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Topics - aradar

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1
DF Adventure Mode Discussion / Crash log errors involving fmod?
« on: May 03, 2024, 12:16:46 pm »
Been noticing it a lot lately with adventure when I go near a necromancer Tower there's like a 50/50 chance that the game is going to crash I don't know why but in the crash log it states fmod is doing this it also happens sometimes when I enter a building and the space behind it is undiscovered and then when the door opens the game crashes also f mod in the crash log

2
DF Suggestions / An option to stop listening to NPCs talking
« on: May 02, 2024, 12:01:09 pm »
In adventure mode it would be neat if there was an option that I could turn off NPC talking or stop listening to it anymore so  that  that little window stops popping up

 sometimes I just want to move around and I don't care what people are saying

3
This is a gold codex. On the cover is an image of a dwarves brain exploding. All craftsmanship is of the highest quality. The codex is a short essay about the secrets of life and death, mainly concerning necromancer tower construction.  The writeing is a little bit self endulgent and wonders aimlessly at times but other wise has solid information. It is encrusted with oval gold cabochons, studded with gold and encircled with bands of gold oval cabochons. This object is adorned with hanging rings of gold.

Towers the mystery solved, once thought only in the hands of random historys, or sheer luck seem to be governed by a few more things than just fate.

Some things i began to notice as i began making more and more modifications were that my creatures were really heading the necromancer game, at first it was funny, I didnt mind seeing them but i thought it was normal mechanics.....

when i started my first modifications they focused on a creatures power, its ability to put as much damage onto another unit as possable with no equipment, how can i get the most power into my creatures, i knew very little at the time so i looked to the vanilla raws for answers, what made a powerful creature, i knew that dragons were strong, cyclopes were strong, giants strong, bronze man is strong, why were they so strong, they all shared one key trait, they all had very large creature size. So i started there, increasesing my creatures stature until they rival the sizes of the mega beasts and wow it gave me what i wanted, a strong creature who could throw fists with deadly consiquences.

In fortress mode they effortlessy move things i enjoyed this greatly, at first i never even really thought about it being a direct consiquence of the creature size just a happy accident that made me happy.

~~~~~~~~~~~the writing aimlessly wonders for some time, this passage catches your eye!

Towers:creation and spread

there are two things that they need to form and spread, a creature that can die of old age, and a unique history where they painstakeingly recruit and build the infamous necromancer towers.

what if i say to you a creatures size is also very important to the building of these towers, i mean carrying all those blocks from lord knows where .....can you imagin how many Urists youed need to build some of those towers, and yea necros get those hordes and they build towers .....some times ....if theyre lucky, dont get murdered, and have 20 billion zombies slowly build the tower over the course of hundreds of years.


what if i told you super large creature religiously build towers quicker and spread more, cause I do and i will

i did one test it was enough for me, my mod against vanilla, same map gennerated by seed with random seed history, multple generations, my mod each time had towers long before vanilla

to compound the evidence and for me sealed it, i ran vanilla against a mod where i create creature power by stacking interactions instead of creature size each time tower production is very normal....and almost non exsistent, compared to my other mods where sub 50 years sometimes there are at least one tower or more sometimes........by year 100 there are towers usually every where .....i thought this was extremely normal behavior :D

to sum things up bigger creatures = faster world production including necromancer towers.......
[MAXAGE:100:50]
Make the second number smaller:)
Adjust civilization count as needed

i hope this helps someone and id love someone to test it thier selves and let me know if im imagining it or not :D

and if your thinking I dont want every thing getting nuked by super huge necros, then set your game up how vanilla is set up ......with all the playable creatures at the same size just bigger ;)

Alternatively you can use regular creatures and make a secret that makes necromancer very large and the same mechanism occurs <3 tower form and spread faster but a little more rng is involved

  :)>-
<3you<3
 take note of the year and how many towers there are.....
Spoiler (click to show/hide)

here is custom "necromancer" learning the secret lol
Spoiler (click to show/hide)
this is a map made with all regular size creatures with a secret that makes creature very large note the year the the amount of tower  :D
Spoiler (click to show/hide)

And I'm still in the process of testing this feature, since a "necromancer" is really just a creature thats been modified by an interaction from a secret. I'm pretty also convinced that if used with the addition of secrets spread a necromancer that's not evil and not opposed to living that you can make towers appear that are actually cool to go to that have non hostile people inhabiting them they are a nightmare to navigate in adventure mode because there's millions of people at them but they're they're still neat to go to, so far ive only run accros one tower inhabited by only non hostile non undead so im thinking rng is huge factor here
if you make a non-hostile style necromancer you end up with non hostile towers......



4
Mod Releases / Two mods now on steam!!
« on: April 27, 2024, 10:28:51 am »
An adventure mode Jackass , a mod to let you freely explore worlds and cause some major jackassery and **!fun!** Playable in adventure mode and fortress mode

https://steamcommunity.com/sharedfiles/filedetails/?id=3233425575

And a big update to mighty morphen power rangers!! 

Join the ranks of the power rangers in adventure mode or fortress mode build your team and take the Power Rangers Oath!!!! 
Let's power up!!!! and may the power protect you !!

Cause it's MORPHEN TIME !!!!

https://steamcommunity.com/sharedfiles/filedetails/?id=3023410365

5
It would be neat to be able abort world generation after the generator successfully starts generating history and make a new world with the same values.. instead of cancelling and starting completely over.

6
DF Modding / <3World Generator tips and tricks<3
« on: April 26, 2024, 02:17:28 pm »
the world generator is the foundation on which the entire game sits upon and it can be a little Unweildy!


I just want to share a few things that will hopefully help you generate worlds with out crashes and give you more freedom over world generation.


Having too many entities with the same default site type can cause irregularities in world generation including crashes and world generation rejections
this also effects world SEED outcomes SEED generate differently when entity count and site types are altered(seed outcomes become different due to world rejections)

The populations numbers are crucial, they need to be lethally accurate, incorrect values here cause a crash, the way you form you world can cause these values to become invalid and generation will crash.  im not 100% sure, but it is what it looks like! 100%.

So when you change a world and you start to get a solid crash(outside of world generator errors comlaining about values) ...change the populations to very small, and or shrink them until the crash vanishes and world generation resumes.

If shrinking the population caps doesn't solve it and you're still getting crashes then try raising the number of civilizations until world generation resumes.

If your modding and change something and when you go to test it, the game crashes, think first did i change population numbers!?!???.......cause at first, I never thought its crashing cause of null populations,.. i thought! I just used a mod I made.. and changed.... and its crashing now.....
 
There is also a direct powerful connection to total world generation time, where the larger the civ populations are the more history you have, the longer it takes to build that world.  A world with small or very small populations can generate thousands of years of history blazingly fast.



Populations also effect world building directly! again values here need to be lethally accurate...if they are too small, very little building happens or none at all! if you notice the lack of world building in your world and its generating error free and without crashing, raise the populations until you get the desired amount of world building, but stop before or....after.... you start to get population issues.

Civilization total also increases world building but increases generation time.

Civilization total can also cause maps to reject even if they are other wise good.


Poles also can cause crash set this to none in rare cases. If the world successfully generates on none, try different pole settings if none of them work other than none then your world requires no pole

I am sure there are more examples of values in the generator that cause problems, but for me noticing this pattern, I no longer have world generation issues and when I do!, I look to these values first, and then I dont have a problem any more.


*@<3hope this is useful for someone<3@*



7
Okay I just noticed and realized that the creature in question I was playing with had not living in its creature tags so that might have had something to do with retiring for it and them going completely and utterly crazy...


Spoiler (click to show/hide)

8
Trying to open a locked door dialogue appears to be pick the lock or bash it down picking the lock makes the sound effect bashing the door does nothing

 neither one of them do anything and the menu does not go away and you're stuck inside of this menu

Pressed every button on the keyboard to no avail had to use task manager to get out of the game

9
It seems like if you play an adventurer that leaves an item Corp statue behind when they die the game just freezes doesn't seem like it crashed or anything it just still thinks you're alive for some reason and the game is going on without you

10
Subject line pretty much explains it I have a game where it's ruined now but up until the point where it was ruined was creature transformed my adventure and then I incrementally saved up until the point where it started not even letting me load the save anymore

Seems like once you creature transform the game crashes when the creature transformation wears off or at least that's my suspicion I'm not 100% sure

Okay now I'm baffled I started a new adventure on a different save same world and did the creature transformation straight away and this time the creature transformation went from start to finish and he turned back into his original form I'm not sure what caused the crash something involving creature transformation though

11
If the title is confusing in adventure mode drop a powder onto the ground then pick it back up then drop it on to the ground and pick back up again for some reason you eventually have more powder than you dropped on the ground

Also do syndromes work in adventure mode cuz the powder that I'm talking about has a syndrome attached to it but eating it's not giving me the syndrome 😞... They work !!! This is so f!! Great


Already can see this is going to make legendary stories I'm walking through a town as a goblin with four naked human women as pets and a large cockroach riding on my shoulder and a cavy bore we approached a goblin the four women beat him senseless and killed him and then one of them took amphetamines afterwards I don't know where she even got them from LOL

I started an adventure that's also a guard captain and I don't know if it's intentional or it's a bug but it seems like I can pick up anything I want and no one gets mad or comes after me for taking anything that I want

Oh my God the women had an interaction on them that I didn't think was triggering it finally triggered and now they transformed and there is an insane battle going on so epic

And now in classic goblin fashion while the women are transformed and tanking all of the angry people that are now mad at me for murdering a goblin in the middle of the town I'm slowly crawling away with two broken legs and a bruised torso so epic


😵😵 Crawled off screen and ducked into a building I got away this is so cool

So now my goblin was a paraplegic and we crawled onward toward the fort in the North we got to the forest and it was a thick forest and his little his little broken legs did him no good climbing through this Forest but we made it to the fort we made it to the fort after so long and there it was there it was right where I had left it in fort mode a big barrel of LSD a magic liquid that transmorgifies the user so I drank and I drank deep and my poor little goblin transformed into a fiddler crab poor little guys tripping his balls off but at least he's not going to be paraplegic anymore

🫠🫠🫠♥️♥️🙏🙏😍😍

12
I don't know how I did this and I'm having trouble reproducing it but I designated a pit pond and for whatever reason I went from pind to pit and then back to pond and somehow the animals and the pond were active at the same time I think and then the game just crashed


And right before the crash I remember the odd thing was there was the water icons that showed that it was active for filling a pond and the animal names were in the list at the same time and like right as I noticed that and had the thought wow that's a weird  thing the game crashed

 any one else have the game just drop on you playing around with pit/ponds???

13
Mod Releases / Dwarf Fortress BMC:Kingdoms of Styrofoam and Steel
« on: April 16, 2024, 10:43:38 am »
the highly anticipated and critically acclaimed.....LOL mod :D
***live now on steam!!***


No one knows where Cocaine Jack came from, all that is known about him is that he is big, not only in spirit but in physical size. No man,dwarf,elf or even demon can compair to his grim charisma.  He rallyed all of the tribes that would talk or could talk.  With a silver tongue and honeyed words laced with cocaine soon they all were standing at his becon call. 

You see Jack had a revilation amidst the piles of loosely drifting cocaine.  He realised that there were only three things that drive the mortal heart.

Death,....Wealth....and War. 

He thought to himself with a grim smile "I know how to bring all the tribes together!!!!!!" 

I'll give the drugs ...............to every ....one......
***Snoooooortttt!!***
Jack plowed a huge rail of blow his eyes glowing a sinister crimson............

Every race is now mortal, the world is bathed in chaos, necromancy is at an all time high and can you blame them, when every one is just dropping like flies left and right, as the drug epidemic washes over the world.


***"Blinded by The Light" begins playing*******____________________/|
<==Welcome=to=Blood=Money=Cartel==Kingdoms=of=Styrofoam=and=Steel¦==8====ö
 ******************************************************************\|
Everbody Must Get Stoned!

Cocain Jack is open to more races now! including the Cartel,humans,dwarfs,elves and goblins, some with a bit of distinctive flair!.

Goblins have been civilized by Cocaine Jack and boy oh boy do they wreak of cannibis! and they now sport dapper dwarven hair styles!! These civilized Goblin are breeding behemoths you have been warned.

Elves have also been civilized and you can tell them apart by thier snazzy Elf dread locks!!!
Irie!!! mon! no moor hangen in deem dam  'o bumbaclot trees!

Humans are afraid of the dark, will you push them past their fears and send them deep underground..:) Or will you keep them above ground near the fires light......



Each race is buffed and thier personalitys altered so they can survive the rough world of BMC.

Some races have ......secrets....... some dark....will you find them....

Jacks arson fire has been changed to "Start the burning man bonfire ritual" which now has a use beyond just lighting everything on fire :D

Jack says a long time ago there was a celebration involving a big wood statue of a man that people light on fire in the desert, he says macabre things can happen if you stare into the flames long enough.

Jack has new supplys! he thought to himself these two by fours are nice and all but man are they heavy and man do they hurt to get hit with, you didn't ask where he got them but now he has styrofoam logs! a weird type of wood that is super flammable and causes almost no damage to be struck by it! He assures you that its the future and someday it'll be every where!!!

He also mumbled something about not leaving too much of it in the same room but he quickly changed the subject, I'm sure its nothing to worry about.

5 new Craftable soaps each color coded for quick identification, Infused Soaps!, act like regular soap plus theres a chance upon use that the entire bar is used  for a "critical" bath leaving the user "feeling" like a new person!!!! healing some or all wounds!


The Drug system has been tweaked a good bit, hallucinations(physical represintations of your forts "drug addiction" and pyscosis level) now have a finite life time and will dissapear unless you allow hallucinations to breed!, giving you time to detox your fort and clean out unwanted hallucinations over time. They are still just as destructive if you are unfortunate enough to summon a swarm of them.

Hallucinations occationally spit molten gold this is to simulate the damage that drugs do to the body, evident in a creatures description with various melted limbs,fats and other damages that it causes.
Example:Urist's upper arm is dented, head is dented or missing fat denotes heavy daily or intravenous drug use.

New hallucination varients with "war" in the name express psycosis related to combat and PTSD related issues made worse by drug abuse!! The horrors of war scar all but the most steadfast dwarves!


Reactions if you didnt notice made a huge pile of pures.....mistakes were made, reaction tokens were in the wrong order...., causing the odd output numbers, its been corrected and farming and makeing products feels better now i think. 

Cannibis products now make creatures who don't need to eat or drink very hungry and very thirsty :D, hmmm but how do you get a creature who dosn't eat or drink to consume cannibis......I'll let you figure that out :DD



LSD overhaul: the old effects of LSD were a little overpowering so its effects have been dialed down and in, giveing way to a little more functionality and a fair amount of risk and it's not gonna clog the fort with millions of animals in the late game.
After a creature consumes lsd the creatures age will often times change, I consider this a type of brain damage ;).

Dropping Lucy has one of three outcomes
1.Good trip that ends with food animal appearing,and the mind and body healed.
2.Bad trip that ends as above, with animal person appearing.
3.Mental break resulting in suicide.

If you see odd event log messages about wagons being scuttled or anything relating to a drowning fish.....that creature.....sadly..... commited suicide....an unfortunate and dark reality present in the BMC universe.... ;(
Be very careful who you let consume lsd, in any form, as one use can be potentially fatal.

14
It's not a game breaking glitch or anything it's more of a graphic glitch at embark if you open up  any character information panel and then embark while it's up when the world loads it's still there, and you have to hit escape to get rid of it

15
DF Modding / Looking for help verifying world gen issues
« on: April 13, 2024, 01:34:04 pm »
Looking for anyone who would like to assist me in doing some experiments on world generation stability

All you need to do is make a mod that enables more entities I have six playable entities in my mod so that would probably be a good number to start with.

Then try to generate a large world with a long end history date 500 or more and large population site cap large population after civ creation and then let me know how successful your world generations are and what your error logs contain when they don't generate.

Because more and more I have no actual conclusive evidence but I'm pretty sure with a little Shadow of doubt that there is some weird correlation between playable entity number and worlds failing to generate.

I'm not a big time programmer or anything but it definitely feels like there's some math going haywired somewhere.

And currently the most reoccurring errors I'm seeing in my logs constantly are entities failing to generate speech music and and art forms and stuff and and null populations of animals

 I'm not sure if these have anything to do with the crashes or world's failing to generate but it's my firm suspicion that they are symptoms of something that is causing the crashes

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