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Author Topic: Procedural content creation: Random plant creation script  (Read 34231 times)

Quietust

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Re: Procedural content creation: Random plant creation script
« Reply #15 on: February 04, 2011, 02:35:20 pm »

Some ideas for additional poison syndromes:
* [CE_BLISTERS:SEV:25:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:50:PEAK:1000:END:2000]
* [CE_NUMBNESS:SEV:25:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:50:PEAK:1000:END:2000]
* [CE_PAIN:SEV:75:PROB:100:RESISTABLE:SIZE_DILUTES:LOCALIZED:VASCULAR_ONLY:START:50:PEAK:500:END:1500]
* [CE_NAUSEA:SEV:50:PROB:100:RESISTABLE:SIZE_DILUTES:START:50:PEAK:500:END:1500]
* [CE_FEVER:SEV:50:PROB:100:RESISTABLE:SIZE_DILUTES:START:50:PEAK:500:END:1500]
* [CE_SWELLING:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:LOCALIZED:VASCULAR_ONLY:START:50:PEAK:500:END:1500]
* [CE_DROWSINESS:SEV:75:PROB:100:RESISTABLE:START:1000:PEAK:2000:END:4000]

Most of these are borrowed from creature venoms - also, it might be worth altering the liquid extracts to have boiling points at or below 10075 so you could drop the extract vials onto enemies walking over a magma-warmed pathway.
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Deon

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Re: Procedural content creation: Random plant creation script
« Reply #16 on: February 04, 2011, 02:42:45 pm »

Quote
Also I've noticed that every thing that has a syndrome uses only the 100% necrosis one
It's not "%", it's the severity. I think 3000 is the maximum severity possible.

Also don't forget stunning as a syndrome. Dwarves stunned by plant vapors sound awesome. I wish we could apply "syndrome effect" for eaten stuff. Then we would make a lot of medical/drug herbs.
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TolyK

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Re: Procedural content creation: Random plant creation script
« Reply #17 on: February 04, 2011, 03:02:55 pm »

pure epic.
we need to have something like this for everything, from civs to worldgen parameters to weapons. so many possibilities of epic WIN!

EDIT: Ran it, it's stuck or something. Is it supposed to wait for me to close it, or do I wait?
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Sphalerite

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Re: Procedural content creation: Random plant creation script
« Reply #18 on: February 04, 2011, 03:39:04 pm »

EDIT: Ran it, it's stuck or something. Is it supposed to wait for me to close it, or do I wait?

When it finishes, you should get a little pop-up window telling you how many plants it created.  It sometimes takes a few minutes to finish the last few plants, so it can look like it's stuck.  If it really is stuck, you should just be able to close the window safely anyway.
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TolyK

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Re: Procedural content creation: Random plant creation script
« Reply #19 on: February 04, 2011, 03:40:23 pm »

ah, it worked.
I embarked.
HOLY SHIT THIS IS AWESOME!!!
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TolyK

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Re: Procedural content creation: Random plant creation script
« Reply #20 on: February 04, 2011, 03:45:14 pm »

NOTE: Don't use with tilesets:
Spoiler (click to show/hide)
Yeah... those are all shrubs.
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Deon

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Re: Procedural content creation: Random plant creation script
« Reply #21 on: February 04, 2011, 05:21:56 pm »

Note: use "replace" function to replace ":" with a shrub tile. Really, an easy fix.
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NW_Kohaku

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Re: Procedural content creation: Random plant creation script
« Reply #22 on: February 04, 2011, 05:22:14 pm »

Damn those bedberries!  So heavy, and it's all just bland fiber!

Anyway, this looks really funny, so I think I'll give it a whorl, but... I think plants really need to be more complex than they are now for things like this to have meaning.  Hopefully when the Improved Farming portion of the devlist waaaaay down at the bottom finally gets implimented in a couple years, we could see some real use for procedural plants.  As it stands now, though, unless you're dealing with syndromes, you're basically talking about plump helmets with funny names.
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Deon

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Re: Procedural content creation: Random plant creation script
« Reply #23 on: February 04, 2011, 05:23:26 pm »

Well, same applies to weapons and most creatures. It's mostly for our imagination and amuzement :).
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NW_Kohaku

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Re: Procedural content creation: Random plant creation script
« Reply #24 on: February 04, 2011, 05:25:31 pm »

Is there an option for the user to designate which tiles are good for shrubs, though?  That might solve that problem - users could just restrict the randomizer to only using tiles that are plants.
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"And no Frankenstein-esque body part stitching?"
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Deon

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Re: Procedural content creation: Random plant creation script
« Reply #25 on: February 04, 2011, 05:28:17 pm »

Yep, it would be a nice option.
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Sphalerite

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Re: Procedural content creation: Random plant creation script
« Reply #26 on: February 04, 2011, 06:03:04 pm »

Ah, I've never used a tileset.  I don't know which tiles are compatible with them yet.  I'll look into that.
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NW_Kohaku

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Re: Procedural content creation: Random plant creation script
« Reply #27 on: February 04, 2011, 06:11:05 pm »

Generally speaking, I make my own tileset.  Once I took out the accented tiles, I had plenty of extra tiles I could play around with.  After .31.01 came out, I spent time making some special tiles for the underground "flora" and the like plus some of the things I modded into the game.  Basically, the players can put in whatever random tiles they want to be "plant" tiles, now.

As a bonus advanced feature, there might be ways to associate certain types of plants with certain characters.  I.E. some of the tiles are mushroom-looking tiles, some of the tiles are bush-looking tiles, some of the tiles are vegetable-looking tiles.  Rather than just a "list of permissable shrub tiles", you could get a set of associations, based upon what kinds of plants they are.
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

Improved Farming
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Sphalerite

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Re: Procedural content creation: Random plant creation script
« Reply #28 on: February 04, 2011, 06:20:41 pm »

Rather than just a "list of permissable shrub tiles", you could get a set of associations, based upon what kinds of plants they are.
In fact, it already does - the tile used for each plant are determined by the type of plant.  I just need to tweak the tiles it's using so they work with tile sets.
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Sphalerite

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Re: Procedural content creation: Random plant creation script
« Reply #29 on: February 04, 2011, 07:25:57 pm »

Uploaded a new version.  It should play nicely with tilesets now.
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