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Dwarf Fortress => DF Modding => Topic started by: than402 on April 20, 2015, 04:06:24 pm

Title: Expanding Good Regions- taking suggestions
Post by: than402 on April 20, 2015, 04:06:24 pm
Hey. I want to make a mod to add more stuff to Good Regions

Evil regions are a popular challenge for single player and community forts, but Good regions are somewhat neglected by the community. Aside from unicorns and sun berries, there are simply not enough dangers or goodies to intrigue most players.

So my aim is to make Good regions better: richer, more unpredictable, more challenging.

Here's what I would like to include:

- new creatures to contest with your dwarves. maybe fey of some kind: weak to iron, very resistant to everything else and carrying harmful interactions. after all, there has to be some reason the other races avoid them like the plague in woldgen

-new megabeasts to fight, incuding treants and (huge) animal spirits

-new regional interactions, both beneficial and harmful

-new trees and plants. like the sun berries, their products will be more expensive than normal ones but some will require special processing. sometimes, processing them will be quite dangerous. in other occasions, processing them will be perfectly safe but they will be rare.

-possibly even some civ living exclusively on good regions, but I'm not sure about that one.

so, any suggestions?
Title: Re: Expanding Good Regions- taking suggestions
Post by: Naryar on April 20, 2015, 04:53:08 pm
-healing mists. Will of course heal the gobbos AND the dwarves,

-more plants. more sun berry lookalikes. a dye plant that grows in good regions as well.

-treants (semimegabeast),

-more fey, there are pixies and general fairies but the fey are very varied. seelie fey for good regions.

-while you're at it : unseelie fey for evil regions.

-Some of the weirder holy/good creatures : cherubim, buraqs, lamassu, shedu, phoenixes, shisas, kirin, etc.

-While you're at it go for evil creatures : barghests, wendigoes (will make evil glaciers even more fun), also things like various yokai.
Title: Re: Expanding Good Regions- taking suggestions
Post by: than402 on April 20, 2015, 05:14:41 pm
thank you for your suggestions, Naryar.

the healing mists might be tricky (the only way I can think of would be creature transformation, and that may result in a million pop ups about goblins and dwarves transforming). now, stuff for the evil regions never crossed my mind but now that you mention it I really wanna do it. And you know what would be a great unseelie megabeast?

https://www.youtube.com/watch?v=1JQpE7n6eUk

I don't know if I'll change the vanilla fairies and pixies (I probably will, or at least give them a purpose), but new, human sized and more traditional fairies are on the list. maybe two varieties, a seelie and an unseelie one with slight differences in appearance and interactions. I'm also thinking about making the treants drop special "treant wood". It will be valuable and you'll be able to make good quality armor sets out of it.
Title: Re: Expanding Good Regions- taking suggestions
Post by: TheFlame52 on April 20, 2015, 06:00:44 pm
Ressurection, but only once, and on all creatures.

Make a weather like evil animation but with resurrection instead. Then turn the creature into a flesh ball or something for one tick and stick [CANNOT_TARGET_IF_ALREADY_AFFECTED] in there.
Title: Re: Expanding Good Regions- taking suggestions
Post by: Nahere on April 20, 2015, 07:22:08 pm
For a healing mist the easiest thing to do would be to just boost recuperation rates. It won't heal all wounds, but I think it can help heal blood-loss, so it could keep a battle going much longer.
Title: Re: Expanding Good Regions- taking suggestions
Post by: Salmeuk on April 21, 2015, 01:18:21 am
This is a cool idea and you should definitely create it!

What if sunberries occasionally detonated upon harvest, flashing the poor dwarf into permanent blindness?

Give unicorns a huge boost to their value, making unicorn farming all the more appealing.

What if you made a creature based off the human body structure, giving it boosts to strength and toughness and naming it 'Forest Protector' or 'Feral Druid'? he/she would occasionally show up and mess with your dwarves. It would be best to make him sentient, I think. Not sure if that's possible.

Is it possible to make trampling things result in syndromes or effects? Say one of your dwarves tramples down a dreaded 'needle tree' sapling. Subsequently, you find them passed out with both their legs covered in poisonous spines, and once the paralysis sets in to their lungs they suffocate.

. . .

Chicken - like creatures that also produce milk and more meat than physically possible, but are prone to serious rage and breed like cats? Not sure what I'm getting at here lol

Title: Re: Expanding Good Regions- taking suggestions
Post by: Meph on April 21, 2015, 06:59:13 am
I had milk/honey rain that adds nodrink and noeat to creatures, made regional interactions that resurrect creatures (best not on invaders, or you get tons of fighting) or removes the need for sleep, you can make animals INTELLIGENT and CAN_SPEAK so your adventurers can talk to them.

I'd love to see something that is nature-related, so trees, grasses and plants that fight back when your dwarves try to harm them.

Otherwise you can give syndromes to grasses to affect grazing animals. I gave my EVIL grasses the ability to turn your pets undead/crazed, maybe a GOOD grass could make them stronger/intelligent. ;)

Full-heal mists/fog are a neat idea too, and if you want to delve into dfhack you can even make more crazy stuff.

Gold-producing pets like a golden goose, steel-quality woods or plants that make extremely high-value alcohol (which might even add combat boosts).
Title: Re: Expanding Good Regions- taking suggestions
Post by: than402 on April 21, 2015, 08:13:48 am
thank you for your suggestions, everyone. I finished the fairies. I'm thinking about adding a couple more interactions so they can transform into other creatures, but overall that's how they'll look :

Spoiler: seele/unseele fairies (click to show/hide)

Spoiler: appropriate colors (click to show/hide)

What if sunberries occasionally detonated upon harvest, flashing the poor dwarf into permanent blindness?

I'm not sure if it's possible. I think I'll leave sunberries as they are, but some new plants might explode (or poison the dwarf, or drive him insane) when processed. To counter that, they will be very valuable, even more than sunberries

Give unicorns a huge boost to their value, making unicorn farming all the more appealing.

Isn't unicorn farming appealing enough as it is? I might do something with their horns, however. They were said to be able to cure sickness and clean water.

What if you made a creature based off the human body structure, giving it boosts to strength and toughness and naming it 'Forest Protector' or 'Feral Druid'? he/she would occasionally show up and mess with your dwarves. It would be best to make him sentient, I think. Not sure if that's possible.

I've made fairies and I'll also be making grimeling-esque Green Men. They'll have the INTELLIGENT tag, and I may even give them their own civilization if it's practical. If so, they'll have wooden weapons, access only to good biomes, they'll be ambushers like the elves and hostile to everyone.

http://en.wikipedia.org/wiki/Green_Man#Related_characters

Is it possible to make trampling things result in syndromes or effects? Say one of your dwarves tramples down a dreaded 'needle tree' sapling. Subsequently, you find them passed out with both their legs covered in poisonous spines, and once the paralysis sets in to their lungs they suffocate.

I don't know. it would be really cool, though

Chicken - like creatures that also produce milk and more meat than physically possible, but are prone to serious rage and breed like cats? Not sure what I'm getting at here lol

go crazy :) I don't want to add one "uber-animal  that does everything" creature, but new pets (trainable or not) are on their way.

For a healing mist the easiest thing to do would be to just boost recuperation rates. It won't heal all wounds, but I think it can help heal blood-loss, so it could keep a battle going much longer.

that might work, actually. thanks.

Ressurection, but only once, and on all creatures.

Make a weather like evil animation but with resurrection instead. Then turn the creature into a flesh ball or something for one tick and stick [CANNOT_TARGET_IF_ALREADY_AFFECTED] in there.

hmmm. I've never thought about ressurecting a creature like that. Would that even work? What would happen if, say, a dwarf loses an arm and then the weather raises the arm? Not to mention this weather would make it almost impossible for you to lose dwarves

I had milk/honey rain that adds nodrink and noeat to creatures, made regional interactions that resurrect creatures (best not on invaders, or you get tons of fighting) or removes the need for sleep, you can make animals INTELLIGENT and CAN_SPEAK so your adventurers can talk to them.

how did the resurrection work out? I'm still not sure about it, especially when it comes to raising limbs.

I'd love to see something that is nature-related, so trees, grasses and plants that fight back when your dwarves try to harm them.

I can do that without extensive use of dfhack?

Otherwise you can give syndromes to grasses to affect grazing animals. I gave my EVIL grasses the ability to turn your pets undead/crazed, maybe a GOOD grass could make them stronger/intelligent. ;)

ooh, and then your cow can become your mayor. Plus your food industry would suffer if your meat suddenly started talking :D Love it.

Full-heal mists/fog are a neat idea too, and if you want to delve into dfhack you can even make more crazy stuff.

I would if I could...

Gold-producing pets like a golden goose, steel-quality woods or plants that make extremely high-value alcohol (which might even add combat boosts).

I could put golden gooses, but they would be rare and short lived (otherwise you'd find yourself swimming in gold a few months after you capture one ;) ) Steel grade might be a bit too good, but "better-than-iron" grade wood and rare, valuable trees would be awesome. I'll also add rare, "ambrosia and nectar" plants. They'll be very, very valuable and will add combat and mental boosts, plus they'll make the dwarves not age for a few years. But they won't leave seeds behind and processing them can sometimes be very !!FUN!!

I'll also add new cloth producing plants, as well as new dyes and a relatively common plant that can make a cloth so thick that can be crafted into adequate armor.

p.s: sorry about the wall of text
Title: Re: Expanding Good Regions- taking suggestions
Post by: Dirst on April 21, 2015, 09:11:02 am
I like to see the good regions getting some attention.

Chicken - like creatures that also produce milk and more meat than physically possible, but are prone to serious rage and breed like cats? Not sure what I'm getting at here lol

go crazy :) I don't want to add one "uber-animal  that does everything" creature, but new pets (trainable or not) are on their way.
It's called a shmoo (http://en.wikipedia.org/wiki/Shmoo).  They pose such an existential threat to civilization that they could justify all by themselves the lack of any settlements in good biomes.

Though I don't recommend shmoon or anything similar, making Good animals that are more bountiful than normal is perfectly legitimate.  For example, animals that are milkable more often, or drop a bunch of edible extra butcher objects.  Rapidly-growing crops would be appropriate as well, just don't give them a DRINK tag or a PREFSTRING.  That way they don't become Super Plump Helmets to make farming trivial.

One possible tree-that-fights-back is one whose wood boils away at room temperature and causes a syndrome.  My understanding is that the tree will remain solid until it's cut down, but I'm not positive about that.  If you're willing to use DFHack, or a really really really complicated chain of interactions, the syndrome can be used to summon a creature.  The mod in my signature takes the DFHack route to summon creatures when specific stones are mined.
Title: Re: Expanding Good Regions- taking suggestions
Post by: Rydel on April 21, 2015, 10:40:38 am
What about a mist that gives a happy thought, but also drains the affected target of all motivation to do anything?  Kind of a Lotus-eaters thing, or the experiment on Miranda from Serenity.  I'm not sure how doable that is, though.
Title: Re: Expanding Good Regions- taking suggestions
Post by: than402 on April 21, 2015, 11:52:20 am
What about a mist that gives a happy thought, but also drains the affected target of all motivation to do anything?  Kind of a Lotus-eaters thing, or the experiment on Miranda from Serenity.  I'm not sure how doable that is, though.

it's perfectly doable. NOEMOTION and NOTHOUGHT should do the trick.

Though I don't recommend shmoon or anything similar, making Good animals that are more bountiful than normal is perfectly legitimate.  For example, animals that are milkable more often, or drop a bunch of edible extra butcher objects.  Rapidly-growing crops would be appropriate as well, just don't give them a DRINK tag or a PREFSTRING.  That way they don't become Super Plump Helmets to make farming trivial.

as long as there's something to differentiate them from "a better cow" or "a better chicken". A rapidly growing, cheap and efficient crop is a nice idea too.

One possible tree-that-fights-back is one whose wood boils away at room temperature and causes a syndrome.  My understanding is that the tree will remain solid until it's cut down, but I'm not positive about that.  If you're willing to use DFHack, or a really really really complicated chain of interactions, the syndrome can be used to summon a creature.  The mod in my signature takes the DFHack route to summon creatures when specific stones are mined.

I believe that what the tree is made of is determined by the [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL] part, so it should not boil until it's cut down. I might make some "trap" trees which are copies of actual, useful trees and then give them the GOOD tag and a low frequency. that should make tree cutting trickier, but due to the low frequency not very annoying. Just another thing to consider when settling there. Similarly, there will be a risk factor to many of the new plants and animal products.
Title: Re: Expanding Good Regions- taking suggestions
Post by: Dirst on April 21, 2015, 12:08:28 pm
Though I don't recommend shmoon or anything similar, making Good animals that are more bountiful than normal is perfectly legitimate.  For example, animals that are milkable more often, or drop a bunch of edible extra butcher objects.  Rapidly-growing crops would be appropriate as well, just don't give them a DRINK tag or a PREFSTRING.  That way they don't become Super Plump Helmets to make farming trivial.

as long as there's something to differentiate them from "a better cow" or "a better chicken". A rapidly growing, cheap and efficient crop is a nice idea too.
Just be careful to keep the kudzu under control.
(http://upload.wikimedia.org/wikipedia/commons/thumb/4/4c/Kudzu_on_trees_in_Atlanta%2C_Georgia.jpg/800px-Kudzu_on_trees_in_Atlanta%2C_Georgia.jpg)

One possible tree-that-fights-back is one whose wood boils away at room temperature and causes a syndrome.  My understanding is that the tree will remain solid until it's cut down, but I'm not positive about that.  If you're willing to use DFHack, or a really really really complicated chain of interactions, the syndrome can be used to summon a creature.  The mod in my signature takes the DFHack route to summon creatures when specific stones are mined.

I believe that what the tree is made of is determined by the [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL] part, so it should not boil until it's cut down. I might make some "trap" trees which are copies of actual, useful trees and then give them the GOOD tag and a low frequency. that should make tree cutting trickier, but due to the low frequency not very annoying. Just another thing to consider when settling there. Similarly, there will be a risk factor to many of the new plants and animal products.
That's diabolical.  I like it!  I figured most players just designate a wide area for treecutting, but this will catch even those trying to be careful.  Multi-tile trees means multiple evaporating logs to make the syndrome more reliable, though it does break immersion if you use it to summon an treant that's mysteriously one-twentieth the size of the original tree.  Dryads would probably work, though.
Title: Re: Expanding Good Regions- taking suggestions
Post by: than402 on April 21, 2015, 12:13:57 pm
Thank you. May I use your scripts as a basis for that? You have the most reliable spawning script at the moment.
Title: Re: Expanding Good Regions- taking suggestions
Post by: Dirst on April 21, 2015, 12:39:30 pm
Thank you. May I use your mod as a basis for that? You have the most reliable spawning script at the moment.
No problem at all, but the credit really goes to warmist.  I changed maybe half a dozen lines to add an age parameter.  As far as I know, everything works fine for permanently hostile creatures... it's the [PET] or [PET_EXOTIC] ones you can capture and tame that might act weird.
Title: Re: Expanding Good Regions- taking suggestions
Post by: than402 on April 21, 2015, 12:43:20 pm
thanks. I'm really not good at all with dfhack (that's why I try to avoid it wherever I can), but the idea of dryads swarming and murdering poor lumberjacks out of the blue is simply too good to miss.
Title: Re: Expanding Good Regions- taking suggestions
Post by: than402 on April 22, 2015, 04:15:59 am
Okay, slight update here: I made some of the plants. Ten of them at this moment:

-2 grasses, Consciousness and Epiphany: each of them gives your grazing animals the ability to talk or to learn)

- Ambrosia and Nectar: brewable through special reactions I haven't written yet. Their wine will not only be extremely expensive, but it will also buff your dwarves, permanently if you're lucky. But they will be rare, farming them will take a long time and you might want to keep your military ready when you process them...

-Golden and Crystal vines: the Golden Vine grows in non freezing good regions, the Crystal Vine only grows in tundras, mountains and glaciers. They both produce really valuable cloth, but they are rare. Not as rare as Ambrosia and Nectar, but still you won't be seeing them every day

-Leatherleaf: another cloth producing plant with a twist: this one's cloth can only be made through special interactions. It's reasonably valuable, but what sets it apart from other cloths is that you can craft armor and shields out of it. It will be common, too

-Red Kudzu: a common, fast growing plant that can be eaten raw or cooked, or squished into soap and oil. Good for feeding your fort in the early game, but unexceptional otherwise

-Painter's Rose: a plant that gives a reasonably valuable wine and the game's most expensive wine. It will be somewhat uncommon, though

-Fey Nut Bush: you can make mead out of it, you can press it into sugar and its leaves can be cooked.

I'm still working on the frequencies, though

Once I tune them right, I'll be making some regional interactions.
Title: Re: Expanding Good Regions- taking suggestions
Post by: Dirst on April 22, 2015, 09:01:55 am
-2 grasses, Consciousness and Epiphany: each of them gives your grazing animals the ability to talk or to learn)
You might have to tweak the EAT_SAPIENT_OTHER ethic to keep these animals on the menu.  In any case, it will have some awesome consequences once the game understands multi-species forts.

Bessie organizes a party at the +marble table+!
Title: Re: Expanding Good Regions- taking suggestions
Post by: than402 on April 22, 2015, 09:14:51 am
-2 grasses, Consciousness and Epiphany: each of them gives your grazing animals the ability to talk or to learn)
You might have to tweak the EAT_SAPIENT_OTHER ethic to keep these animals on the menu.  In any case, it will have some awesome consequences once the game understands multi-species forts.

Bessie organizes a party at the +marble table+!

Messing with your meat industry is the whole point ;)

The grasses will be rare and I'm also gonna add some positive effect to counter the damage (maybe transform them into animal men loyal to you if they eat too much) but things taking a turn for the bizarre was my aim. After all, supernatural regions will be even more alien than thwy are now, and for every boon there will be a danger or a wtf moment.
Title: Re: Expanding Good Regions- taking suggestions
Post by: TheFlame52 on April 22, 2015, 02:19:35 pm
Bessie organizes a party at the +marble table+!
(http://i.imgur.com/kdGLCNL.png)
Title: Re: Expanding Good Regions- taking suggestions
Post by: Propman on April 22, 2015, 11:23:04 pm
thank you for your suggestions, Naryar.

the healing mists might be tricky (the only way I can think of would be creature transformation, and that may result in a million pop ups about goblins and dwarves transforming). now, stuff for the evil regions never crossed my mind but now that you mention it I really wanna do it. And you know what would be a great unseelie megabeast?


One way to simulating healing without transforming creatures outright is to temporarily increase their recuperation rate. Using an object from one of my mods as an example:

Code: [Select]
[PLANT:CANDY_HEART_F]
[NAME:heart candy]
[NAME_PLURAL:heart candies]
[ADJ:candy]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:CANDY_TEMPLATE]
[MATERIAL_VALUE:25]
[EDIBLE_VERMIN]
[EDIBLE_RAW]
[SYNDROME]
[SYN_NAME:Benevolence of the Heart]
[SYN_CLASS:POWERUP_TOHO]
[CE_FLASH_TILE:TILE:2:6:0:1:FREQUENCY:120:60:START:0:END:100]
[CE_FLASH_TILE:TILE:3:4:0:1:FREQUENCY:120:60:START:100:END:32400]
[CE_FLASH_TILE:TILE:2:7:0:1:FREQUENCY:120:60:START:32400:END:33600]
[CE_PHYS_ATT_CHANGE:RECUPERATION:1000:0:DISEASE_RESISTANCE:1000:0:START:0:END:33600]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:3]
[PICKED_COLOR:5:0:0]
[PREFSTRING:sweetness]

This particular food increases recuperation and disease resistance tenfold, making the lucky consumer far less likely to die from situations like bleeding out or suffering an infection, lasting for about one in-game month in fortress mode. These properties can be applied to an inhaled mist as well for a similar effect. The tile flashing is likely something you don't want for a weather "power-up", and is simply used here to make it easier to tell whether the candy activated or not.

Code: [Select]
[PLANT:4LEAF_CLOVER_F]
[NAME:four-leafed clover]
[NAME_PLURAL:four-leafed clovers]
[ADJ:clover]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:100]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[EDIBLE_RAW]
[SYNDROME]
[SYN_INGESTED]
[SYN_NAME:Luck of the Four-Leafed Clover]
[SYN_CLASS:POWERUP_GENERAL]
CE_FLASH_TILE:TILE:2:6:0:1:FREQUENCY:120:60:START:0:END:100
CE_FLASH_TILE:TILE:2:7:0:1:FREQUENCY:120:60:START:32400:END:33600
[CE_SKILL_ROLL_ADJUST:PERC:1000:PERC_ON:20:START:0:END:33600]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[PICKED_TILE:5][PICKED_COLOR:2:0:0]
[GRASS]
[GRASS_TILES:5]
[DRY][BIOME:NOT_FREEZING]
[USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:spring green dye]
[STATE_COLOR:ALL_SOLID:SPRING_GREEN]
[DISPLAY_COLOR:2:0:0]
[MATERIAL_VALUE:20]
[POWDER_DYE:SPRING_GREEN]
[PREFIX:NONE]
[MILL:LOCAL_PLANT_MAT:MILL]
[SPRING][SUMMER][AUTUMN]
[FREQUENCY:1]
[CLUSTERSIZE:1]
[GOOD]
[PREFSTRING:clubbed leaves]
[PREFSTRING:luck]

And a freebie (if you want): a grass that upon consumption, gives a temporary bout of luck! Not normally harvestable, but these plants should grow infrequently in most good regions as a contrast to the bubble bulbs. Who knows, it might be the difference between your war elephant defeating a goblin lasher! Good luck with your mod: I have a certain fondness for the fae, if I say so myself.
Title: Re: Expanding Good Regions- taking suggestions
Post by: than402 on April 23, 2015, 03:28:04 am
thanks, Propman. The four leaf clover will fit perfectly with the theme of the mod.
Title: Re: Expanding Good Regions- taking suggestions
Post by: Dwarf4Explosives on April 23, 2015, 11:49:16 am
I'd like to make some suggestions, but the only thing I can think of is that most noble of creatures, the Flumph (http://en.wikipedia.org/wiki/Flumph).
Title: Re: Expanding Good Regions- taking suggestions
Post by: arbarbonif on April 24, 2015, 11:23:29 am
Can you make an interaction that creates non-opposed to life undead?  So you butcher your yak and then you get yak hair wandering around poking its follicle into stuff, but not trying to kill your dwarves.
Title: Re: Expanding Good Regions- taking suggestions
Post by: than402 on April 24, 2015, 11:26:50 am
Not sure. I believe undead are hardcoded.
Title: Re: Expanding Good Regions- taking suggestions
Post by: Dirst on April 24, 2015, 12:30:10 pm
Not sure. I believe undead are hardcoded.
The example regional interaction that comes with the game explicitly adds the OPPOSED_TO_LIFE tag.  Might be able to leave that out in a good region version and get relatively harmless undead.
Title: Re: Expanding Good Regions- taking suggestions
Post by: than402 on April 24, 2015, 12:42:59 pm
yeah, but undead in a good region seem a bit out of place, don't you think?
Title: Re: Expanding Good Regions- taking suggestions
Post by: Dirst on April 24, 2015, 12:50:21 pm
yeah, but undead in a good region seem a bit out of place, don't you think?
(http://www.watchcartoononline.com/wp-content/catimg/84620.jpg)  (http://theredlist.com/media/database/films/tv-series/fantasy-and-sci-fi/1960/the-addams-family/013-the-addams-family-theredlist.jpg)

But you're probably right that it wouldn't fit with the other stuff you're doing.
Title: Re: Expanding Good Regions- taking suggestions
Post by: than402 on April 24, 2015, 05:53:19 pm
does anyone know why I get this errorlog?

undefined local creature material set to default: FAIRY_SEELE CHEESE

here are the seele fairies

Spoiler (click to show/hide)
Title: Re: Expanding Good Regions- taking suggestions
Post by: arbarbonif on April 25, 2015, 03:47:32 am
yeah, but undead in a good region seem a bit out of place, don't you think?
Think of them as re-alive instead of undead...  Marketing!
Title: Re: Expanding Good Regions- taking suggestions
Post by: Meph on April 25, 2015, 04:22:27 am
I'd stick with random resurrection of civ-members, everything else gets confusing or too close to evil regions.

You can also insta-kill all undeads with regional interactions, for example if a necromancer attacks you, his army instantly dies, because it enters a good region.
Title: Re: Expanding Good Regions- taking suggestions
Post by: than402 on April 26, 2015, 03:31:11 am
I'd stick with random resurrection of civ-members, everything else gets confusing or too close to evil regions.


I wonder, how would raising and resurrecting a dead dwarf and also his hand would work, however?

You can also insta-kill all undeads with regional interactions, for example if a necromancer attacks you, his army instantly dies, because it enters a good region.

that sounds very interesting
Title: Re: Expanding Good Regions- taking suggestions
Post by: Meph on April 26, 2015, 09:29:13 am
Eeasy. FIT_FOR_RESURRECTION is the tag you are looking for, it only works on "upper body", the part with the soul. It resurrects the dwarf, who instantly dies of his wounds (for example his head is missing, the interaction resurrects the upper body, which dies, because the head is misssing, etc), BUT you can add a 1-tick transformation to the mix, fully healing the body including all missing bodyparts.

The worst sideeffect is that chopped off limbs are still around, so you could have "urist uristson" running around, while "urist uristson's left leg" is still buried in his coffin.

The other one is easy too, just a regional interaction that targets OPPOSED_TO_LIFE creature and kills them.
Title: Re: Expanding Good Regions- taking suggestions
Post by: Dirst on April 26, 2015, 01:22:27 pm
The other one is easy too, just a regional interaction that targets OPPOSED_TO_LIFE creature and kills them.
But... they're already dead  ???
Title: Re: Expanding Good Regions- taking suggestions
Post by: than402 on April 26, 2015, 03:16:09 pm
Eeasy. FIT_FOR_RESURRECTION is the tag you are looking for, it only works on "upper body", the part with the soul. It resurrects the dwarf, who instantly dies of his wounds (for example his head is missing, the interaction resurrects the upper body, which dies, because the head is misssing, etc), BUT you can add a 1-tick transformation to the mix, fully healing the body including all missing bodyparts.

The worst sideeffect is that chopped off limbs are still around, so you could have "urist uristson" running around, while "urist uristson's left leg" is still buried in his coffin.

The other one is easy too, just a regional interaction that targets OPPOSED_TO_LIFE creature and kills them.

I see. well, thanks for clarifying this to me. I could do with a couple more regional interactions. I already have:

-one that turns people into golden statues
-one that increases recuperation
-one that puts people to sleep
-and I also plan to add the one Rydel suggested, the lotus eater one

after I'm done with the interactions, I'll continue onto the trees, and incorporating some dfhack scripts
Title: Re: Expanding Good Regions- taking suggestions
Post by: Meph on April 27, 2015, 07:21:01 pm
You could add GOOD vermin too, like gem beetles and such. Their remains could be turned into gem stones. Or the delicious honey-crawler, which leaves candy upon death. :P

Mischivious gingerbread men that pull levers, and item_thief leprechauns, which are already in vanilla DF, but you barely every see one.
Title: Re: Expanding Good Regions- taking suggestions
Post by: than402 on April 28, 2015, 10:07:44 am
You could add GOOD vermin too, like gem beetles and such. Their remains could be turned into gem stones. Or the delicious honey-crawler, which leaves candy upon death. :P

Mischivious gingerbread men that pull levers, and item_thief leprechauns, which are already in vanilla DF, but you barely every see one.

the honey-crawler sounds good. maybe gem beetles too, but they won't turn into anything expensive. just another freebie to stud your mugs with :) I would also like to add some particularly annoying vermins. Would a CURIOUSBEAST_GUZZLER vermin work? Would it be too annoying?

do you mean gnomes? "playful" creature are something I definitely want to add, but I'll return to the creatures once I'm done with the trees and the interactions.
Title: Re: Expanding Good Regions- taking suggestions
Post by: than402 on April 30, 2015, 03:31:09 am
hey guys, slight update on my progress:

I finished the regional interactions and the trees. Good regions will have the following interactions:

Spoiler (click to show/hide)

here are the trees that will make it:

Spoiler (click to show/hide)

Aside from that, I will also include a reaction where you can offer a good plant's seeds and some milk to the fey. The fey may ignore you, or they may leave something behind...

Once I finish implementing these things, I will put out an alpha release and start working on the rest of the creatures I plan to add.
Title: Re: Expanding Good Regions- taking suggestions
Post by: Meph on April 30, 2015, 11:49:06 pm
Quote
-Dryad Trees: These trees look like normal ones, but are inhabited by dryads. If you try and chop one down, the dryads will be angered and will attack you. Keep your military standing by when cutting down trees!
How did you do that without dfhack?
Title: Re: Expanding Good Regions- taking suggestions
Post by: than402 on May 01, 2015, 02:33:33 am
I haven't done it yet, I will finish it today. I will use dfhack after all.
Title: Re: Expanding Good Regions- taking suggestions
Post by: Dirst on May 01, 2015, 05:13:18 am
I haven't done it yet, I will finish it today. I will use dfhack after all.
By the way, keep an eye on the DFHack thread for updates to the spawn-unit script.  The latest one there has fixes from Boltgun and me that make friendly animals stable, and expwnent is liable to release another one this weekend.
Title: Re: Expanding Good Regions- taking suggestions
Post by: than402 on May 01, 2015, 05:32:25 am
I'm aware. I have no plans for spawning friendly creatures (for now, at least), but a more stable spawn script is great news indeed :)
Title: Re: Expanding Good Regions- taking suggestions
Post by: NEANDERTHAL on May 02, 2015, 01:08:37 pm
Ooh! What about the plant-creature atom that Star Trek comic? They lived in planet k-g (Kelley-green), and they turned a few if the crew members (and sim guinea pigs) into living plants!
Title: Re: Expanding Good Regions- taking suggestions
Post by: LastGreen on May 03, 2015, 02:00:47 am
personally I really like the idea of "trap" tree's. but idk how to make them I been trying to figure it out but alas im a newbie modder or it may not be possible idk.

what iv been trying to do is create a new species of tree's, 2 actually. a mystic (good) tree and a withered (evil) tree. that when chopped instead of dropping logs drop log based monsters that attack anything and everything in a rage (for being chopped down).

at least that's my idea. just not sure how to connect a creature to a tree or material.

"[MATERIAL_TEMPLATE:WOOD_TEMPLATE]
   [NO_THOUGHT_CENTER_FOR_MOVEMENT]"


?? =( well in any case I sure hope its possible. my forts soldiers just never have anyone to fight anymore ya know lol.
Title: Re: Expanding Good Regions- taking suggestions
Post by: LastGreen on May 03, 2015, 02:01:14 am
-ignore-
Title: Re: Expanding Good Regions- taking suggestions
Post by: than402 on May 03, 2015, 03:58:19 am
personally I really like the idea of "trap" tree's. but idk how to make them I been trying to figure it out but alas im a newbie modder or it may not be possible idk.

what iv been trying to do is create a new species of tree's, 2 actually. a mystic (good) tree and a withered (evil) tree. that when chopped instead of dropping logs drop log based monsters that attack anything and everything in a rage (for being chopped down).

at least that's my idea. just not sure how to connect a creature to a tree or material.

"[MATERIAL_TEMPLATE:WOOD_TEMPLATE]
   [NO_THOUGHT_CENTER_FOR_MOVEMENT]"


?? =( well in any case I sure hope its possible. my forts soldiers just never have anyone to fight anymore ya know lol.

here's how I plan to do it:

there is a dfhack script called "spawnunit". the idea is to make it run through a syndrome and then make some trees identical to the normal ones, with one key difference: their wood consists of a material which boils in room temperature and releases the syndrome that I mentioned. when a dwarf comes into contact with the gas (say, your woodcutter) the script summons a dryad which will then attack your woodcutter.
Title: Re: Expanding Good Regions- taking suggestions
Post by: than402 on May 04, 2015, 04:56:59 pm
okay, guys, slight update: pretty much everything but the creatures is done, but I need help with the spawn unit script:

how can I make a syndrome stone that will spawn a hostile creature? I'm completely dfhack illiterate and I don't know how the new system with the onLoad and the syndrome/reaction triggers works.
Title: Re: Expanding Good Regions- taking suggestions
Post by: Dirst on May 04, 2015, 08:06:27 pm
okay, guys, slight update: pretty much everything but the creatures is done, but I need help with the spawn unit script:

how can I make a syndrome stone that will spawn a hostile creature? I'm completely dfhack illiterate and I don't know how the new system with the onLoad and the syndrome/reaction triggers works.
Spawning units in DF has gone from impossible (you made your creature naturally occurring and thanked Armok if it actually appeared) to Rube-Goldberg-complexity raw modding that involved syndromes and interactions and transformations that wouldn't even work most of the time to what we have at the moment which is merely non-intuitive DFHackery with some bugginess.

Setting this up isn't actually that hard.  The problem is that no matter how careful you are it won't work the first several tries, so you need to build for troubleshooting.

Step 1: Create the material that will carry your triggering syndrome. 

Add this to the material in your tree:

Code: [Select]
[SYNDROME]
[SYN_NAME:anger dryad]
[SYN_INHALED][SYN_INGESTED]
[SYN_AFFECTED_CREATURE:DWARF:ALL]
[CE_FLASH_TILE:TILE:'*':7:7:1:FREQUENCY:100:100:START:0:END:600]

It doesn't really matter what the symptom is, so long as it has one that lasts long enough for you to see it.

Step 2: Check the syndrome.

Put a log (or five) on the same tile as one of your dwarves. 

Code: [Select]
createitem WOOD PLANT_MAT:SNEAKY_TREE:WOOD
Things created by DFHack aren't always checked for temperature immediately, so it might take a few tries to get it to poof.  And it might take a couple poofs to get the dwarf to inhale the infectious gas.  Eventually, you should have a flashing dwarf... or something worse depending on what you set up.

Step 3: Make a dummy script. 

It can have one line in it.

Code: [Select]
print("You disturbed a dryad!")
Or "hello world" if you're an old-timer.  Save it as /raw/scripts/dryad.lua in both your basic raws folder and in your savegame folder.  The scripts folder doesn't exist by default, so you'll have to make it.

Step 4: Set up a syndrome trigger.

Make a textfile in your raw (and savegame) folder called onload.init and include this line:

modtools/syndrome-trigger -syndrome "anger dryad" -command [ dryad ]

Step 5: Trigger your dummy script.

Reload your game and create some new logs on your dwarf.  This time you should see a flashing tile AND some text in the console window.

Step 6: Spawn a dryad.

Either replace the syndrome-trigger with

modtools/syndrome-trigger -syndrome "anger dryad" -command [ spawn-unit -race DRYAD -position  [ \\LOCATION ] -civ_id \\-1 ]

or add the bit between brackets to your dryad.lua file.

Now create some logs on your hapless dwarf and verify that a dryad actually spawns.  This is the point you usually realize that your creature is a coward and runs away from an embark party of dwarves.

Step 7: Make a sneaky tree.

Manipulate the raws to make sure you have a high likelihood of getting your tree, making it visually distinct so you can find it (cyan or something), and embark there.  If you find some, copy the save so you can resume at this point.  Cut down the tree.  Determine if the dryad is tough enough to pose the intended level of challenge.

Step 8: Clean up.

If you actually got this far without you or your computer bursting into flames, you're all set!  Clean up the raws to make your sneaky trees, and test them out on your unsuspecting dwarves.

Edit: Typo, and fixed a mistake in Step 6.
Title: Re: Expanding Good Regions- taking suggestions
Post by: than402 on May 05, 2015, 02:26:26 am
thank you very much, Dirst. that was very helpful. I will start working on it, then. Hopefully we'll have murderous trees when the mod finally comes out :D
Title: Re: Expanding Good Regions- taking suggestions
Post by: Urist McCoder on May 05, 2015, 09:30:01 am
Spawn-unit is a mess to work with, I think I actual was creating two creatures last time I worked with it...I might need to go fix that.
Title: Re: Expanding Good Regions- taking suggestions
Post by: TomiTapio on May 05, 2015, 12:20:19 pm
Good regions, eh? How about some faery hounds (high speed, high dodging skill) and fae crows and dryads and hamadryads. Winged monkeys. Helicopter-tailed capuchins. Oompa-loompa civ.
Harmful rains: slows you down, tripping, admiring (induce sickly-sweet vomiting perhaps, and dizziness). Workshop reactions to process the good-region-only plants, with good and bad random side effects to the one processing the happyshrooms/lolliflowers.

Slow-moving animal that has a bush/plant tile as its tile. Area burst attack of dizziness or sleep (too long sleep causes death?)
Title: Re: Expanding Good Regions- taking suggestions
Post by: Dirst on May 06, 2015, 02:52:52 pm
I like tge idea of a grass tile for the creature tile.  I imagine it like a turtle-like creature with grass on its shell.  Big. And stealthy.  Like the elephants of old...
Title: Re: Expanding Good Regions- taking suggestions
Post by: than402 on May 07, 2015, 02:33:19 am
Good regions, eh? How about some faery hounds (high speed, high dodging skill) and fae crows and dryads and hamadryads. Winged monkeys. Helicopter-tailed capuchins. Oompa-loompa civ.
Harmful rains: slows you down, tripping, admiring (induce sickly-sweet vomiting perhaps, and dizziness). Workshop reactions to process the good-region-only plants, with good and bad random side effects to the one processing the happyshrooms/lolliflowers.

Slow-moving animal that has a bush/plant tile as its tile. Area burst attack of dizziness or sleep (too long sleep causes death?)

dryads are in. they will only spawn if you cut certain trees and will be always berserk

I like the idea of a plant animal. I've also added new regional interactions and new plants, some of which will have bad side effects.
Title: Re: Expanding Good Regions- taking suggestions
Post by: Dwarf4Explosives on May 07, 2015, 03:55:26 am
I like tge idea of a grass tile for the creature tile.  I imagine it like a turtle-like creature with grass on its shell.  Big. And stealthy.  Like the elephants of old...
Partial to pizza and with the ability to shrink elephants?
I apologize for my horrible Discworld joke.
Title: Re: Expanding Good Regions- taking suggestions
Post by: MDFification on May 07, 2015, 09:42:24 am
I like this thread. This is a good thread.

If I may contribute some ideas;

1. More mischievous/guzzling or item thief creatures is a good thing. Especially if they're trapavoid. Or sneaky. Magical creatures stealing things/playing pranks on you is rather common in folklore, but also has the capability to make things difficult for the player.

2. Curses are magical too! Some magical creatures (perhaps the ones your most likely to want to kill, because they're sabotaging/stealing from you) should upon death leave no corpse. Instead, they should leave a boulder of syndrome producing stone that evaporates at almost any temperature, resulting in a cloud of syndrome inducing smoke. Whatever kill them should thus face the consequences of doing so - eternal sleep, loss of the ability to talk, blindness, wounds no longer heal etc.

3. The local Fey should emit a syndrome that is harmless to fully grown dwarves... but kills dwarven infants as its long-term effect. If the syndrome can turn the infant into a changeling, a dwarf that looks normal but upon death leaves a log of stock/fetch wood, that'd be even better. This is basically to replicate the changeling myth in the game - fairies steal the child, and leave an enchanted piece of wood in its place that appears to grow sick and then die.

With these three suggestions in place, you'd have a constant need to capture and safely dispose of the more cheeky wildlife, which is a challenge currently found nowhere else in DF. You'd also have morale problems from dying children if you don't keep your parents secure. Overall, a much more hostile environment than it was before.
Title: Re: Expanding Good Regions- taking suggestions
Post by: Dirst on May 07, 2015, 10:29:44 am
The Overseer's Eye.  A floating monster that is basically invisible but makes the dwarves near it feel watched, and therefore work a bit faster at the cost of a bit of stress.  Not sure exactly how to implement that in an interaction or even DFHack, but the creature's tile is, or course, a bright yellow X.  Make it not have to breathe, then DFHack it so that it meanders around the fort without regard to walls and floors. 

If it's a flying vermin but not hate-able, the dwarves' AI should basically ignore it, allowing its interactions and/or scripts to do their thing.
Title: Re: Expanding Good Regions- taking suggestions
Post by: TomiTapio on May 07, 2015, 11:41:51 am
Creatures that are FLEEQUICK, but VIEWRANGE 3 (very short). Short viewrange should make different behaving, foolish / taunting wildlife.
Maybe I'll add to OldGenesis a stealth snake that heads for the booze pile.
Title: Re: Expanding Good Regions- taking suggestions
Post by: than402 on May 10, 2015, 05:54:40 pm
okay guys, thanks for the suggestions.

slight update here: I've been trying to make the trap trees, but I find the syndrome way too unreliable for my tastes. I'll try toying with it a bit more, but I'll focus on the creatures now and if I can't make it activate regularly enough, I'm afraid I'll have to cut it out altogether.
Title: Re: Expanding Good Regions- taking suggestions
Post by: Dirst on May 10, 2015, 07:44:33 pm
okay guys, thanks for the suggestions.

slight update here: I've been trying to make the trap trees, but I find the syndrome way too unreliable for my tastes. I'll try toying with it a bit more, but I'll focus on the creatures now and if I can't make it activate regularly enough, I'm afraid I'll have to cut it out altogether.
Glad to hear you got it functioning with minimal loss of sanity.  It's reasonably reliable in a mine shaft, and I was hoping the sheer volume of logs would make up for the lack of containment.

There is another way to accomplish the same idea, but I haven't actually done this one: set up an event listener in DFHack that gets called upon the completion of a Woodcutting job.  Maybe 10% of the time spawn a dryad creature at the job location.  Not sure if that's where the lumberdwarf was standing or the trunk of the tree.  Also not sure if each tree is a job (my guess) or a whole Cut Trees designation.

But the whole thing can definitely wait until after you get an initial version out the door.
Title: Re: Expanding Good Regions- taking suggestions
Post by: Meph on May 10, 2015, 09:44:45 pm
You cant use surface trees that evaporate. The worldgen civs will not know the difference and bring buckets, barrels, wagons, etc made of that material, which is fine until it arrives on your map. Then they vaporize and the caravans leaves again.

You can only use such trees/woods in cavern 2 and 3 or in custom reactions.
Title: Re: Expanding Good Regions- taking suggestions
Post by: than402 on May 11, 2015, 04:01:02 am
okay guys, thanks for the suggestions.

slight update here: I've been trying to make the trap trees, but I find the syndrome way too unreliable for my tastes. I'll try toying with it a bit more, but I'll focus on the creatures now and if I can't make it activate regularly enough, I'm afraid I'll have to cut it out altogether.
Glad to hear you got it functioning with minimal loss of sanity.  It's reasonably reliable in a mine shaft, and I was hoping the sheer volume of logs would make up for the lack of containment.

There is another way to accomplish the same idea, but I haven't actually done this one: set up an event listener in DFHack that gets called upon the completion of a Woodcutting job.  Maybe 10% of the time spawn a dryad creature at the job location.  Not sure if that's where the lumberdwarf was standing or the trunk of the tree.  Also not sure if each tree is a job (my guess) or a whole Cut Trees designation.

But the whole thing can definitely wait until after you get an initial version out the door.

if only I knew more about dfhack... well I'm adding dryads anyway, they'll just be wild beasts rather than surprise woodsmen killers.

You cant use surface trees that evaporate. The worldgen civs will not know the difference and bring buckets, barrels, wagons, etc made of that material, which is fine until it arrives on your map. Then they vaporize and the caravans leaves again.

You can only use such trees/woods in cavern 2 and 3 or in custom reactions.

well, you're right but if I get them to work they will have the GOOD tag. shouldn't that make it near impossible for civilizations to bring?
Title: Re: Expanding Good Regions- taking suggestions
Post by: scamtank on May 11, 2015, 04:19:18 am
[USE_GOOD_WOOD] in the entity toggles that behavior.
Title: Re: Expanding Good Regions- taking suggestions
Post by: Dirst on May 11, 2015, 04:25:04 am
okay guys, thanks for the suggestions.

slight update here: I've been trying to make the trap trees, but I find the syndrome way too unreliable for my tastes. I'll try toying with it a bit more, but I'll focus on the creatures now and if I can't make it activate regularly enough, I'm afraid I'll have to cut it out altogether.
Glad to hear you got it functioning with minimal loss of sanity.  It's reasonably reliable in a mine shaft, and I was hoping the sheer volume of logs would make up for the lack of containment.

There is another way to accomplish the same idea, but I haven't actually done this one: set up an event listener in DFHack that gets called upon the completion of a Woodcutting job.  Maybe 10% of the time spawn a dryad creature at the job location.  Not sure if that's where the lumberdwarf was standing or the trunk of the tree.  Also not sure if each tree is a job (my guess) or a whole Cut Trees designation.

But the whole thing can definitely wait until after you get an initial version out the door.

if only I knew more about dfhack... well I'm adding dryads anyway, they'll just be wild beasts rather than surprise woodsmen killers.

You cant use surface trees that evaporate. The worldgen civs will not know the difference and bring buckets, barrels, wagons, etc made of that material, which is fine until it arrives on your map. Then they vaporize and the caravans leaves again.

You can only use such trees/woods in cavern 2 and 3 or in custom reactions.

well, you're right but if I get them to work they will have the GOOD tag. shouldn't that make it near impossible for civilizations to bring?
I don't know if GOOD makes it impossible to bring, but if the material is not WOOD and lacks ITEMS_HARD/ITEMS_SOFT then no one will be able craft anything out of it.

Don't sweat the DFHackery, though.  It's hard enough to learn raw modding before taking that leap.
Title: Re: Expanding Good Regions- taking suggestions
Post by: than402 on June 11, 2015, 03:35:54 am
slight update: my exams have given me pause from DF stuff, but the mod is not dead, I was making good progress and I will complete it once I'm done. I uploaded what I made so far, mostly for safekeeping (my PC can't even accept usb sticks and properly clean the recycling bin at the moment). Feel free to download it if you want, it should be perfectly playable

http://dffd.bay12games.com/file.php?id=10922 (http://dffd.bay12games.com/file.php?id=10922)
Title: Re: Expanding Good Regions- taking suggestions
Post by: Dirst on August 07, 2015, 01:29:50 pm
Hi, is this mod still under development?

If it is, I came up with a more stable way to summon a creature upon felling a tree.  You can use an eventful callback every time a job completes, and if it's job type 9 ("Fell Tree") roll some dice to see if a Dryad should appear.  I updated the mod in my signature to use the same basic technique (see tesb-mining.lua); that one does some why-the-hell-is-this-so-complicated checks to see if you were digging a tile of layer stone, whereas yours might be checking that you felled a tree in an outside tile in a good biome.