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Author Topic: DFHack plugin embark-assistant  (Read 10553 times)

vjek

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Re: DFHack plugin embark-assistant
« Reply #90 on: June 19, 2019, 09:18:43 am »

Some feature requests for this amazing, time saving tool..
  • Ability to logically OR economic layers (so, for example, calcite or chalk or dolomite or limestone)
    If OR'ing can be done, One more fourth economic choice (to allow for adding all non-marble fluxes to the OR list)
If the above it not possible:
  • Ability to find any/all flux stone except marble (currently, marble is completely inconsistent in reporting and finding both in DF and thus e-a, the other fluxes work fine)
And some very specific things, because some embarks you just want a particular way..
  • Ability to select 'Extremely Flat' as in zero elevation throughout the entire embark square, rather than flat as in 0<->1 or 0<->2. (as it seems to be now?)
  • Ability to find dry caverns (something like only BLOOD_THORN, no other cavern trees)
Not sure if this is possible, pre-embark:
  • Ability to determine if water is in the caverns or not (non-aquifer/non-river water below the bottom-most soil levels, or not)
  • Ability to select specific cavern plants/shrubs and/or cavern trees, or the lack of, as a requirement. (I've found non-dry caverns with only dimple cups, pig tails and cave wheat, which was pretty cool.)

Thanks again, you've saved me hundreds of hours at least, so far.  The save/load feature, in particular, is just.. a thing of beauty.  :o 8)
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PatrikLundell

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Re: DFHack plugin embark-assistant
« Reply #91 on: June 19, 2019, 02:40:03 pm »

I'm not aware of any problem with finding marble. What's the problem, and what are the symptoms?

Various forms of OR choice selections have been discussed before. The issue is primarily a UI one, i.e. how to design the interface such that you can define lists without getting an cluttered mess with no overview.

It's technically possible to determine only if the "dominant" biome of a mid level tile matches that of the other tiles of the embark, as I'm not aware of any way to know if the biome of any surrounding tiles will be present on the tile or not. Thus, to absolutely ensure an embark is perfectly flat, you need to ensure an a rectangle one tile larger in all directions (i.e 3*4 -> 5*7) has all tiles of the same elevation. That also would exclude all embarks hugging the border of the world tile. I usually perform this check manually using the vanilla DF elevation difference display to select an embark tile that has a proper surrounding.

It IS possible to determine if caverns have the Underground or Chasm (i.e. "muddy cavern") biome, but as far as I know the things controlling whether a lake is present or not in a "normal" cavern is determined by a "water" parameter that provides a coverage percentage to be used by the RNG (the "water" parameter is, in turned, generated from the range defined by a world gen parameter pair, available via advanced world gen: I set my caverns to have 0-20% coverage, if I remember correctly, and this means most caverns don't have water, and muddy ones are common).

The cavern biomes seem to work the same as the surface ones, i.e. there's a chance legal things are available or not, which is available in the subsurface region data. Thus, I don't think it would be a technical problem to perform a match check (although the two cavern biomes are currently so boring the tool doesn't look at it), but a UI design one.

The Save/Load feature was implemented as a result of a suggestion/request, by the way.
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vjek

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Re: DFHack plugin embark-assistant
« Reply #92 on: June 19, 2019, 03:43:41 pm »

In most worlds I generate, if the vanilla DF embark screen says flux, there's no flux.
In the cases where that's true, embark-assistant will say there's Marble as the source of flux.  There's no marble.  In the past week alone, I've seen dozens of examples of this, to the point where I don't even count marble as valid, and just skip those worlds where only marbe is found as flux, because it's not actually there.

I have a sample world, and embark, for just such a bug hunt.. (but I can find/gen as many as you want, it's that consistent)
Spoiler (click to show/hide)
The entire south half of the world has the marble-no-marble issue, while a few in the north do as well.
It's not the entire world, though.  Some embarks around the human/NW area that claim to have flux/marble actually do, but the overwhelming majority of embarks in this world don't.
I don't think this is an embark-assistant problem, though, which is why I was asking for a feature request in the way I did, as I suspect this is a DF issue, and embark-assistant is simply passing on what it thinks is valid information. 
In particular, those highlighted embarks in the embark areas above, they all say "Flux stone layer" present, but... there's not, of any kind.  Even without embark-assistant, it's not working as intended, from what I can see.
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PatrikLundell

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Re: DFHack plugin embark-assistant
« Reply #93 on: June 19, 2019, 05:34:31 pm »

Thanks for the info, vjek. I suspect it's true it's some kind of DF issue, but it's one I haven't heard about, so I think it needs an investigation to figure out what it is.

One possibility would be the known DF issue of the magma sea cutting off the geo biome above the layer of interest (marble/iron/...) layer, and some bug in the Embark Assistant's handling of that bug/deficiency. However this is just a guess until I've had time to try to figure out what's going on.
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vjek

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Re: DFHack plugin embark-assistant
« Reply #94 on: June 20, 2019, 12:37:31 am »

I agree.  I think it's related to a single cavern, as well.  Almost all of my worlds only have a single cavern. (instead of the default 3)

I've seen quite a few worlds (with the same adv. worldgen parameters) where there are places that have marble, and only a single layer is visible above the SMR sea, or within the magma sea.  Next to it, or in the next world tile, an adjacent biome won't have any flux/marble, but claim there is some.
In particular, those places tend to be where an uneven embark or different biome crosses, intersects, or abuts.  Under those conditions, with a single cavern, it will often say there is flux/marble but there is none.

I guess it could be as simple as:  The SMR sea is where the marble technically is (or would be, if there were 2 or 3 caverns), but you can't use it or see it, because.. it's the SMR sea.  This might be the conditions required to duplicate the issue?
As a workaround, (an additional option) would it be possible to have embark-assistant, under the Flux menu, find all non-marble flux?  ( N/A, Present, Absent, Non-Marble )
I've never seen Dolomite, Calcite, Limestone, or Chalk show up (or not) in this same way.
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PatrikLundell

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Re: DFHack plugin embark-assistant
« Reply #95 on: June 20, 2019, 08:42:39 am »

I've found the cause of the bug. The logic taken from Prospector somehow missed a crucial line. I'm a bit puzzled, as I'm fairly sure I've tested that the transferred logic worked, so maybe some later change did remove it by mistake.  Regardless of the cause, however, adding/restoring the line caused the logic to work as intended (i.e. not report things [metals, minerals, ...] below the cutoff as present). This means 33 world tiles with flux in your world, rather than most of them.

I'm in the process of creating a pull request for this bug fix, but don't expect a new DFHack to be produced until a fair while after the Villains release (I expect it will take time to map/verify the DFHack mapping of DF structures, as usual).
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vjek

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Re: DFHack plugin embark-assistant
« Reply #96 on: June 20, 2019, 10:49:41 am »

Well look at you being my worldgen hero for the day.  8)  Nice bug hunting!
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