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Author Topic: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress  (Read 88932 times)

Locksoli

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Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
« Reply #345 on: April 03, 2021, 02:56:39 pm »

Another thing I've noticed is that I'm getting weird secrets generated during worldgen.

For instance, a slab for fire magic, but instead it gives the secret of stone and makes earth warriors for some reason. On the other hand, I'll get a slab for vampire hunter magic and it'll give out the secrets of fire to somebody and make pyromancers.

I did change some of the secret goals (I.E, I made it so that wanting to be a food chef has the "MASTER_A_SKILL" goal) so that I'd see certain secrets less because I didn't really find them fun. So some of that may have had something to do with it.
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Eric Blank

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Re: [47.04] Spellcrafts Mod - Basic Magic in Dwarf Fortress
« Reply #346 on: April 05, 2021, 08:10:13 pm »

it could be those changes causing the weirdness, but the only thing I'm aware of that normally causes that is if those secrets share the same spheres, which i checked and there was only one instance of the same sphere being used twice (BLIGHT and disease which also erroneously used BLIGHT) and I've fixed that now. Never heard that bug messing with secrets that werent the culprit, but maybe it does. MASTER_A_SKILL shouldnt even allow secrets to appear, as the only reason mortals will approach gods to obtain a slab is to attain immortality, and that hasnt changed iirc since necromancy was implemented in the first place.

Fixing the duplicate SPHERE usage did not fix the WG crash.



oh, also, the issue with too many new civs showing up in worlds is because of the way the game places them, i.e. not at random or anything but selecting the first civ to place at random and from there going down the list and placing one of each until it loops back around to where it started. There isnt a good way to solve that besides removing the extra civs or duplicating the default ones (with new IDs) and injecting them at various points in the list. Which technically makes the list even longer. I tried alleviating this partly already by setting the new civs to only appear 1-2 times each via the max civ limit, so if two civs have already been placed it will skip over that entity and place the next civ on the list that hasnt reached its max civs limit, but that doesnt help on small worlds where you only have 15-20 civs being placed in total; it may not reach the end of the list at all.
« Last Edit: April 05, 2021, 08:20:12 pm by Eric Blank »
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Eric Blank

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Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
« Reply #347 on: April 10, 2021, 05:11:58 pm »

So I spent the last ~5 days taking the mod apart piece by piece and generating hundreds of worlds to identify where the crash is coming from, and I think I've finally sorted out the offending entry; the thieving babysnatching evil wizard cave cult in the entity_magicians file. So Instead of waiting till I figure out what's actually causing the crash, I just removed that entity entirely for the moment, and I'll figure that out later (or not, that entity never plays a big role in the world anyway...)

I've uploaded a new version of the mod now, which also includes less interdependency between components of the mod (primeval vampires are not longer dependent on the vampire interaction and creature files, the dementia learning school isnt dependent on the werebeast files etc)

https://dffd.bay12games.com/file.php?id=6378

Please tell me how it goes!
« Last Edit: April 10, 2021, 08:01:17 pm by Eric Blank »
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Kraiger

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Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
« Reply #348 on: April 24, 2021, 01:12:00 pm »

Will one need to generate a new world to use the update?
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Eric Blank

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Re: [47.05] Spellcrafts Mod - Basic Magic in Dwarf Fortress
« Reply #349 on: April 25, 2021, 02:17:18 pm »

Technically, no. Your world will remain unchanged. I would advise against trying to update the raws in a world thats already been generated.
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.
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