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Author Topic: Removing vampires  (Read 1924 times)

RichTBiscuit

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Removing vampires
« on: March 22, 2012, 03:25:29 pm »

I do like the idea of vampires, but atm they're more annoying than fun, to me at least.

So my question is: How would I go about modding vampires out? Is it possible?
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Sphalerite

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Re: Removing vampires
« Reply #1 on: March 22, 2012, 03:35:27 pm »

There's an option in the custom world generation settings to control the number of vampires.  Set it to zero.
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RichTBiscuit

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Re: Removing vampires
« Reply #2 on: March 22, 2012, 03:41:37 pm »

There's an option in the custom world generation settings to control the number of vampires.  Set it to zero.

Oh, simple. Thanks  :P
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knutor

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Re: Removing vampires
« Reply #3 on: March 22, 2012, 03:53:57 pm »

Ya.  No Mod needed.  Here's the Vampless WorldGen, I am using.  Straight from the end of
C:\Program Files\LazyNewbPack\Dwarf Fortress _34_05_win\data\init\world_gen.txt

Code: [Select]
[WORLD_GEN]
[TITLE:LONELY IS THE NITE]
[DIM:33:33]
[EMBARK_POINTS:1274]
[END_YEAR:1050]
[BEAST_END_YEAR:50:60]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:1]
[ELEVATION:1:400:400:400]
[RAINFALL:0:100:100:100]
[TEMPERATURE:0:100:400:400]
[DRAINAGE:0:100:200:200]
[VOLCANISM:0:100:200:200]
[SAVAGERY:0:100:200:200]
[ELEVATION_FREQUENCY:3:1000:1500:2000:2500:3000]
[RAIN_FREQUENCY:1:1250:1250:5000:1250:1250]
[DRAINAGE_FREQUENCY:2:1250:1250:5000:1250:1250]
[TEMPERATURE_FREQUENCY:3:500:3000:3000:3000:500]
[SAVAGERY_FREQUENCY:2:3000:2500:2000:1500:1000]
[VOLCANISM_FREQUENCY:2:3000:500:3000:500:3000]
[MINERAL_SCARCITY:1250]
[MEGABEAST_CAP:3]
[SEMIMEGABEAST_CAP:12]
[TITAN_NUMBER:3]
[TITAN_ATTACK_TRIGGER:100:0:1000000]
[DEMON_NUMBER:0]
[NIGHT_TROLL_NUMBER:175]
[BOGEYMAN_NUMBER:0]
[VAMPIRE_NUMBER:0]
[WEREBEAST_NUMBER:0]
[SECRET_NUMBER:10]
[REGIONAL_INTERACTION_NUMBER:10]
[DISTURBANCE_INTERACTION_NUMBER:10]
[EVIL_CLOUD_NUMBER:1]
[EVIL_RAIN_NUMBER:1]
[GOOD_SQ_COUNTS:32:8:2]
[EVIL_SQ_COUNTS:64:16:2]
[PEAK_NUMBER_MIN:0]
[PARTIAL_OCEAN_EDGE_MIN:1]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:5]
[REGION_COUNTS:SWAMP:0:0:0]
[REGION_COUNTS:DESERT:0:0:0]
[REGION_COUNTS:FOREST:0:0:0]
[REGION_COUNTS:MOUNTAINS:0:0:0]
[REGION_COUNTS:OCEAN:0:0:0]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:0:0:0]
[REGION_COUNTS:HILLS:0:0:0]
[EROSION_CYCLE_COUNT:55]
[RIVER_MINS:0:0]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:3000]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:40]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:40]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]
[CAVERN_LAYER_WATER_MIN:20]
[CAVERN_LAYER_WATER_MAX:80]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:10]
[LEVELS_ABOVE_LAYER_1:5]
[LEVELS_ABOVE_LAYER_2:2]
[LEVELS_ABOVE_LAYER_3:2]
[LEVELS_ABOVE_LAYER_4:2]
[LEVELS_ABOVE_LAYER_5:4]
[LEVELS_AT_BOTTOM:2]
[CAVE_MIN_SIZE:5]
[CAVE_MAX_SIZE:20]
[MOUNTAIN_CAVE_MIN:3]
[NON_MOUNTAIN_CAVE_MIN:12]
[ALL_CAVES_VISIBLE:1]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:10]
[TOTAL_CIV_POPULATION:8000]
[SITE_CAP:50]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:0:0:0]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:0:0:0]
[SAVAGERY_RANGES:0:0:0]
[VOLCANISM_RANGES:0:0:0]

I've also clipped the Werebeasts, since I cannot figure out what the heck their popup messages refer to half the time.  They end up just poofing, after the message or mutating.  I agree, I'd have these on too, if I were doing Adventure Mode, but I'm not.  Not til an autoexplore key gets added.  I don't plan to buy Diablo, if its missing autoexplore.  That keybind is a finger saver in rogues and iso rpgs.  Like autostick automelee in MMORPGs.  No autostick automelee is killing Conan.  Those decapitates in Conan are cool tho, but to be forced to click each and every attack move, is insanely cruel development, at the same time, as WASD.  Okay, sorry getting off topic.  If ya give Lonely is the Night a try, be sure to let it run out, during worldgen.  It'll stop on its own, eventually.  Sincerely, Knutor
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"I don't often drink Mead, but when I do... I prefer Dee Eef's.  -The most interesting Dwarf in the World.  Stay thirsty, my friend.
Shark Dentistry, looking in the Raws.

RichTBiscuit

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Re: Removing vampires
« Reply #4 on: March 23, 2012, 03:26:37 pm »

Thanks! I'll give that a try =]

I tried advanced world gen a couple of times but couldn't work out mineral scarcity. I ended up with embarks with NO metal =/. I know it's inversely proportional, but i lowered it and got next to no metal everywhere. If I found any it was copper, or anything else worse than iron -.-

I normally use simple gen and put minerals to frequent.  How are your parameters for metal? Do you know what value would create similar results to 'frequent'?

Thanks
« Last Edit: March 23, 2012, 03:30:55 pm by RichTBiscuit »
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Flying Dice

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Re: Removing vampires
« Reply #5 on: March 23, 2012, 05:29:22 pm »

You need to embark on a sedimentary layer for iron/coal/any flux but marble. Use the site finder function to search for multiple deep and shallow metals, flux, and whatever else you want. Preferably, use the DFHack prospect function in the embark map to check for sedimentary layer stones on a potential embark site.
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knutor

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Re: Removing vampires
« Reply #6 on: March 23, 2012, 09:45:27 pm »

Lower is better for more minerals.  And Vulcanism, determines location of flux rocks, and to some degree vulcanoes.  I like it on top and bottom. Ha, that sounds sexy.

Anyone else notice the site finder function goes haywire, when worldgen's world dimensions is not square?  33x17, instead of 17x17.  I did.  Just aheads up if ya like the site finder function.  Don't make a rectangular world.
« Last Edit: March 23, 2012, 09:47:56 pm by knutor »
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"I don't often drink Mead, but when I do... I prefer Dee Eef's.  -The most interesting Dwarf in the World.  Stay thirsty, my friend.
Shark Dentistry, looking in the Raws.