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Author Topic: RRC: Random Raw Creator 0.3.1  (Read 11354 times)

Inzaniak

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RRC: Random Raw Creator 0.3.1
« on: March 17, 2011, 09:06:25 am »

The RRC (RandomRawCreator) uses a list of nouns to create new raws for Dwarf Fortress.

HOW TO ADD LIST OF OBJECTS
1)Open data folder
2)Open plants,toys or weapons
3)Add your things.

HOW TO USE IT:
1)Open RRC.exe
2)Double click on Random weapons, random plants or random toys
3)Now check the checkboxes on the left
4)Press generate
5)Press save
6)Open the Data folder
7)Copy the item_toy_random or plant_random or item_weapon_random to dwarffortress raw/object folder
8)If you have made new weapons or toys add to entity_default in the raw/object folder the strings written in "add to entity_default.txt"
9)Play

Example:
Code: [Select]
Blueberry
Cranberry
Huckleberry
Code: [Select]
plant_random

[OBJECT:PLANT]

[PLANT:BLUEBERRY]
[NAME:blueberry][NAME_PLURAL:blueberrys][ADJ:blueberry]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:2]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[EDIBLE_VERMIN]
[PICKED_TILE:13][PICKED_COLOR:7:0:0]
[DEAD_PICKED_TILE:182]
[GROWDUR:390][VALUE:4]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen blueberry beer]
[STATE_NAME_ADJ:LIQUID:blueberry beer]
[STATE_NAME_ADJ:GAS:boiling blueberry beer]
[MATERIAL_VALUE:2]
[DISPLAY_COLOR:5:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:blueberry seed:blueberry seeds:0:0:1:LOCAL_PLANT_MAT:SEED]
[SPRING][WINTER]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[DRY][WET]
[BIOME:ANY_FOREST]

[PLANT:CRANBERRY]
[NAME:cranberry][NAME_PLURAL:cranberrys][ADJ:cranberry]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:2]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[EDIBLE_VERMIN]
[PICKED_TILE:13][PICKED_COLOR:1:0:0]
[DEAD_PICKED_TILE:182]
[GROWDUR:467][VALUE:4]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen cranberry beer]
[STATE_NAME_ADJ:LIQUID:cranberry beer]
[STATE_NAME_ADJ:GAS:boiling cranberry beer]
[MATERIAL_VALUE:1]
[DISPLAY_COLOR:5:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:cranberry seed:cranberry seeds:0:0:1:LOCAL_PLANT_MAT:SEED]
[SPRING][WINTER]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[DRY]
[BIOME:ANY_POOL]

[PLANT:HUCKLEBERRY]
[NAME:huckleberry][NAME_PLURAL:huckleberrys][ADJ:huckleberry]
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
[MATERIAL_VALUE:4]
[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]
[EDIBLE_RAW]
[PICKED_TILE:13][PICKED_COLOR:3:0:0]
[DEAD_PICKED_TILE:182]
[GROWDUR:467][VALUE:2]
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen huckleberry beer]
[STATE_NAME_ADJ:LIQUID:huckleberry beer]
[STATE_NAME_ADJ:GAS:boiling huckleberry beer]
[MATERIAL_VALUE:1]
[DISPLAY_COLOR:5:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
[DRINK:LOCAL_PLANT_MAT:DRINK]
[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]
[MATERIAL_VALUE:1]
[EDIBLE_VERMIN]
[EDIBLE_COOKED]
[SEED:huckleberry seed:huckleberry seeds:0:0:1:LOCAL_PLANT_MAT:SEED]
[AUTUMN]
[FREQUENCY:100]
[CLUSTERSIZE:5]
[WET]
[BIOME:ANY_GRASSLAND]
It can write 20000 lines in a few seconds.

Features(V0.3):
  • Random Toys
  • Random Plants
  • Random Weapons
  • Random Stone
  • Random Food
  • Random Instruments
  • Random Minerals
  • Random Gems
  • The entity_default is created and edited during the process
  • Now there is a progress bar
  • You can edit the raw file directly in the program by pressing 1 or 2 (There will be a tutorial)
  • Now there is a new folder named NewRaw, in which RRC put the new raw files.
  • You can edit some of the text files of the data folder

Bugs:
  • The craftdwarf shop doesn't produce the added toys (FIXED)
  • The weapons requested skill is sword and can't be changed (FIXED)
  • Sometime the plural words are incorrect.

Download: http://dffd.wimbli.com/file.php?id=3981

For questions and problem ask here.
« Last Edit: March 23, 2011, 04:03:52 pm by Inzaniak »
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Keita

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Re: RRC: Random Raw Creator 0.1
« Reply #1 on: March 17, 2011, 09:24:18 am »

This looks promising, DLing and posting to watch.
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Bohandas

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Re: RRC: Random Raw Creator 0.1
« Reply #2 on: March 17, 2011, 12:00:25 pm »

Bugs:
  • The craftdwarf shop doesn't produce the added toys

You probably just need to add them in in the entity file.
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Inzaniak

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Re: RRC: Random Raw Creator 0.1
« Reply #3 on: March 17, 2011, 12:19:41 pm »

You probably just need to add them in in the entity file.
I've added them in the entity file. They are in-game (you can select them from the embark screen) but the craftdwarf shop doesn't produce them.

Inzaniak

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Re: RRC: Random Raw Creator 0.2
« Reply #4 on: March 18, 2011, 10:09:08 am »

New version (0.2):
Features:
  • Random useless stone (we all love it)
  • Random instruments
  • Random food
  • Now you can cancel elements from the lists by clicking twice on them.

Jeoshua

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Re: RRC: Random Raw Creator 0.2
« Reply #5 on: March 18, 2011, 01:07:22 pm »

o.o

Shiny.  I must test.
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Aerval

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Re: RRC: Random Raw Creator 0.2
« Reply #6 on: March 18, 2011, 01:28:57 pm »

Thank you for such a nice program
I hope, rrc becomes really complex, so that we can build a real random fantasy world with a few clicks
Well done :)
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Jeoshua

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Re: RRC: Random Raw Creator 0.2
« Reply #7 on: March 18, 2011, 01:43:42 pm »

Quession:

Does this procedurally generate it's raw entries from already existing stuff?  OR is it really "Random" random stuff pulled from the RNG aether?
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Girlinhat

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Re: RRC: Random Raw Creator 0.2
« Reply #8 on: March 18, 2011, 02:44:12 pm »

Just a hunch, but it looks like it follows a few basic rules, like "set material value at 1-4" so you don't end up with 157 value berries.  Then with the basic limits figured, it places the random bits like if it's brewable, if it's cookable, if it's eaten raw, etc.  Really, a lot of Yes/No decisions, except the biome support and seasonal growth, but it still puts it into raw format and that's nice.

Fieari

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Re: RRC: Random Raw Creator 0.2
« Reply #9 on: March 18, 2011, 04:04:35 pm »

Any support planned for grammatical rules like "word ending in y: plural is ies, not ys"?  Could even do the fun psuedo latin thing with "us" endings changing to "i" for plurals.
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Inzaniak

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Re: RRC: Random Raw Creator 0.2
« Reply #10 on: March 20, 2011, 05:29:11 am »

Quession:

Does this procedurally generate it's raw entries from already existing stuff?  OR is it really "Random" random stuff pulled from the RNG aether?
At the moment it creates only random stuff and you can choose only a few features.

Any support planned for grammatical rules like "word ending in y: plural is ies, not ys"?  Could even do the fun psuedo latin thing with "us" endings changing to "i" for plurals.
Yes, i don't know in which version but i'll add this feature to RRC.

I hope, rrc becomes really complex, so that we can build a real random fantasy world with a few clicks
This is exactly what i want to do.  ;D

Inzaniak

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Re: RRC: Random Raw Creator 0.2
« Reply #11 on: March 20, 2011, 10:41:58 am »

A little preview of what is coming:
227 minerals modded in 6 seconds to 8817 lines of raw code: http://sharetxt.com/?s=QUs5nwYm

L3TUC3

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Re: RRC: Random Raw Creator 0.2
« Reply #12 on: March 20, 2011, 11:28:35 am »

From your little testfile I've spotted a slight problem.

Code: [Select]
[INORGANIC:COPPER]
[STONE_NAME:copper]
[METAL_ORE:IRON:100]

Copper ore yielding iron ore? They're all iron ores for that matter. Are you implementing other types?

I don't think you've quite got the kinks out of it yet, but it's certainly ambitious.
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Inzaniak

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Re: RRC: Random Raw Creator 0.2
« Reply #13 on: March 20, 2011, 11:55:31 am »

From your little testfile I've spotted a slight problem.

Code: [Select]
[INORGANIC:COPPER]
[STONE_NAME:copper]
[METAL_ORE:IRON:100]

Copper ore yielding iron ore? They're all iron ores for that matter. Are you implementing other types?

I don't think you've quite got the kinks out of it yet, but it's certainly ambitious.

You can choose the type of ore. I've selected iron ore so they are all iron.

Inzaniak

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Re: RRC: Random Raw Creator 0.2
« Reply #14 on: March 21, 2011, 09:53:56 am »

Another example; i've made a small medieval mod that adds: 5 new useless stones, 9 new instruments, 34 new weapons (10 daggers, 13 spears, 11 swords), 12 new plants (5 alcohol, 3 mill, 3 raw, 1 thread).
785 lines in about 3 minutes.

New Features added during this test:
  • The entity_default is created and edited during the process
  • Now there is a progress bar
  • You can edit the raw file directly in the program by pressing 1 or 2 (There will be a tutorial)
  • Now there is a new folder named NewRaw, in which RRC put the new raw files.
  • You can edit manually some of the mineral's characteristics

If you want the little mod: http://dl104.herosh.com/412e60b6b9e3af5d221663621044a2e6/MEDIEVAL-MINI-MOD.rar
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