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Messages - aradar

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1
I just let any one make anything only two jobs are important in my forts mining and military, I usually play modded civs with natural skills in several things, that I consider something like racial passives.  Life is very cheap in my forts  🫠

2
DF Suggestions / Re: Terrible Suggestions Thread
« on: May 10, 2024, 03:13:54 am »
He was a poster who frequently demanded people make various sapient creatures milkable for him on the modding subforum, and didn't seem to comprehend that the game does not allow a creature to be milked if it is also sentient, and didn't like any of the responses he got. He got banned for being rude to people. We can only riff on him constantly because he's not around to defend himself. Which we should really stop, technically.

You can milk sentient creature if you mod a syndrome to make them no speak, no learn for a few 1000 ticks, not elegant but works 🫠

3
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: May 09, 2024, 09:15:46 am »
Set vampire curses to 0 from advanced world gen, then generate a world with a couple hundred years of history and see if your custom vampire curses show up. Custom curses should work unless there's some problem with the interaction.


this is the interaction top half with part that should appear in world gen. there are 9 of these with different flavor text and different vampires being made in each one. I_SOURCE ranges from attack to minor curse to major curse
Spoiler (click to show/hide)

I read through a lot of history of a 300 year old world there were tons of vampires ........and they all read a slab to become a vampire no one drank blood or was cursed directly by a deity

vampires set to 0
necromancers set to 0

4
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: May 07, 2024, 08:00:36 am »
Quote
From what i've seen when i was testing the same thing, the game has a limited number of slots for secrets. i think it's like 40-60 or so by default.

It will sometimes select custom ones, but the default ones are more likely, because it generates like 50 of them.

I had some success by reducing the chance of civilisations worshiping the Death and decay spheres and increased the chance of them worshiping the sphere that my secret was tied to [SPHERE_ALIGNMENT:(Sphere):0-25600] 256 is the default, according to the wiki. I set mine to like 100, and it seemed to reduce the number of necromancers, and resulted in more of my custom secrets.

In addition, you can tie your secret to multiple spheres IIRC. which obviously means it will occur more.

Edit: Wait, did you mean entity curses? or secrets? because they work differently, but i think it's a similar problem.  it generates 50 odd potential curses, and your 1 secret has a 1/50 chance lol. i'm not sure spheres influence curses.

You might be able to use advanced generation settings to set the number of secrets and curses quite a bit lower, that seemed to increase the number of custom stuff too. i think those settings only affects generated curses/secrets.
Not secrets, secrets are no problem, talking vampire curses.

Another way though is to make multiple identical copies of your curse (with different IDs) to increase the odds that it will be the one picked. If you want to totally replace vanilla generated curses with your own, you would have to set the amount of curses in worldgen to none.

On world generation settings I put 3 vampire types and 3 necromancer types, I have a lot of vampire curses, about  9 or more, i see my custom secret always in legends, never anything about vampires eating or drinking or being cursed by the gods ??

5
You cannot sate a bloodsuckers desire for blood in adventure mode, no matter how much blood you drink you remain thirsty 🫠😭

6
DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: May 05, 2024, 03:46:50 pm »
When making vampires with a deity curse how rare is it for it to show up in history??? because I have a secret that passes vampirism and it spreads around like wildfire but the deity curses either aren't working or I don't understand how to get them to work


7
DF Modding / Re: Looking for help verifying world gen issues
« on: May 04, 2024, 10:22:10 am »
Do you mean crashes or rejections? Because having many playable entities can cause rejections if it can't place them all.

Rejections I've noticed those I'm okay with I'm talking about solid crashes sometimes within a couple years sometimes within a hundred years sometimes immediately upon clicking the generate button

And that's what leads me to believe your comment that playable entities with the same default site type it causes the game to just not work due to a rejection spiral???? 😐

All I do know is that setting up the entity is very important and if you screw something up there the whole game can get screwed up

8
DF Modding / Re: Looking for help verifying world gen issues
« on: May 04, 2024, 10:12:21 am »
Are you using site types PLAYER_FORTRESS or MONUMENT? Those may cause world gen crashes.

No I don't know what either one of those tokens even are I'll have to look them up what I was doing was I had a lot of playable entities and they all had the same default site type set to City I had five playable entities all set to default site type City the game does not like that

As soon as I switched it up and gave a variety of default site types, everything started working(no world generation crashes)

9
DF Modding / Re: Looking for help verifying world gen issues
« on: May 04, 2024, 09:47:21 am »
I would also say that cant be the culprit, at least not on its own. World gen should restart if it cant place enough civs to meet the required number, not crash.

I also have a mod (Spellcrafts) that adds a dozen or so civs in total, and doesnt seem to have this issue. Or at least, it will place all the civs. Sometimes world gen still crashes, and Ive never been able to figure out why but the actual number of civs-to-be-placed in the world, or number of entities, doesnt seem at all related.

I in fact had a frustrating crash recently after generating a vanilla world for 6500+ years; after pressing the "keep world and return to title screen" button.

I'll check later but I'm curious in your mod with civs did every single one of your civilizations have the same exact default site type??? And all playable ?


Okay I'm going over your raws on on spellcraft, your entities you have a ton of entities but not all of them are playable in fort mode all of mine are playable in fort mode

Maybe the world generator doesn't care as much about non-playable civilizations as it does about the playable ones I don't know all I know is there is a direct relationship to having a ton of default site type set to the same default site type on entities and the world generator acting oddly or not working at all


10
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

11
I didn't get a chance to do anything like immediately when I noticed that the bodies were there the game crashed immediately

And then I started at the adventure again and the bodies were gone

12
DF Modding / Re: Looking for help verifying world gen issues
« on: May 03, 2024, 10:23:26 am »
oh! that would actually made sense.

One of the times i had lots of crashes i couldn't work out was two entities with the same Start biome.

I don't get any now, presumably because they now all have entirely separate starts?

hmm.

Yeah my wild theory on it is that with the default site types depending on the map there are only so many of the default site types and if everyone's using the same site type the game just can't figure out where to put everybody then bang unhandled exception and the game crashes

13
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

14
DF Modding / Re: Looking for help verifying world gen issues
« on: May 02, 2024, 12:45:18 am »
I have a similar mod, but  adds 5 playables.

I had a bunch of problems, but i suspect at least in my case, it was the fact some of them didn't have any valid growables for outdoor farming and started in a desert.

After i removed that entity tag, it stopped failing.

That isn't your issue is it? i can't say i've had many problems after that, that weren't me doing something really dumb haha.

Best I can guess is it had something to do with bad entity setup many of my entities used the same default site type apparently this is a taboo setup...?

15
You can convince some people that you're a deity

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