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Author Topic: Does reanimation require evil weather?  (Read 1271 times)

doublestrafe

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Does reanimation require evil weather?
« on: June 20, 2018, 01:43:16 pm »

I've generated a couple worlds looking for reanimation without evil weather, using dfhack's embark-assistant to search. I'm finding nothing. Is it impossible?
« Last Edit: June 20, 2018, 01:45:26 pm by doublestrafe »
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gchristopher

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Re: Does regeneration require evil weather?
« Reply #1 on: June 20, 2018, 01:47:01 pm »

Almost every worldgen should have some interactions that have just regeneration and no evil weather. PatrikLundell's Biome Manipulator script is a convenient way to inspect the evil weather, and if all else fails, add/change to just a reanimation interaction for a region.
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PatrikLundell

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Re: Does reanimation require evil weather?
« Reply #2 on: June 21, 2018, 04:30:54 am »

Sorry doublestrafe, embark-assistant's search option Evil Weather is poorly named. It actually matches any (evil) interactions, regardless of the details, which means reanimation matches that search option as well as the reanimation specific one. I guess I didn't consider a desire to get only reanimation, but without actual weather (and there's no search option for thralling either).
It looks like there's a need to update embark-assistant, but that's unlikely to make it into DFHack before 0.44.11-alpha at the earliest, so don't hold your breath.

I'd try an embark-assistant search for reanimation and then use the Biome Manipulator to either check prospective embarks for whether they're reanimating only, or better, to make the biome reanimating only by replacing an undesirable interaction with one that features only reanimation. You need some luck in DF generating an interaction with only reanimation to chose from, though.
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Dutchling

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Re: Does reanimation require evil weather?
« Reply #3 on: June 21, 2018, 09:57:43 am »

I play with weather disabled, and reanimation still works in my current fort.
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doublestrafe

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Re: Does reanimation require evil weather?
« Reply #4 on: June 21, 2018, 10:12:19 am »

Sorry doublestrafe, embark-assistant's search option Evil Weather is poorly named. It actually matches any (evil) interactions, regardless of the details, which means reanimation matches that search option as well as the reanimation specific one. I guess I didn't consider a desire to get only reanimation, but without actual weather (and there's no search option for thralling either).
It looks like there's a need to update embark-assistant, but that's unlikely to make it into DFHack before 0.44.11-alpha at the earliest, so don't hold your breath.

I'd try an embark-assistant search for reanimation and then use the Biome Manipulator to either check prospective embarks for whether they're reanimating only, or better, to make the biome reanimating only by replacing an undesirable interaction with one that features only reanimation. You need some luck in DF generating an interaction with only reanimation to chose from, though.
Ah, that explains things. Thanks!

In the meantime, Biome Manipulator is amazing, even if I'm having difficulty using it to work with tiny patchwork biomes.
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PatrikLundell

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Re: Does reanimation require evil weather?
« Reply #5 on: June 21, 2018, 02:14:29 pm »

I've made a pull request for an update of the Embark Assistant, but there's no guarantee it will be accepted into any given release.

What's the problem you have with the Biome Manipulator? Is it "just" a matter of volume, usability issues, or the documentation?

Note that in most cases you don't really care too much about adjusting anything except the embark world tile and the 8 tiles surrounding it, and if you did have a grander plan it's likely too late... Adding critters to biomes after the starting civs have placed their initial settlements does not seem to make them available to the civs, for instance.

Edit: an updated Embark Assistant is included in DFHack 0.44.10-r2. Quick! Grab it before DF 0.44.11 is released!
« Last Edit: June 22, 2018, 08:28:58 am by PatrikLundell »
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doublestrafe

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Re: Does reanimation require evil weather?
« Reply #6 on: June 25, 2018, 04:27:56 pm »

Downloading now, thanks!

The problem I was having is really just figuring out what I'm looking at. When I'm trying to adjust a 5x5 embark that includes four separate biomes with squiggly borders, it's very difficult to understand how to get the right one.
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PatrikLundell

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Re: Does reanimation require evil weather?
« Reply #7 on: June 26, 2018, 05:03:42 am »

You failed the test! DF 0.44.11 has already been released ;)

I use F1-F9 to see the boundaries of the various biomes, and you can use the Region Manipulator http://www.bay12forums.com/smf/index.php?topic=164136.msg7454345#msg7454345 to adjust the squiggles to be less squiggly. I don't actually uss that one myself, but rather an older private custom script that results in a 3*3 embark in the "center" with 9 biomes (assuming the embark world tiles and each of the 8 surrounding world tiles have different biomes).
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