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Poll

What kind of material-based creatures should be a priority to add?

Wooden golems (just made of wood)
- 2 (2%)
Tree creatures (supernaturally living, replacing hair and such with leaves)
- 32 (31.7%)
Other plant creatures
- 6 (5.9%)
Metallic golems (allowing all metals)
- 16 (15.8%)
Stone golems
- 8 (7.9%)
Glass golems
- 2 (2%)
Flesh/organ golems
- 15 (14.9%)
Blood/alcohol golems
- 11 (10.9%)
Magma creatures
- 9 (8.9%)

Total Members Voted: 101


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Author Topic: [0.47.0X] [Python 2.7+] Random Raw Scripts - The stay frosty update  (Read 93265 times)

Knight Otu

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Re: [0.40.13] Random Raw Scripts - A crabby little update
« Reply #90 on: October 06, 2014, 07:19:08 am »

I'll take that as mission accomplished on the vampire script. :)
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Random Raw Scripts - Randomly generated Beasts , Vermin, Hags, Vampires, and Civilizations
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Knight Otu

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Re: [0.40.13] Random Raw Scripts - A crabby little update
« Reply #91 on: November 22, 2014, 01:19:40 pm »

I should mention that the next release of the Random Raw Scripts will have a primitive TKInter GUI.
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Knight Otu

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Re: [0.40.19] Random Raw Scripts - A gui-y little update
« Reply #92 on: November 28, 2014, 02:49:19 pm »

The new version of the Random Raw Scripts is out. There are only a few changes apart from the GUI script as noted above, mostly in the bugfix area. Creatures with THOUGHT adjectives now get the intelligent tag, the Beasts of Myth now creates cats (as in, the vermin hunters), demonic creatures get some more chances at getting oddities or standard extra body parts, and most mammals can be gelded.

Spoiler: Change logs (click to show/hide)
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Askot Bokbondeler

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Re: [0.40.19] Random Raw Scripts - A gui-y little update
« Reply #93 on: December 16, 2014, 05:56:18 am »

Code: [Select]
    from random_raw_script_includes.sphal_data import *
ImportError: No module named random_raw_script_includes.sphal_data

:\

the includes folder is there. with all the files, including sphal_data.py

E: the folder was called creature_script_includes, changing the name to random_raw_script_includes fixed it.
« Last Edit: December 16, 2014, 06:14:45 am by Askot Bokbondeler »
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Knight Otu

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Re: [0.40.19] Random Raw Scripts - A gui-y little update
« Reply #94 on: December 16, 2014, 10:17:17 am »

Crap. I forgot to rename the folder in the zip file? I'll have to fix that.
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Bralbaard

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Re: [0.40.19] Random Raw Scripts - A gui-y little update
« Reply #95 on: December 30, 2014, 02:32:58 pm »

I just downloaded this. I was a great fan of Talvieno's random creatures in df 40.x, great to have something similar for the current version.
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Knight Otu

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Re: [0.40.24] Random Raw Scripts - A gui-y little update
« Reply #96 on: January 19, 2015, 02:59:26 pm »

I've uploaded a new version of the script. It is mostly a bugfix and behind-the-scenes-change release - there were a few bugs that would cause DF to spit out an error log, some rarer than others. Demon names got a bit of an update - the "fiend" etc parts of their names can now be drawn from the raw language files.
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Bralbaard

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Re: [0.40.24] Random Raw Scripts - A gui-y little update
« Reply #97 on: March 10, 2015, 04:49:16 pm »

awesome.

I do seem to run into demons in random locations a lot in adventure mode (in a market square, in the wilderness etc.) I have never encountered this in vanilla DF. Is this intended behaviour?
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Knight Otu

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Re: [0.40.24] Random Raw Scripts - A gui-y little update
« Reply #98 on: March 11, 2015, 03:09:36 am »

No, that shouldn't be happening. I'll have to investigate that. In the meantime, do you have an error log? Raws of some demons that do appear on the surface?
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Bralbaard

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Re: [0.40.24] Random Raw Scripts - A gui-y little update
« Reply #99 on: March 13, 2015, 07:30:08 am »

No, that shouldn't be happening. I'll have to investigate that. In the meantime, do you have an error log? Raws of some demons that do appear on the surface?

Here is a link to a save file: http://dffd.bay12games.com/file.php?id=10675

You'll start right next to one of the demons, the demon is heavily wounded. The wounds were not caused by the adventurer, but apparantly by another demon, it is still covered in its goo. When you run away and enter travel mode, you'll notice that the demon is represented by a " * " on the travel map, a short walk to the northeast there should be two more asterixes, when you visit those locations you'll notice those are demons too.

The weird part is that these demon armies popped up out of nowhere.
I was travelling for a while before encountering these demons, and there were no travelling armies (*) around at all. It was only after I exited and entered travel mode to cross the river, that they showed up right next to me. My guess is that this might be a hint as to what is going on. The demons were possibly generated by the game, deep in the underworld when I exited travel mode. When I entered travel mode again the game turned them into historical figures, or armies, and teleported them to the surface. (I'm not familiar with how DF functions at all, so this is just speculation)

legends mode seems to imply that the demon in question was indeed involved in a recent fight with other demons.
Anyhow, I hope this helps.


 
« Last Edit: March 13, 2015, 07:32:52 am by Bralbaard »
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Knight Otu

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Re: [0.40.24] Random Raw Scripts - A gui-y little update
« Reply #100 on: March 13, 2015, 02:49:08 pm »

Thanks! The save at least allowed me to form a theory about the problem, but I haven't had the time yet to test the theory.
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Knight Otu

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Re: [0.40.24] Random Raw Scripts - A gui-y little update
« Reply #101 on: May 23, 2015, 10:37:22 am »

I should mention that I'm working on a new script. It's generating usable raws already, but there's still a lot to do. The following image pretty much spells out what the script is, and why there's a lot to do.

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Bralbaard

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Re: [0.40.24] Random Raw Scripts - A gui-y little update
« Reply #102 on: May 27, 2015, 01:57:36 pm »

Random civilisations! I can't wait.. :)
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Thuellai

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Re: [0.40.24] Random Raw Scripts - A gui-y little update
« Reply #103 on: May 31, 2015, 05:27:31 am »

Just going to point out that I read that as 'gooey-ey', which sounded ridiculous.

Damn you, compsci education!
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scamtank

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Re: [0.40.24] Random Raw Scripts - A gui-y little update
« Reply #104 on: May 31, 2015, 09:17:45 am »

I should mention that I'm working on a new script. It's generating usable raws already, but there's still a lot to do. The following image pretty much spells out what the script is, and why there's a lot to do.



Generated entities, clarifying fort names or both?
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