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Author Topic: Primordial stuff  (Read 1578 times)

seht

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Primordial stuff
« on: February 23, 2025, 07:29:02 pm »

Is there a way to edit the variety of primordial remnants that will generate in future worlds? Is there even a way to find out what remnants exist in a world that's already been created? I've not found anything in the xml or the vanilla data, dunno where to look...

Nobody wants to generate a world, make a fortress, and then finally run an adventurer only to find they can just make useless-assed blisters lol

Looking for useful, informative answers.
« Last Edit: February 23, 2025, 07:33:46 pm by seht »
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Superdorf

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Re: Primordial stuff
« Reply #1 on: February 24, 2025, 01:22:56 am »

I haven't found a way to influence the kind of remnant that generates in a world, but I have found a (slightly obscure) way to check the mythic artifacts in a world that's already been generated:

1) Create your world.
2) Start a new game in the world, and select Fortress Mode. (If you already have an active game in the world in question, just split off a new save, retire your game in that save, and start a new game from there.)
3) Place an embark - the location doesn't matter - and select the "Prepare for your journey carefully" option.
4) Go to the menu for creating your group's symbol. You will see a category list of objects you can add to the symbol.
5) Select the "Artifacts" option. The first artifacts in the list will all be unnamed; these are all the mythic objects that exist in your world from "mysterious" sites. You can view their descriptions by hovering over them in the menu.
6) The descriptions of mythic artifacts generally come with some sort of tagline for the spells they grant access to. If "air seems to swirl around" the item in question, for instance, you can surmise that it will grant a "propel away" spell to the bearer.

With the above in mind, mythic artifact type has become just one more criterion I select for when I'm deciding whether to keep a fresh-genned world or not. I haven't checked yet whether the artifact type is consistent with world seed; if you get a world with spells you like, I imagine using the same seed and parameters will produce an equivalent set of mythic artifacts alongside everything else. Finally, while you can't directly set the type of mythic artifact that generates in your world, you can set how many mysterious sites the world creates in advanced worldgen settings.

Personally, I wish the current system would produce a greater variety of mysterious sites in each world, rather than just selecting one or two spheres at random. It's a very new feature; maybe Toady'll revisit it at some point.
« Last Edit: February 24, 2025, 01:30:14 am by Superdorf »
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seht

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Re: Primordial stuff
« Reply #2 on: February 24, 2025, 02:09:07 am »

I haven't found a way to influence the kind of remnant that generates in a world, but I have found a (slightly obscure) way to check the mythic artifacts in a world that's already been generated:

Oh my! One of the worlds I made and used your method on has like 5 different types of power, maybe more! And one of em's paralysis ;) And it's on a longsword! I thought it was just supposed to be one or two, which seems to be the case with other worlds.

Anyway, that makes me pretty happy to see a wide variety, thx for the very useful and quick response!

For reference, the material in question is called "elemental darkness" iirc
« Last Edit: February 24, 2025, 06:18:39 am by seht »
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Superdorf

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Re: Primordial stuff
« Reply #3 on: February 24, 2025, 03:01:47 pm »

Woah, lucky! The most spells I've seen is two, on a world with "elder cloudstuff" - that world had a "propel away" spell and an ice bolt, which made for a fun combo. Five spells in one world is very impressive O_o
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seht

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Re: Primordial stuff
« Reply #4 on: February 24, 2025, 04:47:15 pm »

Five spells in one world is very impressive O_o

Of the five worlds I generated, most had two spells , one had just blindness alone, and then I had this 5+ world. I also will be a little cautious in my optimism until I actually have the spells in my interactions bar lol...

Anyway, my generation was detailed mode, large island template with 100 years history and set to only have a north OR south pole. I meant for this to be all but identical to the basic "large" world that you get in the basic worldgen options, with only that single pole thing changed, but I guess I don't know if it has other differences or consequences. If you have any insight there, please don't hesitate to tell me here!
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Rumrusher

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Re: Primordial stuff
« Reply #5 on: February 24, 2025, 10:23:19 pm »

so learning that the spells are more or less pulled from like intel undead stuff made me less interested in scooping them but understandably know it's an alternate way to get some interactions, though it's akin to a different method to the 'collect secrets of life and death to try out all the different resurrection spells to gain all the varied intel undead/revenant powers and the many stacks of the same power.' don't know if there's like a 'generate item instead of pebble if certain conditions are met' or just a seeded set?
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DPh Kraken

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Re: Primordial stuff
« Reply #6 on: October 14, 2025, 04:48:35 pm »

Primordial items can be configured with Lua scripts. interactions.mythical_item_power controls the variety of powers, while materials.mythical_remnant controls the physical properties of remnants.
Do note that the remnant sphere is determined in world generation and there are limited ways to affect it.
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Eric Blank

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Re: Primordial stuff
« Reply #7 on: October 14, 2025, 11:12:21 pm »

You can also just make raw item_power interactions in a mod, too. Ive hijacked it to make warlock pacts for Spellcrafts. The cult leaders that hold them will use them, at least some of the powers they get. I think, specifically, the mythical sites refuse to let their residents use ATTACK powers. Fire imps and such wont throw fire balls at me. But defense powers they have been using, like summoning monsters or healing themselves.

I do very specifically want to lua script so that i can have three or more remnant materials in a world, and each different material can have different sets of possible powers for artifacts made from it. Or/also, add certain lesser powers to the pebbles. But i need to actually understand lua/the game's expectations from lua...
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dikbutdagrate

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Re: Primordial stuff
« Reply #8 on: October 16, 2025, 06:55:33 pm »

I do very specifically want to lua script so that i can have three or more remnant materials in a world, and each different material can have different sets of possible powers for artifacts made from it. Or/also, add certain lesser powers to the pebbles. But i need to actually understand lua/the game's expectations from lua...

You could participate the modjam this month. Its specifically focused on getting people to learn DF's built-in lua support. It has a Halloween/night creature theme going for it. Now is the perfect time to start learning imo.
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Eric Blank

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Re: Primordial stuff
« Reply #9 on: October 23, 2025, 08:58:09 pm »

Oh ive been watching the tutorial and kinda understanding a small bit of it, but i dont have time this month, honestly. And not very good ideas either.
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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.