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Messages - Muffinator

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1
Have you tested your creatures with varying colors in a genned world with at least a couple of hundred years having gone by?  Adding extra colors might work well enough for megabeasts genned at the start of a world, and I have no idea how animal pops work (hence why you should test), but when it comes to civ populations, color variations are tracked according to a genetic model.  Unfortunately, DF's genetics are completely broken because it has no concept of genotype vs phenotype - when two creatures have a baby, the baby gets a single gene for each color from a parent, and that gene is whichever one is the most dominant (which by default is the one that shows up first in the creature's TLCM raws).  After a time, dominant genes crowd out recessive ones, and the entire civ pop ends up looking virtually identical.  I don't know if animal pop genes are tracked the same way, but you might want to find out for yourself.

Thanks so much for posting this, because everything you said is stuff that never occurred to me because I never stick with a game for long enough to notice.. anything, jumping from the raws to other stuff, and then I don't check myself before i wreck myself  have way too much fun. Now I gotta test genetics or the lack of them. even if successive generations only display one color trait as dominant, it might still be worth it to have more colors just to notice that "hey this time my fort consists of yellow elk birds and charcoal chinchillas, and the attacking elves were led by a dick on a lavender unicorn FWIW...

2
DF Modding / raws that use color tokens way more liberally with creatures
« on: September 10, 2018, 02:35:13 pm »
Its been a while since I posted and I want to make a mod for something that just keeps bothering me, namely that there are all these color tokens in descriptor_color_standard.txt but like 90% of all the creature raws don't use them. every dragon has green scales and black eyes, every elk bird has brown feathers. I realize that this is such a minuscule, unimportant facet of the game, but I'd kind of like it if i could look in the description of the dargon that wrecked my fort and have it be heliotrope with ruby eyes, or something. I've already gone through and updated my raws so some creatures (dragons, unicorns, chinchillas) have a ton of various colors, but I feel like my own interpretation of color tokens is subjective, and i don't know if there's any interest for modded raws like mine.

In addition, im wondering if there's a way to state [TL_COLOR_MODIFIER:ANY_BLUE:1]or something, instead of manually listing every color token that I subjectively think is blue as BLUE:1:DARK_BLUE:1:..... etc. etc. (is periwinkle blue or purple? and don't even get me started on anything with taupe in its name, are these colors pink, tan, or brown?). Just basically so many questions. If someones got a list that puts these color tokens in order by color that would be amazing too.

3
Utilities and 3rd Party Applications / Re: DFHack 0.40.24-r5
« on: February 03, 2016, 09:38:08 am »
Hey I just downloaded the newest LNP for windows with DFHack enabled, and after generating a new (large) world, i used the exportlegends maps command, and it crashed while the trade map was generating. Is there crash logs somewhere for DFHack, and is this the kind of stuff you're looking for as far as testing?

4
Utilities and 3rd Party Applications / Re: DFHack 0.40.24-r5
« on: February 01, 2016, 01:53:29 pm »
I would like to also sign up in that I don't mind testing the super buggy versions for 42.05 on Windows. You're gonna have to feed me how to compile it though, because I have no clue how, and my friend can't help me until finald are over in a month.

5
Hehehe yup, that sums it up! On another note, I have found out the hard way that awakened stones can become werebeasts... Interesting.

6
I do totally merge them manually, like a scrub Dwarf, but i only bother with three mods now, so its mainly entity_default.txt that needs work. the one time i tried to use the started pack merge tool it deleted my raws folder, I have no idea how it works...

7
Awesome! the only other thing that's bugging out is the seeds reaction, i keep getting a generic "seeds" i cant plant instead of "amethyst seeds", etc. But seriously, this is the coolest mod. :3

8
Hey, I don't really know how to definitively test this or not, but I'm not sure the .init file is working properly, it seems like if i start a new fort/resume an old fort, I can dig all day and find neither hidden gems for fun rocks, but the moment i run tesb-mining -living .002 and tesb-mining -gem .005 like you showed me earlier the gems and fun start getting mined out in reasonable amounts. I started a new fort and dug out 31x31 squares in stone layers multiple times, 3x3 long hallways across the map, nothing until i run the commands.

9
Stick my wolpertingers in there! lets roll stuff up like its katamari damaci!

As far as dank memes go, Here are Mountain Dew plants: http://dffd.bay12games.com/file.php?id=11215

I'm a total scrub, so I dunno if i made that plant right, I think I made it right, oh well.
Now what should doritos be?

10
Oh man thats so awesome that you figured that out! This is really good for my fort because I got myself a female dragon now :D I'm gonna build a semi-autonomous flamethrower wheeee~ If you need another save for debugging at any point, I can upload one, I have it set to seasonal autosave with backups, so I have them all.

11
I actually have another bug I found in the save, too. After building the tribute to chalk and sacrificing a few hidden gems I got a "seeds". Cant plant them or anything, just sitting in my seed pile. 

12
Hey so I didnt get both tame and trained awakened stones at the same time, but in this fort i made I have two -trained- war awakened chalks, and when I reload it to play some more, they start attacking my dwarf child (which I'm not that upset about really). I uploaded the save file here http://dffd.bay12games.com/file.php?id=11188 because though they just killed one kid, in the units list they are still with my livestock, and not the list of other things and stuff.. Thank goodness its chalk.. Also, when I first built the tribute to chalk, it was just "Tribute" and not to chalk, even though it had three chalk blocks in the mats. broke it down, rebuilt it, still tribute, so I saved and exited it,restarted DF, and got my miner to rebuild it in the same spot, and then it was a "tribute to chalk" and not just a tribute. Somehow the miner just managed to ignore the rampaging rocks and built the thing, and thats when I noticed that the "trained" rocks were attacking my dwarves again. Dunno if this rambling helps out a whole lot.. and the giant hole in the ground in the fort "Blazedbasement" is gonna be a large light underground pasture, I'm putting a roof over it soon, Its gonna look epic, if invaders don't happen before the roof does...

13
Yeah, I think I got one after you hotfixed it, but if I didnt, can I reinstall the latest over this fort and have it work or do i need to regen a world?

14
So, let's just say I'm not the best at actually playing DF, and I cant seem to get trained and tame awakened stones together at once, because I keep needing to conscript them to defend my fort. Maybe I should embark somewhere less crazy .. Anyways, I did notice that my DFHack window keeps getting spammed with this still http://imgur.com/J27kUPt. Also, the wrym thing your thinking of sounds cool :3

15
I'm working on it, got the wild-caught-and-trained ones, I cant seem to replicate the thing I said earlier though by saving and continuing later. I did find a little something wierd though with tributes, I built one, then discovered the caves were closer than I thought, a bunch of blind cave ogres rolled up and destroyed my tribute. After that, whenever I would build a tribute, it would just be a generic tribute with no actions even though I used three siltstone blocks. Tried making a gabbro one too, Same thing, just tribute. I saved and exited, then started playing again after breaking down all tributes, and when I started playing again when i built the tribute to siltstone, it built the right tribute. That's no biggie though, its not gonna happen again.. hopefully. Anyways, I'll upload my save to dffd when I get a regular tame one, though since that bug occurred pre-v1.30 (IIRC) you might have fixed it doing something. when i saved and resumed play previously for the tribute thing, I had a trained war siltstone, and it didn't go crazy on the livestock.

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