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Topics - PatrikLundell

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91
DF Suggestions / Minor workshop labor restriction profile improvements
« on: November 04, 2016, 04:12:22 am »
- Allow the profile to specify that kilns and glass furnaces can/can not be used to host orders for clay/sand collection. I make dedicated kilns/glass furnaces for collection of these resources so that the real (magma) versions can be used for actual item production. If profiles could be set up the manager could be used to control resource collection without interrupting production.
- Allow a loom profile to specify whether silk collection and silk spinning can be done. I'd like to use a dedicated silk collection/spinning workshop close to the silk source to cut down on needless travel, and profiles would make it possible to use the manager and still get the jobs to end up in the correct workshop.

92
Purpose: Generate a world map in DF, export it as parameters+PSV data, tweak the PSV data, and then regenerate a tweaked world resembling the original one. The functionality of tweakmap has grown to allow it to act as a replacement for World Painter, if desired.

https://www.dropbox.com/s/mlhcs3ik1wdnkgw/exportmap.lua?dl=0 version 0.1 2016-10-22
https://www.dropbox.com/s/60kmfv55ctnmebc/tweakmap.lua?dl=0 version 0.8 2017-11-23
Both can be found here:https://github.com/PatrikLundell/scripts/tree/own_scripts

exportmap.lua:
This script exports a world as parameters + PSV data to <DF directory>\data\init\exported_map.txt. The data isn't exported exactly as is, but rather adjusted to generate approximately the same world when DF's advanced world generation uses it (when the file contents has been pasted into world_gen.txt).
- Elevation is converted from the ranges used in the world to those used by the PSV set.
- Temperatures are attempted to be adjusted to compensate for elevation and latitude adjustments performed by DF. "Attempted" means the formulae used are not known, and so measured translation tables are used.
- Most of the world gen parameters are exported as they exist in DF, but some are changed to attempt to increase the chances that DF will actually generate the same thing world map tiles. Variances are modified, for instance, and if the pole was specified to one of the "chose one" alternatives it's locked to the one actually used.

tweakmap.lua:
This script reads the contents of the file exportmap.lua produced and presents it using DF as a display engine, without actually using any data within DF itself. The script displays world map tiles according to the biomes the PSV values would result in.
- You can change any if the PSV values for the currently selected tile to any value within the legal range.
- You can select the biome of the currently selected tile from a list of ones legal at that latitude. That will change PSV values to values that generate the selected biome. These parameters can be manually tuned after biome selection by the function above.
- Temperatures are WYSIWYG, i.e. the temperatures displayed differ from what was/will be in the PSV set and displays what they correspond to in a DF world.
- You can save the modified parameter + PSV set back to <DF directory>\data\init\exported_map.txt for manual copy into world_gen.txt.
- PSV parameter sets can be ignored, i.e. not saved. This is probably useful only to let DF randomize Volcanism.

Caveats, known deficiencies, rambling, etc:
- Temperature conversion is measured table based, rather than using the actual formulae DF used, since those are unknown to the author. Differences seem to be limited to 1 degree.
- World generation does not generate exactly the same elevations as the PSV set specifies, but they are generally close.
- Volcanism can spread out one tile from volcanoes, and volcanoes do not necessarily appear in the same location in a regenerated world.
- Biomes are determined using 6 parameters: Elevation, Temperature, Rainfall, Drainage, Vegetation, and Salinity. It can be noted that Vegetation and Salinity are not available as PSV parameters. Vegetation seems to always match Rainfall, so that's used as a proxy. Salinity, however, is problematic. Tweakmap uses a salinity value of 100 for wetlands as that allows for Mangrove Swamps, but the users should be aware that they may end up with freshwater marshers/swamps instead.
- The author has tried to set the parameters to get DF's world to match the PSV data as closely as possible, but the author is not confident the selections are the best ones possible, so there may very well be room for improvement.
- Tweakmap does not change the parameter part of the data read, but rather prints it out unchanged: all modifications are done by exportmap.
- Since Evilness is not available as PSV data, the data is displayed without consideration to any possible evilness values.

The author intends to modify this first post to reflect any changes in the scripts or associated knowledge without explicit change markings. Usually a new post at the end of the thread would indicate this post has changed, though.

Change log:
tweakmap 0.8 2017-11-23: Fixed bug in grid widget for maps wider than they are high.
  Changed ESCAPE behavior to escape out of help to the main display, rather than out of the tool completely.
  Blocked the editing and movement command keys from having any effect while the help is displayed (save and exit still work).
tweakmap 0.7 2017-08-05: Fixed screwed up addressing of 'r' and 'b' for frames essentially replacing them with 'w' and 'h'. Affected screen resizing handling, but had no effects on actual functionality.
tweakmap 0.6 2017-07-23:
- Fixed bug in determination of possible biomes on smaller maps for the "maybe" zone.
- Fixed incorrect key function descriptions referring to the wrong name of the save file.
tweakmap 0.5 2017-06-27:
- Replaced the crummy movement scheme of separate movement and panning with a single set of keys that pans automatically to keep the cursor as close to the center as possible (incidentally the same way DF does it...).
tweakmap 0.4 2017-06-22:
- Restored the functionality for the "map" to resize when the DF window size is changed.
tweakmap 0.3 2017-06-21:
- No functionality changes. Updated help text slightly.
- Replaced internal mechanism for map panning using a new widget.
tweakmap 0.2 2017-02-21:
- Tweaked maps are now saved back into exported_map.txt rather than to a separate file.
- Missing PSV values are replaced by defaults, allowing tweakmap to be used as a replacement for World Painter. In that case you would start with the world generation parameters only in the exported_map.txt file.
- It's possible to suppress the saving of one or more PSV parameters, allowing DF to generate those on its own.

93
Utilities and 3rd Party Applications / DFHack script: showbiomes
« on: September 29, 2016, 04:38:41 am »
Current version: 2.6 2017-02-16.

I've made a DFHack script that displays which biomes are present on a Fortress embark, allows presentation of biome parameters (rainfall, salinity, drainage, savagery, temperature, volcanism, and evilness), as well as detecting biome shears ("foreign" biomes up in the air).

The script is available at this link:https://www.dropbox.com/s/5nxesztkpnb6f5w/showbiomes.lua?dl=0
It can also be found here: https://github.com/PatrikLundell/scripts/tree/own_scripts

Function: When invoked, the script overlays the DF window with one of its own (as gui/gm-editor does). This window then presents the selected information in the form of a colored ASCII character for each tile of the embark.
- The help/info page displays the biome types detected on the embark, as well as any biomes that might be present in the air in unidentified biome shears.
- The starting view is the biomes at the (varying) ground level with a character representing the biome and the color presenting savagery/evilness.
- The other views present the selected data element on the current Z level (starting in the air at the top Z level), with keys to step up and down along the Z levels to display the presented parameter in each tile. Note that in a normal embark the air is uniform, but of the biome belonging to the world map tile to the NW, not the embark's own world map tile. If shears are present they occupy a  complete 16*16 tile block where the parameters match those of a different biome than the air background biome (usually: an unexaminable shear can be of the same biome).
- There are two kinds of possible biome shears in the air: ones that can be examined, and ones that can not. The examinable ones are displayed as air biomes on the help/info page (if not present on the ground as well) and their parameters are displayed when viewing that Z level. Unexaminable shears are displayed with red '@' characters, and they will have a biome from either the list of identified biomes or the potential biome list. Note that the biome of each 16*16 tile block unexaminable shear is unrelated to the biome of neighboring blocks.
At the ground level and downwards the parameters are uniform within each biome.
- The first thing to do when using the script the first time is to bring up the help/info screen for more info.

Note that this page is update to match the current state of the script without providing edit indications as is customary, as I think that serves the purpose of this first post better.
Feedback is welcome, and I'll try to correct bugs reported.

Nerd section (background info/assumptions the script is based on):
- The base air biome is the biome of the world map tile to the NW of the embark, rather than the embark itself. This is likely to be a DF bug.
- Biome shears are "random" in that embarking in the same location from copies of the same world generation save can produce a different set of shears.
- Tropicality determination, i.e. whether a biome is tropical or temperate, is a complicated matter, as it's not a property inherent in the biome itself. Instead, all biomes with a tropical and a temperate version become tropical if their biome reference world map tile is at 200 or above when value has been scaled to a north pole only world of maximum size, or has a temperature of 85 or above if the world has no poles.
  - A biome may be tropical or temperate if the adjusted tile location is 171-199 for a world with poles or the temperature is 75-84 for one without, but only for the two largest world sizes (which explains why tropical dry broadleaf can only exist in such worlds). The exceptions is lakes, which are always tropical in the "maybe" zone regardless of world size.
  - For biomes in the "maybe" zone the determination is made based on a relation between rainfall and "latitude" within the region. This relation varies per biome type.
- The term "biome reference world map tile" used above has three different versions:
   1. The standard one is the one for surface biomes. It uses a series of offsets that first references an embark level tile that then references a world map tile. The result is either the embark's world map tile or one of its 8 neighbors.
   2. Surface rivers/brooks and ponds are not real biomes, and the tropicality determination for these uses the world map tile of the embark.
   3. Air biomes use the world map tile that has the biome as its own biome.
- Each biome can be present on the embark as both its temperate and its tropical incarnation at the same time if the conditions are suitable.

Change log:
2.6
- (Hopefully) Fixed an issue when an embark bordering the edge of the region references a biome in the next world map tile.
- Added X/Y coordinates of the DF cursor to the help/info page.

2.5
- Fixed bug when embarking in the easternmost column of world map tiles.
 
2.4
- Split panning between the help screen and the others, so they pan independently.
- Changed starting Z level to the top level - levels_above_surface to be closer to the ground level.
- Restructured the display logic to improve speed.

2.3
- Panning now affects the help screen below the key bindings, at the cost of a significant lag when the help is displayed.

2.2
- Reverted back the cursor background, should you manage to move the cursor while showbiomes is active.

2.1
- Added DF cursor indicator showing where the DF cursor is on all pages, ignoring the Z dimension.
- Fixed bug causing biomes present on the surface to sometimes be shown as air only when an air biome and a surface biome of the same type exist, but they actually are different biome entities (with slightly different parameters).

94
A rotting meal was destroyed in the refuse stockpile, and the cook suffered a shock. Since clothing refuse destruction is legitimate, I would have expected the same to go for meals?

95
I chained a captured necro in a tunnel, hooked a cage with a captured ogre at the end of the tunnel to a lever, and installed an array of serrated glass disc weapon tracks inside of the cage. A bunch of cage traps were then placed inside of that to capture what wasn't minced. I pulled the lever, the ogre was killed (with a couple of parts lopped off) and the blasted necro was just "overcome with terror", but did nothing necro-y. I then sent my dorfs in to collect the remains, and still nothing. Was the bugger too scared or not sufficiently scared? I.e. what should I do to further my investigations into sapient bone crafting (I've already confirmed the undead former dwarves the necro was associated with are fully usable for bone crafting, provided they're butchered "naturally")?

96
DF Dwarf Mode Discussion / Fire spreading through walls?
« on: July 23, 2016, 07:56:12 am »
It's the second time I've been subjected to this. A fire spewing FB is "safely" kept out of a cavern by a wall with a wall on top of the single tile wide strip the FB is confined to with two raised stone drawbridges in the wall and Up staircases on top of the bridges. The FB then finds something to blast with fire, and fire somehow spreads into the cavern and eliminates my stocks of logs (that's only a temporary nuisance, though). Since dorfs don't really understand fire, the whole cavern will have to be placed off limits while the fire rages.

Any ideas of why fire jumps through walls and, potentially, how to block it?

z+0:

w..b......w
WWWBWWWBWWW
......hbh..


z+1:

wWWWWWWWWWw
...u...u...

where:
w = natural wall
. = floor (natural on Z+0, top of wall on Z+1)
b = lifted part of raising drawbridge (i.e. the one "disappearing")
W = constructed wall
B = "hinge" part of raising drawbridge (i.e. the one remaining visible when raised)
h = ramp down (and the rightmost bridge has a ramp under the lifted part)
u = constructed up stair

98
I'm trying to determine if bones from an undead dwarf can be used for crafting the same way as bones from e.g. an undead goblin (while bones from regular goblins and dwarves can not be used), and I happen to have a number of subjects at hand. The problem is that my embark is shallow, so the 25 levels I have between the bottom of the thick aquifer and the magma sea isn't enough for a splatterer setup (I've tried dropping onto lead and steel and both just leads to various injuries, and a menacing spike trap at the bottom just results in a dead, but undivided, undead. Slade is not available (unsurprisingly), nor is any of the heavy kinds of stone, unless the human caravan next year brings some. My civ is dead, so there's no dwarven caravan to order stuff from).
Thus, I'm looking for the trap type that leads to the largest number of bits, and my experience of traps other than cage ones is limited. Candy is not yet available.

As an alternative to investigating this myself, someone else might already know the 0.43.05 answer?

99
DF Dwarf Mode Discussion / No tree or herb regrowth: bug or feature?
« on: July 05, 2016, 03:40:35 am »
My embark is in a sand desert with a rain fall of 1 (that's what the PSV is set to, anyway) which resulted in sparse tree growth and sparse ground cover. This is what I saw on embark. However, after cutting down all the trees and collecting all the herbs, no saplings and no new herbs show up after more than two years (and no saplings were present on embark). While this world is generated with the experimental 0.42.04 64 bit Windows version, I encountered the same thing (at least regarding trees, can't vouch for the herbs) with 0.42.05, with no saplings after about 7 years. Using a dirt road, I've confirmed normal ground cover recovers. A single tile deep channeled area gets (almost) covered by ground cover, but no herbs, just as a no vegetation desert one does.
So, is this failure to regrow a feature of low rain fall embarks, or is it a bug?

It's sort of neat not to have to prune the surface of trees while still get some surface wood on embark, but on the other hand I like to have a modest feather tree supply, and a this kind of deserts have such a sparse ground cover that the risk of a treesplosion with the normal behavior seems to be small.

100
The suggestion is to write a pre processing program/script that takes the raw descriptions of the ordinary creatures and generates raw descriptions of giant and animal man versions from them.
The ordinary animal raw descriptions could be extended with overriding hints for the giant and animal men versions if needed. These hints would have no effect in DF itself, but would guide the pre processor in its generation.
The reason to produce raws for these derived creatures is to allow modders/players to change them, while vanilla DF would provide the results of generation only (DF itself would be oblivious to the generation and would use each creature raw for that creature, regardless of whether it was a base or derived version).
It would be a bonus if the pre processor would be provided so modders could do the same generation based on their modified creature sets.

Obviously, oddballs such as Plump Helmet Men, Gorlaks, and Gremlins would still have to be defined manually, since they're not derived from underlying creatures.

Implementing the suggestion would silence the bitching about the non existence of Giant Desert Scorpions, and might result in things like Mussel Men, Cave Spider Men , or Creepy Crawler Men (although a subterranean tag might be used to suppress generation of giant and animal people versions, if desired, with an override required to get/retain the GCS while suppressing the animal people version).

A very basic FotF level question is why this isn't done already, since it seems to be a natural fit for the DF philosophy. There might be some simple answer such as "it won't work because of..." or "haven't gotten to it yet" of course.

101
I'm at my first attempt trying to use the (relatively) new manager/workshop order system so previous experience is very close to zero.
I'm trying to come up with a way to always brew all brewable plants EXCEPT pig tail and rope reed. For those two I want only a small amount to be brewed, while most of the produce goes into thread production.

However, as far as I can see, you can either specify a specific source material in the order, or all matching ones, not all except these ones. Have I missed something, or will it have to be done using a specific source material based order for each plant, with added conditions only on the two exceptions? (I'm asking about the workshop manager interface specifically: I'm aware you can achieve what I'm after using stockpile linking and separate workshops).

Edit: I also seem to do something wrong with orders to check seasonally/monthly, since they generate constant cancellation spam, even though I've set up the condition that they should have something to work on (except shearing/milking, which doesn't allow checking for inputs). I had expect them to check once per time interval and not start silently if material is missing, or start and then stop silently when running out of material to work on, not generate cancellation spam every few days.

102
DF Dwarf Mode Discussion / Is there a way to get visitors to leave?
« on: May 07, 2016, 06:28:09 am »
I'd like to kick the current lot of loiters out and replace them with some fresh blood, but I'd like to do that in a civilized manner, not by simply kill them (using direct or indirect means), i.e. I want them to leave my embark and do so alive.

I've set the visitors cap to 0, which throttles the fresh blood, but it has no effect on the current set of loiters. I tried to set the locations to citizens and long term residents only, but that just causes the buggers to stand around without any activity.

My oldest loiters seem to have been glued to the (dry) bar for over 4 years, so they're definitely due for a change of scenery.

Edit:
After waiting 3 months with all facilities blocked for visitors without anyone leaving I caved in and started operation GREEN PAINT.
A new area was dug out fairly far from the rest and was set up as the original tavern, open to all. At the same time, the area associated with the original tavern was reassociated with a new tavern open to residents only. The open tavern was gradually given 3 tavern keepers, but it took a season or so of praying to strengthen the dorfs for the task (the 3:rd one has never been seen in that tavern). In less than a season 4 over staying visitors have had their livers pickled and another 10 have left. Three of the pickled ones left tattered clothing behind as a clear sign of their over stay.

103
My current 5 year old 0.42.05 LNP embark is subjected to a number of oddities:

- The second cavern hasn't had any life in it for quite some time. The cavern is covered in mud and doesn't sport any trees (which is not surprising, since my world gen parameters are set to reduced water in caverns). An FB has been rampaging in the cavern for 3 or so years killing everything encountered before I managed to divert efforts to kill it off. I then saw no life in the cavern for a fair while, mapped it, without seeing any life, got my gremlin trap going and caught a gremlin, but haven't seen anything since, despite having restored the trap since half a year or so. Can a cavern layer be completely depopulated in that short a time? The world gen parameters have been set up stop split caverns from appearing, and DFHack "reveal" has shown no separate piece exists.

- The surface of my embark had two tiles of scarcely wooded sand desert (the rest being completely devoid of vegetation). I cut down the 3 trees, but haven't seen a sapling anywhere (on the surface). Shouldn't there be at least some tree regrowth? This is the first time I've had trees on embark without any regrowth at all. Sure, the ground cover is sparse, but given the amount that does exist, at least a few saplings should have appeared and matured by now.

- For some reason clay bought from caravans seems to be partially bugged. I can make floors from clay loam, but none of the other types show up in the material selection list (which they usually do when I don't want to use clay). I can use the clay in kilns to make pots out of the fire clay and instruments and bricks out of the rest. It's not something critical, just odd. I'm not aware of having changed anything anywhere near these things (doubled gremlin size to allow them to wear kobold clothing, experimented with and reverted human & elf maturation age to increase world gen survival, removed [MULTIPLE_LITTER_RARE] tags from elves during world gen to increase numbers but restored the tag in the save before playing). Clay loam actually happens to be present on the map, but not exactly available, since it's covered by an aquifer on that part of the map (with a second aquifer underneath the single level clay layer).

Edit:
A bonus question: I've had fire imps and magma crabs leaving the third cavern via the edges (they came up through a magma pipe). Is there a risk they will return the same way, or do they safely rejoin the off site magma sea population?

104
I suspect DF instrument allocation is bugged after having two fortresses where everyone insists on simulating about 3 instruments that are neither possible to create in the fortress, nor possible to buy from the elven or human caravans (my civ is dead, so I don't know if they could have been bought from the dwarven caravan, although it would be logical that the locally available instruments were the same as those of the mountainhome.
I don't have a problem with visiting bards wanting to use the instruments they are familiar with, but the locals in my second fortress simulate the same set as the visiting bards do (my first fortress didn't get any visitors).

What I'm getting at is that it seems DF generate a bunch of instruments and a bunch of music using instruments, and then distributes both randomly between civs, so the likelihood of your civ ending up knowing any music that use your instruments is rather low. (I did see a single case of the use of an instrument in a short lived intermediate fortress, though).

If my guess above is correct, a more appropriate approach would be to generate instrument sets (where the same instrument can appear in multiple sets) and then generate music appropriate for each set. Each civ would then get a starting package consisting of instruments and music appropriate for those instruments.
The acquisition of knowledge of how to make foreign instruments will have to wait for some unknown future time, though.

105
DF Gameplay Questions / Elven civs not showing up & 0.42.X questions
« on: March 26, 2016, 08:44:48 am »
I've generated a number of worlds where Legends Viewers report of DF exported legends claim elven civs exist, but when trying to embark no elves are listed as neighbors, regardless if I'm right on top of their site(s). Is there a size threshold required for them to show up? I believe the elven civs have numbered somewhere above 50 and below 100 every time (last time: 61).

- Beak dog mounts are now a thing, which is great. However, has anyone seen any of the other mounts goblins are supposed to use appear in 0.42.X?
- Early in 0.40.X I received goblin sieges containing ogres. Are they still a thing and I miss them just because my worlds are too small/insufficiently evil, or have they somehow disappeared as invaders?

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