Bay 12 Games Forum
Dwarf Fortress => DF Modding => Topic started by: Inzaniak on March 17, 2011, 09:06:25 am
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The RRC (RandomRawCreator) uses a list of nouns to create new raws for Dwarf Fortress.
HOW TO ADD LIST OF OBJECTS
1)Open data folder
2)Open plants,toys or weapons
3)Add your things.
HOW TO USE IT:
1)Open RRC.exe
2)Double click on Random weapons, random plants or random toys
3)Now check the checkboxes on the left
4)Press generate
5)Press save
6)Open the Data folder
7)Copy the item_toy_random or plant_random or item_weapon_random to dwarffortress raw/object folder
8)If you have made new weapons or toys add to entity_default in the raw/object folder the strings written in "add to entity_default.txt"
9)Play
Example:
Blueberry
Cranberry
Huckleberryplant_random
[OBJECT:PLANT]
[PLANT:BLUEBERRY]
[NAME:blueberry][NAME_PLURAL:blueberrys][ADJ:blueberry]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:2]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[EDIBLE_VERMIN]
[PICKED_TILE:13][PICKED_COLOR:7:0:0]
[DEAD_PICKED_TILE:182]
[GROWDUR:390][VALUE:4]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen blueberry beer]
[STATE_NAME_ADJ:LIQUID:blueberry beer]
[STATE_NAME_ADJ:GAS:boiling blueberry beer]
[MATERIAL_VALUE:2]
[DISPLAY_COLOR:5:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:blueberry seed:blueberry seeds:0:0:1:LOCAL_PLANT_MAT:SEED]
[SPRING][WINTER]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[DRY][WET]
[BIOME:ANY_FOREST]
[PLANT:CRANBERRY]
[NAME:cranberry][NAME_PLURAL:cranberrys][ADJ:cranberry]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:2]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[EDIBLE_VERMIN]
[PICKED_TILE:13][PICKED_COLOR:1:0:0]
[DEAD_PICKED_TILE:182]
[GROWDUR:467][VALUE:4]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen cranberry beer]
[STATE_NAME_ADJ:LIQUID:cranberry beer]
[STATE_NAME_ADJ:GAS:boiling cranberry beer]
[MATERIAL_VALUE:1]
[DISPLAY_COLOR:5:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:cranberry seed:cranberry seeds:0:0:1:LOCAL_PLANT_MAT:SEED]
[SPRING][WINTER]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[DRY]
[BIOME:ANY_POOL]
[PLANT:HUCKLEBERRY]
[NAME:huckleberry][NAME_PLURAL:huckleberrys][ADJ:huckleberry]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:4]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[EDIBLE_RAW]
[PICKED_TILE:13][PICKED_COLOR:3:0:0]
[DEAD_PICKED_TILE:182]
[GROWDUR:467][VALUE:2]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen huckleberry beer]
[STATE_NAME_ADJ:LIQUID:huckleberry beer]
[STATE_NAME_ADJ:GAS:boiling huckleberry beer]
[MATERIAL_VALUE:1]
[DISPLAY_COLOR:5:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:huckleberry seed:huckleberry seeds:0:0:1:LOCAL_PLANT_MAT:SEED]
[AUTUMN]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[WET]
[BIOME:ANY_GRASSLAND]It can write 20000 lines in a few seconds.
Features(V0.3):
- Random Toys
- Random Plants
- Random Weapons
- Random Stone
- Random Food
- Random Instruments
- Random Minerals
- Random Gems
- The entity_default is created and edited during the process
- Now there is a progress bar
- You can edit the raw file directly in the program by pressing 1 or 2 (There will be a tutorial)
- Now there is a new folder named NewRaw, in which RRC put the new raw files.
- You can edit some of the text files of the data folder
Bugs:
The craftdwarf shop doesn't produce the added toys (FIXED)The weapons requested skill is sword and can't be changed (FIXED)- Sometime the plural words are incorrect.
Download: http://dffd.wimbli.com/file.php?id=3981 (http://dffd.wimbli.com/file.php?id=3981)
For questions and problem ask here.
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This looks promising, DLing and posting to watch.
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Bugs:
- The craftdwarf shop doesn't produce the added toys
You probably just need to add them in in the entity file.
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You probably just need to add them in in the entity file.
I've added them in the entity file. They are in-game (you can select them from the embark screen) but the craftdwarf shop doesn't produce them.
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New version (0.2):
Features:
- Random useless stone (we all love it)
- Random instruments
- Random food
- Now you can cancel elements from the lists by clicking twice on them.
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o.o
Shiny. I must test.
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Thank you for such a nice program
I hope, rrc becomes really complex, so that we can build a real random fantasy world with a few clicks
Well done :)
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Quession:
Does this procedurally generate it's raw entries from already existing stuff? OR is it really "Random" random stuff pulled from the RNG aether?
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Just a hunch, but it looks like it follows a few basic rules, like "set material value at 1-4" so you don't end up with 157 value berries. Then with the basic limits figured, it places the random bits like if it's brewable, if it's cookable, if it's eaten raw, etc. Really, a lot of Yes/No decisions, except the biome support and seasonal growth, but it still puts it into raw format and that's nice.
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Any support planned for grammatical rules like "word ending in y: plural is ies, not ys"? Could even do the fun psuedo latin thing with "us" endings changing to "i" for plurals.
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Quession:
Does this procedurally generate it's raw entries from already existing stuff? OR is it really "Random" random stuff pulled from the RNG aether?
At the moment it creates only random stuff and you can choose only a few features.
Any support planned for grammatical rules like "word ending in y: plural is ies, not ys"? Could even do the fun psuedo latin thing with "us" endings changing to "i" for plurals.
Yes, i don't know in which version but i'll add this feature to RRC.
I hope, rrc becomes really complex, so that we can build a real random fantasy world with a few clicks
This is exactly what i want to do. ;D
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A little preview of what is coming:
227 minerals modded in 6 seconds to 8817 lines of raw code: http://sharetxt.com/?s=QUs5nwYm (http://sharetxt.com/?s=QUs5nwYm)
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From your little testfile I've spotted a slight problem.
[INORGANIC:COPPER]
[STONE_NAME:copper]
[METAL_ORE:IRON:100]
Copper ore yielding iron ore? They're all iron ores for that matter. Are you implementing other types?
I don't think you've quite got the kinks out of it yet, but it's certainly ambitious.
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From your little testfile I've spotted a slight problem.
[INORGANIC:COPPER]
[STONE_NAME:copper]
[METAL_ORE:IRON:100]
Copper ore yielding iron ore? They're all iron ores for that matter. Are you implementing other types?
I don't think you've quite got the kinks out of it yet, but it's certainly ambitious.
You can choose the type of ore. I've selected iron ore so they are all iron.
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Another example; i've made a small medieval mod that adds: 5 new useless stones, 9 new instruments, 34 new weapons (10 daggers, 13 spears, 11 swords), 12 new plants (5 alcohol, 3 mill, 3 raw, 1 thread).
785 lines in about 3 minutes.
New Features added during this test:
- The entity_default is created and edited during the process
- Now there is a progress bar
- You can edit the raw file directly in the program by pressing 1 or 2 (There will be a tutorial)
- Now there is a new folder named NewRaw, in which RRC put the new raw files.
- You can edit manually some of the mineral's characteristics
If you want the little mod: http://dl104.herosh.com/412e60b6b9e3af5d221663621044a2e6/MEDIEVAL-MINI-MOD.rar (http://dl104.herosh.com/412e60b6b9e3af5d221663621044a2e6/MEDIEVAL-MINI-MOD.rar)
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New features:
- Random Minerals
- Random Gems
- The entity_default is created and edited during the process
- Now there is a progress bar
- You can edit the raw file directly in the program by pressing 1 or 2 (There will be a tutorial)
- Now there is a new folder named NewRaw, in which RRC put the new raw files.
- You can edit some of the text files of the data folder
(http://img88.imageshack.us/img88/629/catturavp.png) (http://img88.imageshack.us/i/catturavp.png/)
DOWNLOAD: http://dffd.wimbli.com/file.php?id=3981 (http://dffd.wimbli.com/file.php?id=3981)
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I finally fixed the toys and instrument problem.
DOWNLOAD: http://dffd.wimbli.com/file.php?id=3981 (http://dffd.wimbli.com/file.php?id=3981)
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I need some suggestions on what to add in the new version.
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Random creatures. And entities.
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Huh, it doesn't generate anything for me. I double-click an item, press "generate", but nothing happens.
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Huh, it doesn't generate anything for me. I double-click an item, press "generate", but nothing happens.
Try to do this:
- Edit one of the file in the Data folder (food,gem,instrument,mineral,plants,stone,toys,weapons)
- To edit this you can use windows notepad
- Add the names of the things you want to add to the game in column
- Run test.exe
- Double click on random (food,gem,instrument,mineral,plants,stone,toys,weapons)
- Now check the checkboxes on the left (if you want, not necessary)
- Press generate.
- Now press save
- Open Data/NewRaw
- Put the newraw and the entity_default (if you have edited: toys or instruments or weapons) in the df raw/object folder
- Enjoy
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I finally fixed the toys and instrument problem.
DOWNLOAD: http://dffd.wimbli.com/file.php?id=3981 (http://dffd.wimbli.com/file.php?id=3981)
If you don't mind me asking, what was it that was causing the problem?
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If you don't mind me asking, what was it that was causing the problem?
I had written [HARDMAT] instead of [HARD_MAT].
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If you want to follow the project i suggest you to visit my blog: http://digitalbanana.blogspot.com/ (http://digitalbanana.blogspot.com/)
(I'll post there because i'll write a lot and i don't want to have multi-posts on this awesome forum :D)
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Random creatures. And entities.
The random creation of creatures is more difficult than the other things that RRC creates, so i can't add it to it. I'm developing a new software called the "Noah's Ark" that aim to help modders creating creatures and to generate them without any logic. At the moment i've made only the skeleton of the software. I'm going to post it only when it will work. If you want to follow the development of this software you can always check my blog: http://digitalbanana.blogspot.com/ (http://digitalbanana.blogspot.com/)
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Just out of curiosity, what language and/or utilities did you use to write this?
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This seems to be a great program... I kind of wish I could imput choices live into the program instead of messing with text files, but it works...
Is there any way to change the drink suffix? It's irritating seeing everything labled "beer"... I'd like to be able to define a few different types.
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Just out of curiosity, what language and/or utilities did you use to write this?
I'm using Construct tool + Python
Is there any way to change the drink suffix? It's irritating seeing everything labled "beer"... I'd like to be able to define a few different types.
I'm going to add this in the next version. Thanks for the suggestion.