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Messages - Roses

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241
DF Modding / Re: Can you fix this?
« on: May 09, 2019, 12:42:05 pm »
Well, for one, it is HUMANOID_NECK_4ARMS (in the DRONE caste). Secondly you are defining castes and not giving them any bodies (I'm guessing that is what is causing the crash). Either remove the queen and swarmlord and soldier, or give them bodies. The drone also doesn't have a grasping part, so it can't use the punch attack

242
I more meant if there was a limit to the number of raw entries that can be in the game. I know they might not all show up, and I know actual in game populations will be limited. But can I have 10,000 (or some other large number) of creature/item/plant/etc... raws, or will the game crap out on me?

Likely the same reaction in the world-loading that you get when generating for 250+ years but i guess no crappening happening, it might happen further into the game though if worldgen splutters out earlier, perhaps undesirable to do. No science for certain, maybe a utility to make random raws (wasn't it you that made that script? Im not sure) set to print out a quota of a large number of individual random raws might help you but that's outside my ability.

Yeah, I have a script to make random raws (although it's not as advanced at Knight Otu's), which is sort of why I was asking, but if there hasn't been any science done on it, I will try generating insane amounts of creatures, plants, and inorganics and see what happens.

243
DF Modding / Re: Question about Limb Modding
« on: May 06, 2019, 04:10:02 pm »
I'm not sure how you can get actual vomit, but if you take the spit interaction you can change the ADV_NAME and the VERB to get it to say you vomited. You could also change SPIT to BLOOD or PUS, LIQUID_GLOB can also be SOLID_GLOB or SPATTER_LIQUID

Code: [Select]
[CAN_DO_INTERACTION:MATERIAL_EMISSION]
[CDI:ADV_NAME:Spit]
[CDI:USAGE_HINT:NEGATIVE_SOCIAL_RESPONSE]
[CDI:USAGE_HINT:TORMENT]
[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]
[CDI:MATERIAL:LOCAL_CREATURE_MAT:SPIT:LIQUID_GLOB]
[CDI:VERB:spit:spits:NA]
[CDI:TARGET:C:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:C:15]
[CDI:MAX_TARGET_NUMBER:C:1]
[CDI:WAIT_PERIOD:30]

244
Has there been any research done on the maximum number of plants/creatures/items/etc... that can be in the game?

Plants do have a maxium capacity of trees, which is stated why people don't sometimes see bananas because they are significantly less prominent in the niche and highly contested biome they're in. Animals are less clear cut and obviously benefit from being offloaded but large predator caps exist so unlimited amount of benign/grazers/vermin can exist within the right locality to biome squares as far as i've read already.

There's often more creatures in the underground than the entirety aboveground but this is simply because every square of the underground worldzone is conjoined to the same thing though individual caverns respected as distinct terrain exist if you look for the movements of unknown megabeasts in *legends mode that hang around a particular area which sometimes is ocean wide or about the size of a small biome.

I more meant if there was a limit to the number of raw entries that can be in the game. I know they might not all show up, and I know actual in game populations will be limited. But can I have 10,000 (or some other large number) of creature/item/plant/etc... raws, or will the game crap out on me?

245
DF Modding / Re: Question about Limb Modding
« on: May 06, 2019, 02:56:27 pm »
Thank you! Do you know where is the interaction spit on the raws? I could not find it anywhere :(
Maybe just make a interaction that just discribes the interaction, It doesnt have to have a real physicality, or copy de spit version so a I can barf on the face of an bogeyman!
But I cant finde the global spit interaction, or any spit interacition script on the raws to try edit something on them

It's in the individual creature, theres no such thing as a global interaction, even the interaction specified in the raws have to be added to the creature to use them

246
DF Modding / Re: Dog Breeds [WIP]
« on: April 25, 2019, 08:36:12 am »
Currently, the various dog breeds are different animals and can't interbreed. I don't know how to code the breeds as a shared animal that can interbreed, but I'm open to suggestions. However, if they could interbreed that would create a lot of other questions. Would the offspring take traits from both parents or just from one? Would the offspring just be called "mutt" or somehow combine its parents breed names or just take the breed name of one of its parents? What could ithe offspring reproduce with and what traits would its offspring have?

The only way for a creature to breed is if you made all of the dogs different castes of the same creature, but then the resulting offspring will just be a completely random caste of that creature. You could add interactions to transform the offspring, but like Hugo said, interactions are messed up, especially when trying to use them like that. Another option would be to use DFHack, but then you are getting into coding territory and outside of just raws.

247
Utilities and 3rd Party Applications / Re: DFHack 0.44.12-r2
« on: April 10, 2019, 08:38:25 am »
Regarding the structures Roses mentioned, they seem to be used for squads, and I assume DF crashes when DF tries to place an unsuitable object in those structures. We probably need to get at the lists from which DF selects those items to DFHack around the issue.

I was worried that might be the case

248
Utilities and 3rd Party Applications / Re: DFHack 0.44.12-r2
« on: April 09, 2019, 10:43:12 am »
Patrik/Roses, is it possible to identify the issue programmatically (i.e. not just by visual inspection)? A script to at least detect the issue would be somewhat useful, even if it's not recoverable at the moment.

I haven't actually looked at this particular issue programmatically, but if Patrik was able to find the garbage with DFHack it shouldn't be too hard, to at least set up a periodic check of the issue. Since the garbage kept returning I'm guessing there is a secondary location where that information is stored that kept repopulating the garbage. Doing a brief cursory search through the df-structures it appears the error might creep up in the df.military, squad_uniform_spec. If I get a chance sometime this week I can look and see if that is true, but like Patrik mentioned it may be arising from a location that hasn't been mapped

249
Utilities and 3rd Party Applications / Re: DFHack 0.44.12-r2
« on: April 08, 2019, 03:14:30 pm »
Ah, yes. Well, looking at this

Spoiler (click to show/hide)

I'd say that yes, this definitely looks like the bug you mentioned.  Funny that I didn't notice that earlier while playing with equipment. So this probably means that the fort is pretty much done?

You might be able to go through with DFHack and manually delete all uniform information, but I'm guessing it's probably just completely FUBAR

250
Code: [Select]
Created 9907 plants out of 10000 in 65.0 seconds
category 2
        MUNDANE     :   98.9%
        MAGICAL     :   1.1%
type 7
        SAVAGE      :   36.0%
        WILD        :   33.2%
        DOMESTIC    :   29.7%
        ARCANE      :   0.3%
        NATURE      :   0.3%
        ELEMENTAL   :   0.3%
        DIVINE      :   0.2%
subtype 6
        TREE        :   21.7%
        BUSH        :   20.5%
        GRASS       :   18.9%
        VINE        :   16.0%
        FUNGUS      :   12.5%
        MOSS        :   10.4%
growths 8
        LEAF        :   26.0%
        HERB        :   21.0%
        FLOWER      :   18.6%
        POD         :   18.2%
        SOFT_SHELL  :   16.9%
        GRAIN       :   16.2%
        HARD_SHELL  :   14.4%
        UNDERGROUND :   11.2%
products 5
        MILL        :   68.4%
        BREW        :   68.0%
        THRESH      :   16.5%
        EXTRACT     :   16.0%
        PULP        :   10.7%
biomes 51
        SHRUBLAND_TROPICAL              :       341     3.4%
        DESERT_ROCK                     :       335     3.4%
        MOUNTAIN                        :       327     3.3%
        SUBTERRANEAN_CHASM              :       326     3.3%
        MARSH_TEMPERATE_FRESHWATER      :       326     3.3%
        GLACIER                         :       322     3.3%
        SAVANNA_TEMPERATE               :       317     3.2%
        SWAMP_TEMPERATE_FRESHWATER      :       313     3.2%
        SWAMP_TROPICAL_FRESHWATER       :       312     3.1%
        FOREST_TAIGA                    :       309     3.1%
        DESERT_BADLAND                  :       309     3.1%
        FOREST_TEMPERATE_BROADLEAF      :       306     3.1%
        MARSH_TROPICAL_FRESHWATER       :       305     3.1%
        SUBTERRANEAN_LAVA               :       304     3.1%
        SWAMP_TEMPERATE_SALTWATER       :       303     3.1%
        MARSH_TEMPERATE_SALTWATER       :       302     3.0%
        FOREST_TROPICAL_DRY_BROADLEAF   :       300     3.0%
        SAVANNA_TROPICAL                :       298     3.0%
        FOREST_TEMPERATE_CONIFER        :       298     3.0%
        GRASSLAND_TROPICAL              :       293     3.0%
        TUNDRA                          :       291     2.9%
        DESERT_SAND                     :       290     2.9%
        MARSH_TROPICAL_SALTWATER        :       287     2.9%
        FOREST_TROPICAL_MOIST_BROADLEAF :       286     2.9%
        SWAMP_TROPICAL_SALTWATER        :       284     2.9%
        SHRUBLAND_TEMPERATE             :       284     2.9%
        GRASSLAND_TEMPERATE             :       280     2.8%
        SWAMP_MANGROVE                  :       275     2.8%
        SUBTERRANEAN_WATER              :       275     2.8%
        FOREST_TROPICAL_CONIFER         :       251     2.5%
        POOL_TEMPERATE_BRACKISHWATER    :       52      0.5%
        POOL_TROPICAL_FRESHWATER        :       48      0.5%
        LAKE_TEMPERATE_BRACKISHWATER    :       48      0.5%
        RIVER_TEMPERATE_BRACKISHWATER   :       47      0.5%
        OCEAN_TEMPERATE                 :       46      0.5%
        RIVER_TROPICAL_BRACKISHWATER    :       45      0.5%
        OCEAN_TROPICAL                  :       44      0.4%
        RIVER_TROPICAL_FRESHWATER       :       43      0.4%
        RIVER_TEMPERATE_SALTWATER       :       42      0.4%
        LAKE_TEMPERATE_SALTWATER        :       42      0.4%
        RIVER_TEMPERATE_FRESHWATER      :       41      0.4%
        OCEAN_ARCTIC                    :       41      0.4%
        LAKE_TROPICAL_SALTWATER         :       40      0.4%
        LAKE_TROPICAL_FRESHWATER        :       40      0.4%
        LAKE_TROPICAL_BRACKISHWATER     :       40      0.4%
        POOL_TEMPERATE_SALTWATER        :       38      0.4%
        POOL_TEMPERATE_FRESHWATER       :       35      0.4%
        RIVER_TROPICAL_SALTWATER        :       31      0.3%
        POOL_TROPICAL_SALTWATER         :       31      0.3%
        POOL_TROPICAL_BRACKISHWATER     :       31      0.3%
        LAKE_TEMPERATE_FRESHWATER       :       31      0.3%

251
Has there been any research done on the maximum number of plants/creatures/items/etc... that can be in the game?

252
Utilities and 3rd Party Applications / Re: DFHack 0.44.12-r2
« on: April 07, 2019, 12:19:55 pm »
As far as I know, the raws entries are never modified after world gen except if a script uses dfhack to do it, although they are re-read every time you start df which is why changes made with dfhack revert. I don't see why you couldn't just create a copy of the raws structure on start and access it whenever you want. Of course if you want to access other information this no longer is true since almost all of the other information changes through the game (I do believe that PatrikLundell is correct though and that most things append instead of prepend or replace)

253
I continue to make progress on the Encyclopedia, although it has slowed down a bit recently, I've got sorting in by different parameters now (e.g. sort inorganic by their shear value, sort shields by their block value, etc...), pretty much any number associated with a particular raw can now be sorted by. I still need to implement complex sortings (e.g. sort by best material for edge weapon) that are based on more than one value, but that should be a fairly easy extension. I've also implemented a couple more options for hiding information, such as only viewing things that your civ knows about, as well as making any raw entry with a special character (!,$,#,*,=) in either the name or the token (e.g. [CREATURE:==THIS_CREATURE_SHOULD_BE_HIDDEN==]) be automatically hidden. This doesn't impact the vanilla raws, but several modders use such entries to make in game menus prettier. This allows those to remain, while not cluttering up the encyclopedia

Additionally I'm experimenting a little bit with generating random raws by modifying a random world D&D-like creator I wrote a while back. The random world creator makes creatures, plants, metals, spells, items, and all sorts of other stuff. The trick so far has been to write a "translation" script that takes the D&D-like information and puts it into raws. Below is a copy of two randomly generated plant. Basically the DESCRIPTION is what is generated by the random world creator, and the raws below that are what my script generates. The names still need a bit of work, as I basically used random words to generate names before.
Code: [Select]
{DESCRIPTION:a grand ovate magenta fungus, with light blue cap. it grows in the summer, autumn, and winter in desert badlands. it has short spreading dark magenta daises. the daises smell pungent. the daises can be used to mill a dark magenta dye}

[NAME:grand ovate magenta desert fungus]
[NAME_PLURAL:grand ovate magenta desert fungi]
[ADJ:grand ovate magenta desert fungus]
[PICKED_TILE:58][PICKED_COLOR:5:0:0][SHRUB_COLOR:5:0:0]
[VALUE:2]
[FREQUENCY:50]
[CLUSTERSIZE:5]
[SUMMER][FALL][WINTER]
[WET]
[BIOME:DESERT_BADLAND]
[PREFSTRING:light blue cap]
[PREFSTRING:short spreading dark magenta daises]
[PREFSTRING:white petals]
[PREFSTRING:silver stigma]
[PREFSTRING:dark magenta dye]

# Structure Details
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
        [MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]
        [MATERIAL_REACTION_PRODUCT:POWDER_MAT:LOCAL_PLANT_MAT:MILL]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]

# Seed Details
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
        [MATERIAL_VALUE:1]
        [EDIBLE_VERMIN]
[SEED:grand ovate magenta desert fungus seed:0:0:0:LOCAL_PLANT_MAT:SEED]

# Growth Details
[USE_MATERIAL_TEMPLATE:FLOWER:FLOWER_TEMPLATE]
        [STATE_COLOR:ALL:#COLOR_STATE_GROWTH_FLOWER]
        [DISPLAY_COLOR:5:0:0]
        [EDIBLE_VERMIN]
        [MATERIAL_REACTION_PRODUCT:POWDER_MAT:LOCAL_PLANT_MAT:MILL]
[GROWTH:FLOWER]
        [GROWTH_NAME:short spreading dark magenta daises]
        [GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:FLOWER]
        [GROWTH_TIMING:60000:119999]
        [GROWTH_PRINT:5:5:5:0:0:60000:119999:2]

# Product Details
[USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]
        [STATE_NAME_ADJ:ALL_SOLID:dark magenta dye]
        [STATE_COLOR:#COLOR_STATE_PRODUCT_MILL]
        [DISPLAY_COLOR:5:0:0]
        [REACTION_CLASS:PLANT_MILL]
[MILL:LOCAL_PLANT_MAT:MILL]

Code: [Select]
{DESCRIPTION:a crawling scaly ivory algae. it grows in the spring and summer in sandy deserts. it has giant square saffron soft fruit, and short whorled gold leaves. the soft fruit smell musky and taste sweet and have round and tiny seeds. the leaves smell pleasant and have pungent edges. the soft fruit can be used to mill a saffron dye. the soft fruit can be used to brew a sweet spirit}
[NAME:crawling scaly ivory desert algae]
[NAME_PLURAL:crawling scaly ivory desert algae]
[ADJ:crawling scaly ivory desert algae]
[PICKED_TILE:58][PICKED_COLOR:7:0:1][SHRUB_COLOR:7:0:1]
[VALUE:2]
[FREQUENCY:50]
[CLUSTERSIZE:5]
[SPRING][SUMMER]
[WET]
[BIOME:DESERT_SAND]
[PREFSTRING:giant square saffron soft fruit]
[PREFSTRING:short whorled gold leaves]
[PREFSTRING:red veins]
[PREFSTRING:saffron dye]
[PREFSTRING:sweet spirit]

# Structure Details
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
        [MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]
        [MATERIAL_REACTION_PRODUCT:POWDER_MAT:LOCAL_PLANT_MAT:MILL]
        [MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]

# Seed Details
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
        [MATERIAL_VALUE:1]
        [EDIBLE_VERMIN]
[SEED:crawling scaly ivory desert algae seed:0:0:0:LOCAL_PLANT_MAT:SEED]

# Growth Details
[USE_MATERIAL_TEMPLATE:SOFT_SHELL:FRUIT_TEMPLATE]
        [EDIBLE_VERMIN]
        [EDIBLE_RAW]
        [EDIBLE_COOKED]
        [STOCKPILE_PLANT_GROWTH]
        [MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]
        [MATERIAL_REACTION_PRODUCT:POWDER_MAT:LOCAL_PLANT_MAT:MILL]
        [MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]
[USE_MATERIAL_TEMPLATE:LEAF:LEAF_TEMPLATE]
        [STATE_COLOR:ALL:#COLOR_STATE_GROWTH_LEAF]
        [DISPLAY_COLOR:6:0:1]
        [EDIBLE_VERMIN]
[GROWTH:SOFT_SHELL]
        [GROWTH_NAME:giant square saffron soft fruit]
        [GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:SOFT_SHELL]
        [GROWTH_TIMING:120000:200000]
        [GROWTH_DROPS_OFF]
        [GROWTH_PRINT:'%':'%':6:0:1:120000:200000:3]
        [GROWTH_HAS_SEED]
[GROWTH:LEAF]
        [GROWTH_NAME:short whorled gold leaves]
        [GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:LEAF]
        [GROWTH_PRINT:0:6:6:0:1:ALL:1]

# Product Details
[USE_MATERIAL_TEMPLATE:MILL:PLANT_POWDER_TEMPLATE]
        [STATE_NAME_ADJ:ALL_SOLID:saffron dye]
        [STATE_COLOR:#COLOR_STATE_PRODUCT_MILL]
        [DISPLAY_COLOR:6:0:1]
        [REACTION_CLASS:PLANT_MILL]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
        [STATE_NAME_ADJ:ALL_SOLID:frozen sweet spirit]
        [STATE_NAME_ADJ:LIQUID:sweet spirit]
        [STATE_NAME_ADJ:GAS:boiling sweet spirit]
        [DISPLAY_COLOR:6:0:1]
        [REACTION_CLASS:PLANT_BREW]
        [EDIBLE_VERMIN]
        [EDIBLE_RAW]
        [EDIBLE_COOKED]
[MILL:LOCAL_PLANT_MAT:MILL]
[DRINK:LOCAL_PLANT_MAT:DRINK]

My ultimate goal for this little side project is to be able to generate a completely random world with however many creatures, plants, etc... you want. Then, combined with the Encyclopedia you can "discover" a whole new world each time you play.

254
DF Modding / Re: Need feedback on new DF utility <The Encyclopedia>
« on: April 02, 2019, 05:31:29 pm »
So I've got sorting in by different parameters now (e.g. sort inorganic by their shear value, sort shields by their block value, etc...), pretty much any number associated with a particular raw can now be sorted by. I still need to implement complex sortings (e.g. sort by best material for edge weapon) that are based on more than one value, but that should be a fairly easy extension. I've also implemented a couple more options for hiding information, such as only viewing things that your civ knows about, as well as making any raw entry with a special character (!,$,#,*,=) in either the name or the token (e.g. [CREATURE:==THIS_CREATURE_SHOULD_BE_HIDDEN==]) be automatically hidden. This doesn't impact the vanilla raws, but several modders use such entries to make in game menus prettier. This allows those to remain, while not cluttering up the encyclopedia

255
I have decided to go with [IMMOBILE] for now, creating a MT_COMPONENT creature variation adding that tag and eventually the doubtless countless others that will be needed for this to work properly.

I have another question, however. In which data member is the allegiance (the "side") of an arena creature stored? I've used gui/gm-editor but I can't seem to find it.

EDIT: Never mind, turns out enemy.enemy_status_slot contains it. I needed to use it to make sure that the allegiances of all the components match the allegiance of the root component.

EDIT: Actually, another question: what's the difference between the unit path goals ChaseOpponent, ChaseOpponentFlood, and ChaseOpponentSameSquare?

EDIT: And yet another: would modifying a creature_raw's vector of string raw tags (data member raws) actually take effect on the creatures with that creature_raw?

I can't answer the path goals question, but he's, modifying the raws through dfhack does influence all creatures with those raws, but it resets when you quit and reload

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