Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - DollMaker

Pages: [1]
1
Anyhow, after failing to find any existing and working solutions, whether they do exist or not, I ended up writing my own script for this. The idea was to conveniently find and drop artifacts to the ground. Works like a charm for me, so far. I will share it here, so maybe it can be useful to someone else too. For dropping the items, it uses moveToGround call which is relatively common in various DFHack scripts, so I suppose it should not be too dangerous save corruption-wise. That being said, can't have too many save backups :).

https://pastebin.com/LzuQLe0V (dropartifact.lua)

Thank you so much for this script. It worked like a charm on a zombie visitor that tried to get away with one of my artifacts. He ended up in jail, but didn't want to give back my masterful wooden cup encrusted with giant squirrel leather and cherry opals. I really didn't want to kill him and tried to find a way to get the cup back, but no matter what I did, it didn't work. Until I tried your script. I wish they would include in in the dfhack release. Thank you

2
DF General Discussion / Re: Yet another DF World Generation question
« on: February 28, 2021, 10:15:18 am »
Thanks for the answers! I see, so it makes more sense now. During the world generation it only creates World Tiles and Mid Level Tiles, right? I would think in only creates World Tiles, but at the embark screen we actually see MLTs so I assume they are fully generated as well before the actual game at a certain place in the world starts.
I'm still struggling with understanding some concepts behind the scenes. First of all, I understand how it is possible to generate the same nature in-game tiles for the same MLT each time, because of the seed. What I cannot understand is how the game knows how to generate non-natural structures like homes in hillocks, for example. Can I assume it does the same thing? I mean that it keeps the information about the site existing in a certain area and use this info when generating in-game tiles from a seed? In this case, does that mean that it is not possible for a certain site (e.g. hillock) change it's structure over time? I'd say, if a hillock A exist in the area B it will always contain the same amount of homes at the exast same places, doesn't matter if the historical events are changes and the hillock population has increased over time, for example?
I didn't examine DFHack's structures info yet. Btw, thanks for this insight, PatrikLundell.
Also thanks for linking the historical figure article, Nopenope. That shed some light on the matter of how the game shows the same NPCs each time you visit a place in the Adventure mode. As I understand, each person you've contacted becomes a historical fugure and the game starts to keep close attention to them, their position and events related to them. Might be wrong though, but I think I'm getting the concept.

3
DF General Discussion / Yet another DF World Generation question
« on: February 28, 2021, 07:26:04 am »
Hi everyone! My name is Artem. I started playing Dwarf Fortress about 10 years ago and still play it from time to time. It's a facinating game in many aspects and I wanted to say thank you to the creator and this awesome community.
There is one thing I have been wondering about recently. Its not about the gameplay, but rather about the game itself. I didn't know where to ask this question and didn't find any forum topic for questions like this so I'll ask it here. I hope it's okay. I also have to apologize for my English.

Recently I became interested in the world generation aspect of this game. I have always liked how this game can re-create any world exactly the same each time if you use the same seed values over and over. I read about procedural generated worlds, about different ways to do this kind of stuff, and the complex approach Dwarf Fortress use. Mostly, I got the info from a couple of interviews with Toady that are exist in the web (like this, and this). I know that DF generates worlds by doing a robust work on randomization and simulation things like tectonic plates, mountains, temperature, drainage, rainfalls and so on.

What I don't understand is on what level of abstraction Dwarf Fortress operates the world when generating it? Most articles and information on the internet which cover procedural world generation view this "world generation" thing as just "lets generate a 2D map in several dimensions, some of them are: elevation, temperature, etc." And the map in these cases is usually not that big and the smallest "tile" in these algorithms is usually a very large area in the resulting world.
But as far as I can understand, in Dwarf Fortress things are a bit different. We know that at the generation step world can be looked upon as a map with a certain size (for example, 65x65 for the small size world). We see this map on the world generation screen. Each tile there (let's call them region tiles) represents a 16x16 local area blocks of 48x48 real-game tiles each (these are the tiles we see in the fortress/adventure mode) (source). So in total the small region would contain (65 * 16 * 48)^2 = 2492006400 real-game tiles for the small world! It's a huge amount, isn't it? And it is only covers one Z-dimension, but I also can imagine that there's some world generation work below the surface (at least for the caverns). I would say it is impossible to generate and simulate a world of this size without consuming a lot of memory and time.
So the question is, does the game really generate the world tile by tile using the smallest real-game tile as the smallest part of it's grid? Or it uses some kind of approximation and just operates region tiles at the world generation step? And if that is the case, at which step does it generate real-game tiles for each region tile?

4
DF Adventure Mode Discussion / Re: Adventure Mode Little Questions Thread
« on: February 02, 2015, 01:39:41 pm »
pisskop, cool, thank you!

5
DF Adventure Mode Discussion / Re: Adventure Mode Little Questions Thread
« on: February 02, 2015, 01:34:27 pm »
Hello everybody!  :)
I've created a world with 2 dwarf civilizations (for example, Civilizations "A" and "B"). Now I'm playing as adventurer from civilization "A".
What I need to do to my adventurer could came as migrant to my future fortress in civilization "B"?
Retire him in close place to my future fortress? Or retire in any hamlet of civilization "B"? Or it is impossible?

6
DF Modding / Re: My favorite tileset isn't working in 40.16
« on: November 15, 2014, 11:54:21 am »
Yes, seems like it's because of raw files of my older world that I've used with graphic tileset. I changed raws and now it works fine. Thanks.

7
DF Modding / My favorite tileset isn't working in 40.16
« on: November 14, 2014, 01:15:36 pm »
Hello.
I have always used my favorite tileset named "Anno 16x16" by AbuDhabi. Here it is: http://dwarffortresswiki.org/index.php/File:Anno_16x16.png
It always worked perfectly, but in new version 40.16 I have some graphical artifacts like this:



There are strange symbols and background colors on tiles.
In previous version (40.15) it was normally, like this:



There are also same artifacts with minerals tiles and some others.
Anybody knows how to resolve this problem? I really don't want to use any other tileset. Hope you help me.  :)

8
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: November 08, 2014, 02:31:57 pm »
pisskop, so they'll come to me to attack?

9
DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: November 08, 2014, 01:22:20 pm »
What does No Trade mean?


10
When is the new version?

Pages: [1]