:TOUGHNESS:1000:1100:1150:1250:1350:1550:2250}]
[TAG_ADD:{PHYS_ATT_RANGE:AGILITY:1000:1100:1150:1250:1350:1550:2250}]
[TAG_ADD:{PHYS_ATT_RANGE:ENDURANCE:1000:1100:1150:1250:1350:1550:2250}]
[TAG_ADD:{PHYS_ATT_RANGE:RECUPERATION:1000:1100:1150:1250:1350:1550:2250}]
[TAG_ADD:{PHYS_ATT_RANGE:DISEASE_RESISTANCE:1000:1100:1150:1250:1350:1550:2250}]
[TAG_ADD:{MENT_ATT_RANGE:FOCUS:1000:1100:1150:1250:1350:1550:2250}]
[TAG_ADD:{MENT_ATT_RANGE:WILLPOWER:1000:1100:1150:1250:1350:1550:2250}]
[TAG_ADD:{MENT_ATT_RANGE:MEMORY:2000:2100:2150:2250:2350:2550:3250}]
[TAG_ADD:{MENT_ATT_RANGE:SPATIAL_SENSE:2000:2100:2150:2250:2350:2550:3250}]
[TAG_ADD:{MENT_ATT_RANGE:KINESTHETIC_SENSE:1000:1100:1150:1250:1350:1550:2250}]
[TAG_ADD:{LAIR:LABYRINTH:100}]
[TAG_ADD:{LAIR_HUNTER}]
[TAG_ADD:{LAIR_HUNTER_SPEECH:lair_hunter_minotaur.txt}]
[TAG_ADD:{HABIT_NUM:TEST_ALL}]
[TAG_ADD:{HABIT:GRIND_BONE_MEAL:100}]
[TAG_ADD:{HABIT:EAT_BONE_PORRIDGE:100}]
[TAG_ADD:{HABIT:USE_ANY_MELEE_WEAPON:100}]this time, using a blank line to end the if/then, just to show how it works:

[ELSEIF:%RND:1:100%:1]1 in 100 megabeast... after civs and semimegabeasts.
greetings. this is your captain sspeaking. You are all screwed. Thank you for choosing Talv Airlines, and I bid you all a good day.
[CAN_CIV:FALSE] just to keep the big ol' brutes from making their own civs.
[IF:%RND:0:3:1]
[TAG_ADD:{MEGABEAST}{DIFFICULTY:15}] 11 or higher doesn't get assigne in adv mode quests.
[ELSE]
[TAG_ADD:{MEGABEAST}{DIFFICULTY:10}]
[X]
[TAG_ADD: {ATTACK_TRIGGER:80:10000:100000}]
[TAG_ADD:{FANCIFUL}{LARGE_PREDATOR}{LIKES_FIGHTING}{NOFEAR}{NOEXERT}]
[TAG_ADD:{FREQUENCY:5}]
[TAG_ADD:{GRASSTRAMPLE:50}]
[TAG_ADD:{PETVALUE:10000}]
[TAG_ADD:{PET_EXOTIC}{TRAINABLE}{MOUNT_EXOTIC}]
[INT:L2:%RND:2:6%]
[FOR:i:1:L2]
[TAG_ADD:{SPHERE:%RANDOM_SPHERE%}] I'll show off by ending this with a blank line:

[IF:%RND:0:1%:1]
[TAG_ADD:{NOSTUN}{NOPAIN}]

[INT:X1:%RND:1:4%]
[IF:X1:1]
[TAG_ADD:{LAIR:WILDERNESS_LOCATION:100}]
[ELSEIF:X1:2]
[TAG_ADD:{LAIR:SHRINE:100}]
[ELSE]
[TAG_ADD:{LAIR:SIMPLE_BURROW:100}]

[X1:%RND:1:4%] setting variables is easy.
First, a dash of dragon.
[IF:X1:1] I'll admit, though, using Toady's raws format is a bit messy with operators.
[TAG_ADD:{MENT_ATT_RANGE:WILLPOWER:3000:3500:3750:4000:4250:4500:5000}]
[TAG_ADD:{HABIT_NUM:TEST_ALL}]
[TAG_ADD:{HABIT:COLLECT_WEALTH:100}]
[TAG_ADD:{NATURAL_SKILL:BITE:6}]
[TAG_ADD:{NATURAL_SKILL:GRASP_STRIKE:6}]
[TAG_ADD:{NATURAL_SKILL:RANGED_COMBAT:6}]
[TAG_ADD:{NATURAL_SKILL:MELEE_COMBAT:6}]
[TAG_ADD:{NATURAL_SKILL:DODGING:6}]
[TAG_ADD:{NATURAL_SKILL:SITUATIONAL_AWARENESS:6}]
[ELSEIF:X1:2]A case of colossus.
don't do anything!
[ELSEIF:X1:3]A hint of hydra.
[TAG_ADD:{LAIR_HUNTER}]
[TAG_ADD:{NATURAL_SKILL:BITE:6}]
[TAG_ADD:{NATURAL_SKILL:GRASP_STRIKE:6}]
[TAG_ADD:{NATURAL_SKILL:MELEE_COMBAT:6}]
[TAG_ADD:{NATURAL_SKILL:DODGING:6}]
[TAG_ADD:{NATURAL_SKILL:SITUATIONAL_AWARENESS:6}]
[ELSE]A ray of roc.
[TAG_ADD:{HABIT_NUM:TEST_ALL}]
[TAG_ADD:{HABIT:GIANT_NEST:100}]
[TAG_ADD:{NATURAL_SKILL:BITE:6}]
[TAG_ADD:{NATURAL_SKILL:STANCE_STRIKE:6}]
[TAG_ADD:{NATURAL_SKILL:MELEE_COMBAT:6}]
[TAG_ADD:{NATURAL_SKILL:DODGING:6}]
[TAG_ADD:{NATURAL_SKILL:SITUATIONAL_AWARENESS:6}]
[X]
[INT:R:%RND:1:4%]
[IF:R:4] cue skyrim theme
[IS_FIRE_BREATHER]
[ADD_TAG:{CAN_DO_INTERACTION:MATERIAL_EMISSION}]
[ADD_TAG: {CDI:ADV_NAME:Breathe fire}]I am a servant of the secret fire
[ADD_TAG: {CDI:USAGE_HINT:ATTACK}]
[ADD_TAG: {CDI:BP_REQUIRED:BY_CATEGORY:MOUTH}]
[ADD_TAG: {CDI:FLOW:DRAGONFIRE}] Wielder of the flame of anor
[ADD_TAG: {CDI:TARGET:C:LINE_OF_SIGHT}]
[ADD_TAG: {CDI:TARGET_RANGE:C:15}]
[ADD_TAG: {CDI:MAX_TARGET_NUMBER:C:1}]
[ADD_TAG: {CDI:WAIT_PERIOD:50}]
[ADD_TAG:{FIREIMMUNE_SUPER}]
[ELSEIF:R:3] It's made of bronze.
[IS_BRONZE]
[ADD_TAG:{NOT_BUTCHERABLE}]
[X]
[X]
Open to suggestions.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (for 34.xx, being updated)
Post by: peter1 on August 16, 2014, 12:23:19 pm
I can't access dffd for some reason, do you have another download link for langcreate?
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (for 34.xx, being updated)
Post by: Talvieno on August 16, 2014, 03:57:34 pm
This link should hopefully work for you, Peter1. https://www.dropbox.com/s/rbu29oq4gwi8u3p/DFLangCreate.zip
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (for 34.xx, being updated)
Post by: peter1 on August 17, 2014, 11:49:09 am
It works, thanks!
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (for 34.xx, being updated)
Post by: Hexatona on August 18, 2014, 05:18:42 pm
:P And potentially creatures that poison you to death (cute and tiny optional).


domesticated poisonous fluffy wambler-alikes.  This is where this is going.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (for 34.xx, being updated)
Post by: Bralbaard on August 19, 2014, 01:25:05 pm
Great to hear that this will be updated. Can't wait.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (for 34.xx, being updated)
Post by: Azkanan on August 19, 2014, 01:45:34 pm
Ah... Anybody else crashing when RandCreatures makes a civ?
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (for 34.xx, being updated)
Post by: Talvieno on August 19, 2014, 01:57:21 pm
Ah... Anybody else crashing when RandCreatures makes a civ?
Randcreatures doesn't work with 40.xx yet. I'm rewriting it from the ground up for a number of reasons, among them:

1. Better language, more platforms - We had a lot of people having trouble with it running on Linux
2. More exported data - I'm building a simple scripting language based on DF's own raws so modders can mod in exactly what they want
3. Accessibility - Hopefully some of the data will be editable within the generator, but no promises here.
4. Smarter code - The new version is going to read directly from the vanilla raws (or whatever raws you want to link them to) to build bodies more intelligently and reliably.
5. No more file errors - a lot of people had the issue that they didn't put the files in the right folders and it wouldn't do anything. I hope to solve that.

and other reasons... but that's all I can think of off the top of my head.


:P And potentially creatures that poison you to death (cute and tiny optional).


domesticated poisonous fluffy wambler-alikes.  This is where this is going.
If you want bizarre/hilarious, I once made cats that exploded violently when attacked, giving the attacker a terrible necrosis of the entire body... and "bob-ombs" that walked around and exploded when you got close to them - they were capable of setting stuff on fire. I don't know if we'll see that - I try to stick as closely to vanilla as possible - but it'll be interesting. Lots of variety for sure. You'll probably be just as likely to see large poisonous monsters as tiny ones. I'm hoping to also make it so that by editing the files you can do pretty much whatever you want as far as poison goes... but we'll see.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (for 34.xx, being updated)
Post by: Meph on August 19, 2014, 04:35:17 pm
It would be quite simple to make several buttons instead of just "generate creatures"... one could be vanilla-like, another makes easy/medium/hard monsters, with different bodysizes and interactions and poisons. That way everyone gets what they want. :)
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (for 34.xx, being updated)
Post by: Vorthon on August 19, 2014, 04:51:20 pm
Oh hey, glad to see that this is being updated/revamped. Might actually do a reboot of that old failed LP of mine once it's ready. And the current stream of bugfix releases slow down. :u
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (for 34.xx, being updated)
Post by: Talvieno on August 23, 2014, 11:19:08 pm
It would be quite simple to make several buttons instead of just "generate creatures"... one could be vanilla-like, another makes easy/medium/hard monsters, with different bodysizes and interactions and poisons. That way everyone gets what they want. :)
Okay. This greatly intrigues me. It would be difficult, though, to accurately gauge creature difficulty... there are so many variables involved it's just... hrm. I think I could come up with something, but it would be messy. I wouldn't be satisfied with just bodysizes and poisons.

Vanilla-like monsters, it already (mostly) gens... but I think I see what you mean. Carp, I'm going to be awake all night trying to get this figured out...

For hardcore modders: what I have of the DF Rand Create scripting stuff: http://pastebin.com/pUbGwYfJ    Still taking suggestions.

Oh hey, glad to see that this is being updated/revamped. Might actually do a reboot of that old failed LP of mine once it's ready. And the current stream of bugfix releases slow down. :u
Yeah, I was watching that - felt a little sad to see it peter out like it did. Ah well, though - if you do turn it into a really good LP, I'll post a link in the thread.

I'm actually considering making a new thread, or moving this one to the utility forum.


Edit: new work: In the 34.xx version, runspeed and monetary values were randomly assigned... I think this time around I'm going to try to pick the raws apart and produce an algorithm to pseudo-intelligently calculate appropriate, believable values for each. It'll be a slow process but at least it'll look better.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (for 34.xx, being updated)
Post by: Vorthon on August 24, 2014, 07:13:24 pm
Yeah, it kinda died out because I had a falling out with my stepdad (Which has since been patched up, thankfully. we seem to get along better if we spend less time around each other.) and wound up moving in with my grandmother. By the time I'd calmed down enough to get back to it, I had another project on the go and it kinda... fell by the wayside.

Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (for 34.xx, being updated)
Post by: TD1 on September 01, 2014, 01:25:28 pm
Ptw
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (for 34.xx, being updated)
Post by: Talvieno on September 01, 2014, 01:49:35 pm
Update.

http://pastebin.com/LbrFeVwS

The script itself is mostly done (3500+ lines of code), minus the civ work. After this I just have to write a program that can read it and pull it all together into a list of however many creatures you want. Gaits are given intelligently like I wanted, biomes match stuff pretty well, creatures can poison you... it looks good so far. The program itself is going to be the hard part.

Working on updating teh Lolmod for Apiks and co. at the moment, but will continue soon after.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (for 34.xx, being updated)
Post by: Lord Dalek on September 09, 2014, 07:24:41 pm
I really hope you make special characters usable. Partly because of my fantasy writing (DF is shockingly good inspiration), I use a lot of fake languages. And normal english letters are kinda boring. Anyways, great work on both.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (for 34.xx, being updated)
Post by: Talvieno on September 09, 2014, 07:42:49 pm
I can try. The main issue with special characters is that I have to assign them all values beforehand - i.e. an integer that says whether they're a consonant, a vowel, or both in special circumstances (e.g. "y"). It's doable, though, if I use Java.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (for 34.xx, being updated)
Post by: Meph on September 09, 2014, 10:36:26 pm
Nice seeing the progress towards 40.x. One more utility that I can keep in the end. :)
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (for 34.xx, being updated)
Post by: Talvieno on September 12, 2014, 10:28:09 am
Yep, work is still ongoing. I've almost completely finished the script, and the parser for it reads almost everything at this point - just a couple tokens left to add. The parser for Toady's bodypart raws is done - the program can read BP raws now. What this means for modders: RandCreatures will be able to read your custom-made bodyparts and attach them appropriately. The entire thing is, as of right now, exactly 256 kb in size (code + script). That's about 50k words' worth of programming code. (I like numbers.)

edit: genned the first [BODY: tokens today. debug logs:

Spoiler (click to show/hide)
Obviously it still needs a bit of work, but I'm getting there. The above, in body token form, ought to work - everything ought to be in the right order.

The downside is that genning creatures is going to take more than a few seconds.

Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (for 34.xx, being updated)
Post by: Baffler on September 13, 2014, 12:34:14 am
I've been having quite a bit of difficulty getting LangCreate to work properly. The first time I tried using it, it simply crashed (I think I forgot to end a word in a vowel) but I tried twice more with all of the parameters met. Both times it created an empty text file, and froze up. I let it sit for nearly 4 hours, and it still hadn't done anything but create that text file. Does it just work slowly, or did I do something wrong? I extracted the .zip onto my desktop and ran it out of the folder.
Title: Re: LangCreate 1.0 and RandCreatures 0.2.0 (for 34.xx, being updated)
Post by: Talvieno on September 13, 2014, 12:57:11 am
I've been having quite a bit of difficulty getting LangCreate to work properly. The first time I tried using it, it simply crashed (I think I forgot to end a word in a vowel) but I tried twice more with all of the parameters met. Both times it created an empty text file, and froze up. I let it sit for nearly 4 hours, and it still hadn't done anything but create that text file. Does it just work slowly, or did I do something wrong? I extracted the .zip onto my desktop and ran it out of the folder.
That's strange... what operating system are you running it on? No, it should've been done in the blink of an eye, really. The empty text file means it created the file but didn't write to it...

Edit: Ohhhhh. Try extracting it into the DF raws folder. See how that works out. It reads the default DF raws when it gens. This is probably your issue.
Title: Re: LangCreate (for v34 and v40) and RandCreatures (for v34, being updated)
Post by: Talvieno on September 13, 2014, 08:34:11 am
I moved this over here from DF Dwarf Mode Discussion. The primary reason for this is that now that I'm adding so much to it, it's really just as much for adventure mode as it is fortress mode. I don't feel keeping it there is justified anymore. Also... we have a Utilities board now. No reason at all to keep it where it was.

Here's a full update on the progress, as it's been about month since I started rewriting RandCreatures. All told, it's very roughly a third of the way done. Here's a fancy development list:
Title: Re: LangCreate (v34 and v40) and RandCreatures (v34, being rewritten)
Post by: Baffler on September 13, 2014, 12:52:37 pm
Success! I suspect it was having issues because I'd put spaces after the comma: "toady, one, ..." "instead of toady,one,..."

I ran it from the top level DF folder. The actual results are quite satisfying, by the way. Perfect for my purposes.
Title: Re: LangCreate (v34 and v40) and RandCreatures (v34, being rewritten)
Post by: Talvieno on September 13, 2014, 01:38:09 pm
All right, great. :) I'm glad you like it. Trimming whitespaces off the ends is something else I need to put on the list for implementing in the next version.
Title: Re: LangCreate (v34 and v40) and RandCreatures (v34, being rewritten)
Post by: Shazbot on September 19, 2014, 12:47:37 pm
My goblins now speak a horrendous mish-mash of English profanity. THANK YOU!
Title: Re: LangCreate (v34 and v40) and RandCreatures (v34, being rewritten)
Post by: Splint on September 19, 2014, 01:20:58 pm
My goblins now speak a horrendous mish-mash of English profanity. THANK YOU!

The concept of goblins only able to speak in various obscenities is very amusing.
Title: Re: LangCreate (v34 and v40) and RandCreatures (v34, being rewritten)
Post by: Bralbaard on October 12, 2014, 06:54:12 am
Just posting to say I am anxiously looking forward to this. I loved the 0.34 version.
Title: Re: LangCreate (v34 and v40) and RandCreatures (v34, being rewritten)
Post by: Hexatona on October 28, 2014, 02:08:19 pm
I think I get too much fun making languages with the LangCreate program.  I sometimes put crazy things in there to see what comes up.  The other day, I took my database of Videogames, took all their titles, stripped out all the words, got rid of those with less than 5 letters, and chose 200 random words to make a language out of.  Turned out really well!

Then I made a few different Patapon Languages, each with successively more words from the game.  The simplest looks the most like patapon, but the words are enormous - a full 2 times longer than normal.  The middle one is slightly better, and still looks just like patapon.  The full list kinda messes it up a bit.

I was even inspired enough to translate all the dwarven words into Al-Bhed.
Title: Re: LangCreate (v34 and v40) and RandCreatures (v34, being rewritten)
Post by: Scoops Novel on October 28, 2014, 03:58:31 pm
So, are there any real world language mods created using Langcreate?
Title: Re: LangCreate (v34 and v40) and RandCreatures (v34, being rewritten)
Post by: Putnam on October 30, 2014, 03:32:41 am
So, are there any real world language mods created using Langcreate?

That's not quite how it works. It's random generation based off of seed words, not... however that would work, unless I'm misunderstanding you.

Anyway, I came here to get the source to see how it's done and...

k-k-kids programming language?

I had never heard of this until today.
Title: Re: LangCreate (v34 and v40) and RandCreatures (v34, being rewritten)
Post by: Meph on October 30, 2014, 03:46:22 am
Just posting to say I am anxiously looking forward to this. I loved the 0.34 version.
I would like to add my voice to this. :)
Title: Re: LangCreate (v34 and v40) and RandCreatures (v34, being rewritten)
Post by: Scoops Novel on October 30, 2014, 08:21:58 am
So, are there any real world language mods created using Langcreate?

That's not quite how it works. It's random generation based off of seed words, not... however that would work, unless I'm misunderstanding you.

Anyway, I came here to get the source to see how it's done and...

k-k-kids programming language?

I had never heard of this until today.

Ah. So you couldn't use it as a base to plug in real languages? I mean if you're going to the trouble of random ones you may as well learn something real at the same time
Title: Re: LangCreate (v34 and v40) and RandCreatures (v34, being rewritten)
Post by: Hexatona on November 07, 2014, 06:41:19 pm
I'm sure there are DF Languages using real world languages.  Like, when I made my Albhed one, I just got all the dwarf words and ran them through an albed translator and put them back in.  No Lang Create.  But let's say you wanted something that sounded german or icelandic - or wanted a new language made from scratch or that sounds like some fake words you made up that you could use for a new creature you were modding.  That's what LangCreate does.  It takes apart words, learns their structure, and extrapolates a pseudo language for them.  Or it just makes one up on the spot.

If there isn't one for the language you want, this might help you:  http://dwarffortresswiki.org/index.php/DF2014:Utilities#Language_tools
Python language extraction and injection script
Title: Re: LangCreate (v34 and v40) and RandCreatures (v34, being rewritten)
Post by: Hexatona on December 10, 2014, 12:38:29 am
So, Tal, How's things goin?
Title: Re: LangCreate (v34 and v40) and RandCreatures (v34, being rewritten)
Post by: locustgate on January 27, 2015, 09:24:07 pm
OK. How do I just this I though it was java, but I keep getting that it isn't recognized.
Title: Re: LangCreate (v34 and v40) and RandCreatures (v34, being rewritten)
Post by: Hexatona on January 28, 2015, 08:27:43 pm
OK. How do I just this I though it was java, but I keep getting that it isn't recognized.

I found that a little hard to follow, but as far am I'm hearing, you're having trouble running LangCreate or RandCreatures?  What happens?
Title: Re: LangCreate (v34 and v40) and RandCreatures (v34, being rewritten)
Post by: locustgate on January 29, 2015, 09:33:35 pm
OK. How do I just this I though it was java, but I keep getting that it isn't recognized.

I found that a little hard to follow, but as far am I'm hearing, you're having trouble running LangCreate or RandCreatures?  What happens?

Langcreate, when I try to open it with Java se, I get a mdos screen that closes instantly. The file is also being recognized as a KPL file.
Title: Re: LangCreate (v34 and v40) and RandCreatures (v34, being rewritten)
Post by: Hexatona on February 13, 2015, 01:46:16 pm
OOOOh, okay, no.

langcreate\bin\DFLangCreate.exe

That's the file you're looking for.  It's not java - or at least you don't need anything special to run it, just a plain exe file.

It's actually written in something called Phrogram, which I had never head of before.
Title: Re: LangCreate (v34 and v40) and RandCreatures (v34, being rewritten)
Post by: Royal Flush on February 27, 2015, 03:08:20 am
I've apparently missed something.

I downloaded the file, extracted it into its own "LanguageCreate" folder, and when I go into Documents/LanguageCreate/bin/DFLangCreate.exe it just pops the program halfway open and immediately goes 'not responding'. Is there something else I need to have open for it to work properly like DFHack and Therapist do?

I tried running the DFLangCreate.exe.xml, and it installed 'Microsoft Visual Studio 2005 Tools for Applications', but that hasn't fixed the issue of it crashing on open, nor does opening the .xml give me anything but a blank grey page that I can't interact with, as if nothing's been loaded into it.

Edit: Tried running as administrator; no dice.

Was gonna use this to recode a thousand odd words into a mod's old language files. I really don't want to code, by hand, ~1400 words into eight languages myself...
Title: Re: LangCreate (v34 and v40) and RandCreatures (v34, being rewritten)
Post by: Hexatona on February 27, 2015, 01:40:48 pm
Hmm, no you don't need anything else open for it to work.  I'm not sure if it needs like .net installed or something.  You might want to try it on a different machine?  Or maybe your download got corrupted - try downloading the package again and running it?  Or maybe running in compatability mode?

I could always generate a few random languages for you if you'd like instead.
Title: Re: LangCreate (v34 and v40) and RandCreatures (v34, being rewritten)
Post by: Royal Flush on February 27, 2015, 06:24:54 pm
Figured out what I did. When I was looking through the folders in the zip, I accidentally only unzipped the 'bin' folder. Stupid me. It's working now.

File this under PEBKAC.
Title: Re: LangCreate (v34 and v40) and RandCreatures (v34, being rewritten)
Post by: Asin on June 19, 2020, 08:31:12 pm
I apologize for necroing this thread, but I would very much like to ask Talvieno if he/she could please update both LangCreate and RandCreatures. LangCreate's an excellent tool for making one of the most arduous tasks in building custom civs a snap! However, it is outdated as words like YOR have been corrected to YORE and there are totally new words that show up as blanks when pulled upon in naming menus and the like. RandCreatures is also nice, and the generation it does is also nice for making rather lively worlds. Yet it too is outdated and isn't able to take advantage of all the new tokens nor is it even compatible for this version of the game. Talvieno, I hope that you decide to come back to these projects of yours. They really are remarkably useful.
Title: Re: LangCreate (v34 and v40) and RandCreatures (v34, being rewritten)
Post by: Talvieno on June 21, 2020, 01:47:25 am
Hello! It's been a long while since I was here, it seems. Six years have flown by far too quickly. Thank you for summoning me back! :P

I've unfortunately lost the files I was working on regarding RandCreatures 2.0. I could potentially redo it from scratch, though, and I'm sure I could update the old RandCreatures to work with today's version. I've kept up with the changes to the RAWs. That would probably take some time, though, because I recall it being ludicrously complicated. (I've gotten a lot better with coding since then, though, so that might help.)

As to LangCreate, I could probably redo that from scratch with little difficulty - perhaps as a browser-based version, to help make sure everyone can use it. I seem to recall it only being Windows-friendly. Fixing that would probably come sooner than RandCreatures. I could stick it on my website somewhere.
Title: Re: LangCreate (v34 and v40) and RandCreatures (v34, being rewritten)
Post by: Zenoth on June 22, 2020, 02:33:49 am
Yes!, please Talvieno, an updated version of Rand Creatures and LangCreate would be great!
Title: Re: LangCreate (v34 and v40) and RandCreatures (v34, being rewritten)
Post by: tranquilham on September 08, 2020, 09:32:16 pm
what would be nice for a new LangCreate version is the ability to use something like Meph's Dictionary to generate words from; when i popped in the language_SYM text file, it crashed. though, that's probably due to it being old. oh well. good luck!
Title: Re: LangCreate (v34 and v40) and RandCreatures (v34, being rewritten)
Post by: Asin on November 04, 2020, 08:16:38 pm
Hello! It's been a long while since I was here, it seems. Six years have flown by far too quickly. Thank you for summoning me back! :P

...

As to LangCreate, I could probably redo that from scratch with little difficulty - perhaps as a browser-based version, to help make sure everyone can use it. I seem to recall it only being Windows-friendly. Fixing that would probably come sooner than RandCreatures. I could stick it on my website somewhere.

Yes, please, Talvieno. And you have a website? Could you perhaps link us the website, if possible?
Title: Re: LangCreate (v34 and v40) and RandCreatures (v34, being rewritten)
Post by: Solarspot on November 17, 2020, 01:41:41 pm
Huh.  FWIW, I have a 90% complete port of LangCreate to C# as it is...  Asked Talvieno about it several years ago.  If you're still interested in it, should I send you the nearly working C# port?

I had to import two .dll files from the original program, seemingly standard library parts for the KPL programming language, into the project to get it to run as decompiled C#.  I've nearly finished removing the dependency on it, but I guess the original KPL license is still applicable to... exactly one person here  :D

I'm also turning it into a command-line program while I'm at it, which should make Linux/Mac support easier.  That said, I'd have no idea how to do a web version of it, seeing as I still can't make heads or tails of the algorithm it implements  ::)

Really, the C# port was one part of my hoped for Java port.  Might still be, seeing as the CLI interface should let me test the two versions for identical behavior.
Title: Re: LangCreate (v34 and v40) and RandCreatures (v34, being rewritten)
Post by: Asin on November 17, 2020, 01:49:13 pm
Huh.  FWIW, I have a 90% complete port of LangCreate to C# as it is...  Asked Talvieno about it several years ago.  If you're still interested in it, should I send you the nearly working C# port?

I had to import two .dll files from the original program, seemingly standard library parts for the KPL programming language, into the project to get it to run as decompiled C#.  I've nearly finished removing the dependency on it, but I guess the original KPL license is still applicable to... exactly one person here  :D

I'm also turning it into a command-line program while I'm at it, which should make Linux/Mac support easier.  That said, I'd have no idea how to do a web version of it, seeing as I still can't make heads or tails of the algorithm it implements  ::)

Really, the C# port was one part of my hoped for Java port.  Might still be, seeing as the CLI interface should let me test the two versions for identical behavior.

Send away! Any new version of LangCreate would be nice!
Title: Re: LangCreate (v34 and v40) and RandCreatures (v34, being rewritten)
Post by: Solarspot on November 17, 2020, 02:25:11 pm
Oh.  I meant send it to Talvieno.  My big worry with sending it to anybody else is that nobody else really has (even implicit) permission to use the copyright on those KPL .dll files. (In other words, I've never really had a license to distribute those files...)  Especially if I want to make my build open-source, can't just pretend that company (would be) okay with it.  On the flip side, that company shut down about one year before I started working on my port.  So maybe I'm over worrying about it.  It's the same two .dll files used in the distribution of the original program.  A large chunk of my own effort has been trying to measure every tiny detail of the library functions it uses, so I can replace them.  Program itself hasn't changed an enormous amount.

Still, here was the first day I got it to run:
https://solarspot.netlify.app/post/little%20victories/ (https://solarspot.netlify.app/post/little%20victories/)

I wrote that blog post in...  I think 2016.  It almost exactly recreates the same screen as the original. Even by that point, the company who built KPL's compiler was...  1 or 2 years defunct.  Theoretically somebody else owns the copyrights to their standard library now.

I've got a CLI partly built, and it can use an input file instead of manual entry.  Other issues to fix before I show it to literally anybody else is removing personal names from the source-code  :-[
Title: Re: LangCreate (v34 and v40) and RandCreatures (v34)
Post by: Talvieno on July 21, 2021, 11:17:03 pm
I'm honestly mindblown that you put in so much work to reverse-engineer the thing. I didn't realize there was that much of an audience, hence why I've been dragging my feet and focusing on other things. (Also I'm extremely sorry about how late this response is.) I'll see if I can get a new version up on my site for people to use.

Yes, please, Talvieno. And you have a website? Could you perhaps link us the website, if possible?
Egads, I'm again sorry for the incredibly late reply. The past year kind of got away from me, and not in a good way. A lot of stuff happened. (For everyone, I think. Hurrah for 2020!) As to my site, it's here (https://talvieno.com), and I'll post again after I build a JS version of langcreate. JS is a lot of what I've been using lately anyway - that and python. but I think in this case it's probably most useful to use JS because then nobody has to download anything except the language file that gets created. I believe that's what I was thinking last year, too. I have about four different versions of the base program, so all it'll take is converting one of them.


(honestly, somehow I thought only a few months had passed since I replied here last, not a whole year.  :-\ )