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Author Topic: Dwarf Fortress from a Primal World (Evolution-like Raw modding)  (Read 9654 times)

Zanzetkuken The Great

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Dwarf Fortress from a Primal World (Evolution-like Raw modding)
« on: September 30, 2014, 04:31:21 pm »

Note: File is currently unplayable, as no sentient races, much less entities, exist at the current time.

This is a mixture of the Dwarf Fortress on Crack and Dwarf Fortress from Scratch in the sense that the raws folder starts out (near) blank, but each new entry is based off of a previous entry (for the most part).  Modding regulations are below, and the link to the mod proper is at the bottom of the post.


In order to increase the speed of addition of new creatures, as well as make the process more organic by having copies of any other creatures that have been made, the files are hosted on Google Docs:
Link to the Mod

To edit the files within the Google Drive after you have gotten access to the files, here is a native text editor for chrome.



Spoiler: Thanks to (click to show/hide)



Current State of the World
The world is a hunk of water and obsidian floating through space with some moss and a bit of bacterial proto-life on it.  Some of the proto-life has adapted to feed upon its prior form, while others have evolved into colonies and moss-like plants.  The predatory life has evolved further into possessing a hardened shell, while the other has evolved to allow for greater movement.
« Last Edit: October 06, 2014, 09:43:25 am by Zanzetkuken The Great »
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Chevaleresse

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Re: Dwarf Fortress from a Primal State (Evolution-like Raw modding)
« Reply #1 on: September 30, 2014, 05:04:42 pm »

I'll sign on for this.

My DFFC hasn't actually started, btw.


Could I recommend a slight name change to Primal Dwarf Fortress? Rolls off the tongue a bit better, imo.
« Last Edit: September 30, 2014, 05:10:43 pm by KingMurdoc »
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Cptn Kaladin Anrizlokum

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Re: Dwarf Fortress from a Primal State (Evolution-like Raw modding)
« Reply #2 on: September 30, 2014, 05:12:20 pm »

I'll just PTW for now, but I will probably work later.
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Chevaleresse

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Re: Dwarf Fortress from a Primal State (Evolution-like Raw modding)
« Reply #3 on: September 30, 2014, 05:14:12 pm »

I should probably mention that I have zero experience modding creatures, but w/e.
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Zanzetkuken The Great

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Re: Dwarf Fortress from a Primal State (Evolution-like Raw modding)
« Reply #4 on: September 30, 2014, 07:54:11 pm »

(Edited modding regulations to make prefstring, names, description, and creature tile cost 0 to the change total)

Some of the progenators have evolved into the first predator, the Gusk.  They are twenty times the size of the progenators, have fins, a tail, a mouth, a stomach, require food, are carnivores who hunt vermin (progenators), and are no longer benign.
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Prudent Viper

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Re: Dwarf Fortress from a Primal State (Evolution-like Raw modding)
« Reply #5 on: September 30, 2014, 08:06:03 pm »

PTW
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Zanzetkuken The Great

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Re: Dwarf Fortress from a Primal State (Evolution-like Raw modding)
« Reply #6 on: September 30, 2014, 08:44:41 pm »

I was thinking of moving this over to DF Modding instead.  Thoughts?
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Re: Dwarf Fortress from a Primal State (Evolution-like Raw modding)
« Reply #7 on: September 30, 2014, 08:49:34 pm »

I would cross-post it. Chances are there will be questions.


Edit: I'm DKM, if it wasn't clear.
« Last Edit: September 30, 2014, 08:58:59 pm by KingMurdoc »
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Re: Dwarf Fortress from a Primal State (Evolution-like Raw modding)
« Reply #8 on: September 30, 2014, 11:49:59 pm »

This is a really cool idea.
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Timeless Bob

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Re: Dwarf Fortress from a Primal State (Evolution-like Raw modding)
« Reply #9 on: October 01, 2014, 12:19:26 am »

Yes - this is something I've had rolling around in the back of my mind for some time now - since before hearing about Spore, actually.  What's interesting about evolution games is the various "arms races" that the creatures go through to both maintain their ability to survive another generation as well as gain more resources.  The trick is to find the change in the status quo that either saves more resources for the next generation or gains more resources for this one.  What determines whether a creature is "evolutionarily fit"?  What contests are Players hoping to be seen as the most successful in, so that they can aim their patterns of change to fit that goal?

For godlike Players, the ability to add minerals willy-nilly may become more interesting if it's instead set up as a mini-game such as: who can create a layer of two or more minerals that resembles a checkerboard?  A sphere?  A maze?  How about mineral veins that evaporate on contact, creating sudden twisty tunnels and caverns, possibly filled with hidden treasures, just like Aladdin's cave of wonders, or possibly just leading to treacherous sinkholes...

Enough mini-games and challenges, to be entered or not as the Players wish, and soon the World will teem with life, dynamism and wonder.
« Last Edit: October 01, 2014, 12:27:09 am by Timeless Bob »
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Cptn Kaladin Anrizlokum

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Re: Dwarf Fortress from a Primal State (Evolution-like Raw modding)
« Reply #10 on: October 01, 2014, 12:23:59 am »

Question, why are they both Vermin:Fish and Vermin:Nofish?

Also, are you planning on changing the objects? Because it seems kind of odd to have pants and cauldrons already... Do you need those?
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Re: Dwarf Fortress from a Primal State (Evolution-like Raw modding)
« Reply #11 on: October 01, 2014, 03:14:23 am »

Also, are you planning on changing the objects? Because it seems kind of odd to have pants and cauldrons already... Do you need those?
From my past experience with the df from scratch threads, Dwarf Fortress dislikes when certain things are absent. It's hardcoded in the exe. The original creators sort of found a list of things that they needed to keep in or work around if they didn't want dwarf fortress to hard crash. If I recall correctly the root of the problem is that worldgen expects certain types of things to exist by default. You can indeed go about changing the names of these things, but I'd recommend asking before you change the files with all the clothes and cauldrons and such, given their importance. All that's in the far future though. This project is far from being worldgen ready, but I'm watching nonetheless. But yeah consider leaving these files behind for now to remind potential recruits how those sorts of items work. Seriously considering brushing up on my modding skills to join one of these. Maybe I'll make a wagon pulling animal or something. Which reminds me that wagons no longer exist, meaning we can do silly things with wagons. I'll stop talking now.
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Zanzetkuken The Great

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Re: Dwarf Fortress from a Primal State (Evolution-like Raw modding)
« Reply #12 on: October 01, 2014, 05:56:14 am »

Question, why are they both Vermin:Fish and Vermin:Nofish?

From the information I had, the former causes it to be designated as a fish (which could be necessary for water-based pathfinding, for all I know), but the latter prevents it from being caught by fishermen.
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Zanzetkuken The Great

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Re: Dwarf Fortress from a Primal State (Evolution-like Raw modding)
« Reply #14 on: October 01, 2014, 02:28:27 pm »

Indigo, you have a typo in your second creature.  You have two body sizes marked for the exact same time.  I've added the species to the changelog.  Please remember to add them in the future.

Edit: Added a chart that can be used to chart the evolution of all the species.
« Last Edit: October 01, 2014, 03:00:07 pm by Zanzetkuken The Great »
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It's Zanzetkuken The Great. He's a goddamn wizard-dragon. He will make it so, and it will forever be.
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<DozebomLolumzalis> you filthy god-damn ninja wizard dragon
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