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Author Topic: How do I Make New Procedurally Generated Creatures?  (Read 2711 times)

Orgeston

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How do I Make New Procedurally Generated Creatures?
« on: October 14, 2014, 12:00:55 pm »

Alright, so basically what I want to do is define parameters like a titan or forgotten beast and then [MEGABEAST] it. Thing is, I don't know how to make new random creatures.
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StagnantSoul

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Re: How do I Make New Procedurally Generated Creatures?
« Reply #1 on: October 14, 2014, 12:03:16 pm »

I think you should check out the creature_token article of the wiki, it has a lot of stuff for you.
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Orgeston

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Re: How do I Make New Procedurally Generated Creatures?
« Reply #2 on: October 14, 2014, 01:32:53 pm »

It says that generated, titan, feature_beast, demon and unique_demon cannot be specified in user-generated raws. I've also looked at the articles for all of the procedurally generated creatures and I can't find anything suggesting a way for me to make my own. Am I missing something? Or were you just saying that I can't make these?
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And yet somehow amid the tanzanite buddha, the raining logs and the mysterious moods, the only thing that has me puzzled is why my Doctor/animal trainer Tekkud is taming eagles by feeding them eagle guts.

StagnantSoul

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Re: How do I Make New Procedurally Generated Creatures?
« Reply #3 on: October 14, 2014, 01:35:03 pm »

Oh. Forgot about that bit of info. Well... I bet someone better could explain better to you. I don't think you can, I just copied the bronze colossi raws and changed it to suit my needs. Going to do the same for a phoenix.
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Zanzetkuken The Great

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Re: How do I Make New Procedurally Generated Creatures?
« Reply #4 on: October 14, 2014, 01:37:16 pm »

Alright, so basically what I want to do is define parameters like a titan or forgotten beast and then [MEGABEAST] it. Thing is, I don't know how to make new random creatures.

You can't make your own creatures that will procedurally generate at world gen.
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Orgeston

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Re: How do I Make New Procedurally Generated Creatures?
« Reply #5 on: October 14, 2014, 01:50:53 pm »

Wow, that's a real bummer. No one's ever achieved it? Where is the data for that kept, anyway? And Masterwork doesn't get into that at all?
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And yet somehow amid the tanzanite buddha, the raining logs and the mysterious moods, the only thing that has me puzzled is why my Doctor/animal trainer Tekkud is taming eagles by feeding them eagle guts.

Knight Otu

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Re: How do I Make New Procedurally Generated Creatures?
« Reply #6 on: October 14, 2014, 02:00:06 pm »

Which are you looking for, roughly - new types of randomly generated creatures (such as random dragons), or differently-generated creatures of existing kinds (such as changing up how demons work)? Neither can be done through raw modding. Some outside utilities can generate random creatures - Masterwork uses one of those, created by Talvieno I believe, for the first and sort of the latter. There may be a DFHack script or something in that vein that allows you to change the generated raws in a save for the latter.
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Orgeston

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Re: How do I Make New Procedurally Generated Creatures?
« Reply #7 on: October 15, 2014, 03:26:15 am »

I think the first option best describes what I wanted to do. Really what I want is to create a big humanoid creature that can randomly have gills or tentacles or wings or fins or what-have-you, and stick a megabeast token on it. Also, being able to create a couple new spheres would be fantastic as well.
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TheDorf

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Re: How do I Make New Procedurally Generated Creatures?
« Reply #8 on: October 15, 2014, 09:33:14 am »

I think the first option best describes what I wanted to do. Really what I want is to create a big humanoid creature that can randomly have gills or tentacles or wings or fins or what-have-you, and stick a megabeast token on it. Also, being able to create a couple new spheres would be fantastic as well.

If you don't mind using DFHack, I'm pretty sure you could write a LUA script that creates a few new raw files with your custom creatures, materials, bodyparts and whatever you need that runs each time you launch DF. If the files already exist, you could simply make the script overwrite them. If you create multiple worlds in the same session, they'd have the same creatures, but if you restart DF every time you create a new world, you'd get random ones in each world.

It would be awesome if we could make the script run each time we start genning a new world, but that's not possible just yet, unless you know your way around memory hacking.

Is there any way to execute a script when world gen starts? ...
Currently there is no way of doing that. ...
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Knight Otu

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Re: How do I Make New Procedurally Generated Creatures?
« Reply #9 on: October 15, 2014, 10:59:00 am »

Or a python script that doesn't need DFHack in the first place, or any other programming/scripting language.
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Dirst

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Re: How do I Make New Procedurally Generated Creatures?
« Reply #10 on: October 15, 2014, 01:09:17 pm »

Or a python script that doesn't need DFHack in the first place, or any other programming/scripting language.
You mean like the ones in your signature? :)
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Knight Otu

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Re: How do I Make New Procedurally Generated Creatures?
« Reply #11 on: October 15, 2014, 02:00:16 pm »

They're a bit broader than Orgeston wants, but yes. Or Talvieno's once it's updated.
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Orgeston

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Re: How do I Make New Procedurally Generated Creatures?
« Reply #12 on: October 15, 2014, 09:12:21 pm »

Alright, thanks for the info, guys.
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TheDorf

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Re: How do I Make New Procedurally Generated Creatures?
« Reply #13 on: October 16, 2014, 11:01:34 am »

Or a python script that doesn't need DFHack in the first place, or any other programming/scripting language.

True, it's just that I think it's pretty convenient to have DFHack run the script whenever you launch the game, to get new, interesting random creatures every time. This might be possible with other scripts too, though - or you could create a program that first generates the raws, then launches the game. :)
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I love this community. Somebody asks "hay guise how do i tame shark", and then everybody is like "why don't we fling sharks at things with complex mechanical devices?".