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 - teabasins

Pages: [1]
1
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: November 17, 2023, 03:01:28 pm »
the only thing I see what could be making the difference, is
[START_BIOME:MOUNTAIN]
Vanilla uses:
[EXCLUSIVE_START_BIOME:MOUNTAIN]

The issue started before I made that change. It doesn't even have any functional implications anyway since [START_BIOME:MOUNTAIN] is just an alias for [EXCLUSIVE_START_BIOME:MOUNTAIN] + [SETTLEMENT_BIOME:MOUNTAIN].

What version are you working with?

50.11

2
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: November 17, 2023, 12:19:38 pm »
Did you remove all the indoor_ outdoor_ tokens? maybe its another, like _gardens
When testing and correcting, are you sure those corrections are even used in your testround?
Did you remove vanilla plants?
these should work by default, and only would cause rejections if you removed vanilla plants?
 [INDOOR_FARMING]
 [OUTDOOR_ORCHARDS]
Do you have multiple modded enitties and are you sure you didn't miss one?

Upon further testing, the plants themselves aren't a problem at all. Replacing entity_default.txt with the vanilla version fixes the problem, so there's something about the changes I made to the entities that's at fault. However, as I said before, I've already tried removing [INDOOR_FARMING], [OUTDOOR_FARMING], [INDOOR_ORCHARDS], and [OUTDOOR_ORCHARDS] from all entities. Those are the ones that the wiki says can cause rejections. But doing that doesn't fix the problem. I haven't added any new entities, just modified the vanilla ones.

Here's a copy of the current state of the file: https://pastebin.com/DgCf1ZCb

3
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: November 16, 2023, 07:37:13 pm »
Copying this question from Reddit since I didn't get an answer there:

I keep getting worldgen rejections for
Placed farming entity without orchard crops
Placed farming entity without non-orchard crops
I've modified both the entities and the plants a bunch, but I can't figure out which change caused the problem. I know from the wiki that
[INDOOR_FARMING]
[OUTDOOR_FARMING]
[INDOOR_ORCHARDS]
[OUTDOOR_ORCHARDS]
cause worldgen rejections if harvestable plants and fruit trees respectively aren't available in an entity's starting area, but the plants *should* be available, and when I went in and removed those tokens from the entities the worldgen rejections still happened. I even went through and changed the FREQUENCY to 100 for every plant and gave them extra biomes to appear in. What other reasons can cause that worldgen rejection type?

I'm really hoping it isn't due to the changes I made to the reactions to allow harvesting legumes and grinding flour from seeds. I can post an example of what the plants look like in the raws if that'll help diagnose the issue. The entities haven't been altered much so I can't think of any change there that would cause this issue.

Edit: I never figured out exactly what the problem was, but it's fixed now, somehow.

4
DF Dwarf Mode Discussion / Re: DF v0.47.01+ Worldgen Cookbook Thread
« on: November 11, 2022, 05:59:33 pm »
may I ask what your scale interpretation method was? For instance, mauritus does not exactly have gigantic stony peaks, so is your translation a sort of factor scale of Mauritus? for instance, on this topo map I found, one can place the high point at 828m irl. so would I be correct in saying the tallest mountain present in your map is 295 z levels? or was this point raised to 400z in order to expand and provide more topo detail?

I think your map reveals an important fact about the realistic scale of DF mountains, which is that they are not realistic at all.

If you look at the elevation copypasta, you can see that the highest z-level on the map is 396 on DF's 1-through-400 scale. I figured the extra 4 levels wouldn't add much value but you can easily edit that one point yourself if you'd like. In general, I followed the topography above sea level as closely as possible given that the resolution is 1.536 km squares, though the bathymetry is fudged a bit by taking data from some NASA archive IIRC and squashing it into the 99 z-levels below sea level.

And yeah, while the scale of DF can be accurate in surface area, the game is really lacking in the ability to represent realistic elevation ranges. At 2.8 metres per level, to fit everything from the peak of Mount Everest to the bottom of Challenger Deep, the game would need 7,063 z-levels! As for how it affects the biomes, the only way around that would be to either make your world with no mountains and thus limit yourself to below 560 metres ASL, or have a very cold climate where there actually is a tree line at that altitude. I haven't yet looked to find areas like that in real life yet.

Some other inaccuracies that I know of:

  • The wind directions are chosen based on real-life atmospheric circulation, which is neat but doesn't make sense at the scale of DF worlds.
  • The peak temperature changes based on rainfall and elevation in some way that I don't understand but doesn't seem accurate.
  • In general, the way that temperate/tropical biomes are determined based on peak summertime temperature doesn't seem to function very well. It should be based on the winter minimum in my opinion, and there should be a subtropical climate in between.

5
DF Dwarf Mode Discussion / Re: DF v0.47.01+ Worldgen Cookbook Thread
« on: November 01, 2022, 09:51:22 pm »
Mauritius world_gen.txt copypasta, volcanism:

Spoiler (click to show/hide)

6
DF Dwarf Mode Discussion / Re: DF v0.47.01+ Worldgen Cookbook Thread
« on: November 01, 2022, 09:50:37 pm »
Mauritius world_gen.txt copypasta, drainage (optional?):

Spoiler (click to show/hide)

7
DF Dwarf Mode Discussion / Re: DF v0.47.01+ Worldgen Cookbook Thread
« on: November 01, 2022, 09:48:43 pm »
*Edited to work better with temperature setting, now only tropical biomes should generate if you set the minimum temperature to 87. Incidentally this also increases the size of the shrublands so humans have more viable settlement space.*

Mauritius world_gen.txt copypasta, rainfall:

Spoiler (click to show/hide)

8
DF Dwarf Mode Discussion / Re: DF v0.47.01+ Worldgen Cookbook Thread
« on: November 01, 2022, 09:47:35 pm »
Mauritius world_gen.txt copypasta, elevation:

Spoiler (click to show/hide)

9
DF Dwarf Mode Discussion / Re: DF v0.47.01+ Worldgen Cookbook Thread
« on: November 01, 2022, 09:43:26 pm »
Apologies in advance for any formatting errors; this is my first post on this forum.



I've recently used the world painter tool to create a custom map that recreates the real-life island of Mauritius at as close to a perfect 1:1 scale as I can get. I chose Mauritius because from my research, it has the best ratio of land area to elevation range to fit into any of DF's available world sizes and 400 z-levels (going with the assumption that each z-level is 2.8 metres tall and each tile is 2 metres wide). I haven't gotten around to modding, but this would be the perfect map to play with modded-in dodo birds!

(See following posts for the worldgen file; hit character limit.)

The other settings are mostly up to you, but it does need to be a 65x65 ("small") world, as with any custom map you should set the required region counts to 0 to avoid excessive rejections since not all biomes are present, and to avoid losing the mountains you should NOT "periodically erode extreme cliffs" (but a high "erosion cycle count" seems to work fine). While it isn't strictly necessary I also recommend setting a constant temperature of about 87 with no poles for an accurate climate, and I factored orographic precipitation into the rainfall map so I recommend turning that setting off for accuracy as well. Keep in mind for the other settings that a lot of this map is ocean since the main island is just a bit too big to fit onto the next smallest map size, so things might get crowded on the available land if you have a lot of civ sites, but you can add in fictional extra land yourself if you want to.

The real island that this map is based on: https://en.wikipedia.org/wiki/Mauritius



*Edit: this still works on the Steam version.*

Pages: [1]