Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 8 9 [10] 11 12 ... 27

Author Topic: DF v0.43.03+ Worldgen Cookbook Thread!  (Read 89459 times)

Akoto

  • Bay Watcher
    • View Profile
Re: DF v0.43.03+ Worldgen Cookbook Thread!
« Reply #135 on: August 26, 2016, 02:56:50 pm »

Posted one on last page, here's another in 42.06.

For unicorns, all you need is happy fun forest/shrubland really, and they're hopefully present. There's probably lot more of them. Just note that they're not tameable vanilla, though you can still breed a meat industry of them.

Not putting "algorighmic DF time" into new gens rn due reserving that time for my turn at Deathgame, but yeah, look around.

Ack. Well, their being non-tameable does sort of ruin the concept.

I'm assuming I can tweak something in the .ini file to change that?
Logged

Fleeting Frames

  • Bay Watcher
  • Spooky cart at distance
    • View Profile
Re: DF v0.43.03+ Worldgen Cookbook Thread!
« Reply #136 on: August 26, 2016, 03:05:33 pm »

I think you need to add [PET_EXOTIC] below [CREATURE:UNICORN]'s [PETVALUE:1000] in creature_???.txt in /raw/objects before genning, or perhaps it'd also work with adding to savegame's raws after genning the world (don't know more than that, better ask in modding forum).

Akoto

  • Bay Watcher
    • View Profile
Re: DF v0.43.03+ Worldgen Cookbook Thread!
« Reply #137 on: August 26, 2016, 06:13:43 pm »

Posted one on last page, here's another in 42.06.

For unicorns, all you need is happy fun forest/shrubland really, and they're hopefully present. There's probably lot more of them. Just note that they're not tameable vanilla, though you can still breed a meat industry of them.

Not putting "algorighmic DF time" into new gens rn due reserving that time for my turn at Deathgame, but yeah, look around.

It sounds like the first link you gave provides almost everything I'd wanted (even a tower as a neighbor!), but I would imagine it'll be hard to tame and breed war unicorns if they start out undead. Is that always the case? ;)

Sorry, I haven't played in ages!
Logged

Fleeting Frames

  • Bay Watcher
  • Spooky cart at distance
    • View Profile
Re: DF v0.43.03+ Worldgen Cookbook Thread!
« Reply #138 on: August 26, 2016, 06:50:42 pm »

They shouldn't start out as undead, since unicorns only occur in good biomes, which are never reanimating.

Of course, then the undead see them, are opposed to life and kill them. Which may happen on reanimating biome.

Ergo, UU.

Akoto

  • Bay Watcher
    • View Profile
Re: DF v0.43.03+ Worldgen Cookbook Thread!
« Reply #139 on: August 26, 2016, 10:26:07 pm »

Belated thanks for your help, FleetingFrames.

I did post in the Modding section, though if I can figure out how to make tameable unicorns ... I wondered if a workaround would simply be to tweak things so I can embark with a mating pair of war unicorns. Build up my kingdom's population from there! Any idea on how to do that?

I'm sure I've altered the disembarking options in the past, but like I said, been ages. I'd have to make the tameable unicorns and war unicorns first, too!
Logged

Fleeting Frames

  • Bay Watcher
  • Spooky cart at distance
    • View Profile
Re: DF v0.43.03+ Worldgen Cookbook Thread!
« Reply #140 on: August 26, 2016, 11:32:25 pm »

Parroting dogs, you'd have to give unicorns two more tags: [COMMON_DOMESTIC][TRAINABLE][PET] :v

Akoto

  • Bay Watcher
    • View Profile
Re: DF v0.43.03+ Worldgen Cookbook Thread!
« Reply #141 on: August 27, 2016, 12:57:45 am »

Hrm. Not certain of what I've done wrong, here.

I found the proper file, placed all of the tags we've discussed, went to embark ... and no unicorns on the options for embarking supplies. Every other animal you could possibly want, though!
Logged

Fleeting Frames

  • Bay Watcher
  • Spooky cart at distance
    • View Profile
Re: DF v0.43.03+ Worldgen Cookbook Thread!
« Reply #142 on: August 27, 2016, 08:14:41 am »

I think most modding changes require generating the world with them, though existing creatures can be changed at times. Was that done?

Well, at the very least they should be tameable and trainable.

Also, it might be like how camels are only buyable at embark if dwarven civ meets a desert.

CaptainArchmage

  • Bay Watcher
  • Profile Pic has Changed! Sorry for the Delay.
    • View Profile
Re: DF v0.43.03+ Worldgen Cookbook Thread!
« Reply #143 on: August 27, 2016, 11:15:10 am »

I think most modding changes require generating the world with them, though existing creatures can be changed at times. Was that done?

Well, at the very least they should be tameable and trainable.

Also, it might be like how camels are only buyable at embark if dwarven civ meets a desert.

If it requires generating new items or creatures you have to regenerate the world. You can change existing creatures but if you add pet availability it may take time in game for the civilisations to use them.
Logged
Given current events, I've altered my profile pic and I'm sorry it took so long to fix. If you find the old one on any of my accounts elsewhere on the internet, let me know by message (along with the specific site) and I'll fix. Can't link the revised avatar for some reason.

Akoto

  • Bay Watcher
    • View Profile
Re: DF v0.43.03+ Worldgen Cookbook Thread!
« Reply #144 on: August 27, 2016, 02:00:53 pm »

Hi,

Yes, I did regenerate the world after changing the file. I don't think I'm missing any tags, but I'll include the code below. Since they didn't pop up in the conifer forest embark list, I tried another biome on the default list and still didn't see 'em.

Code: [Select]
[CREATURE:UNICORN]
[DESCRIPTION:A horse-like creature with a spiral horn growing from its forehead.]
[NAME:unicorn:unicorns:unicorn]
[CASTE_NAME:unicorn:unicorns:unicorn]
[CREATURE_TILE:'U'][COLOR:7:0:1]
[PETVALUE:-1]
        [COMMON_DOMESTIC]
        [PET]
        [TRAINABLE]
[PREFSTRING:horns]
[VISION_ARC:50:310]
[GOOD]
[LARGE_ROAMING]
[POPULATION_NUMBER:15:30]
[CLUSTER_NUMBER:3:7]
[GRASSTRAMPLE:0]
[NO_VEGETATION_PERTURB]
[STANDARD_GRAZER]
[BIOME:FOREST_TAIGA]
[BIOME:ANY_TEMPERATE_FOREST]
[BIOME:ANY_TROPICAL_FOREST]
        [BIOME:ANY_CONIFER_FOREST]
[BIOME:SHRUBLAND_TEMPERATE]
[BIOME:SHRUBLAND_TROPICAL]
[BENIGN][MEANDERER]
[BODY:QUADRUPED_NECK_HOOF:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:SKULL:MOUTH:TONGUE:GENERIC_TEETH:RIBCAGE:HEAD_HORN:EYELIDS:CHEEKS]
[MOUNT]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[USE_MATERIAL_TEMPLATE:HOOF:HOOF_TEMPLATE]
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]
[BODY_DETAIL_PLAN:STANDARD_TISSUES]
[USE_TISSUE_TEMPLATE:HOOF:HOOF_TEMPLATE]
[USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE]
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]
[PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]
[TL_MAJOR_ARTERIES]
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]
[HAS_NERVES]
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]
[CREATURE_CLASS:GENERAL_POISON]
[GETS_WOUND_INFECTIONS]
[GETS_INFECTIONS_FROM_ROT]
[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]
[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]
[BODY_SIZE:0:0:60000]
[BODY_SIZE:1:0:300000]
[BODY_SIZE:2:0:600000]
[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]
[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]
[MAXAGE:10:20]
[ATTACK:BITE:BODYPART:BY_CATEGORY:HORN]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:stab:stabs]
[ATTACK_CONTACT_PERC:5]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:MAIN]
[ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_FRONT]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK:KICK:BODYPART:BY_CATEGORY:HOOF_REAR]
[ATTACK_SKILL:STANCE_STRIKE]
[ATTACK_VERB:kick:kicks]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PREPARE_AND_RECOVER:4:4]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_WITH]
[ATTACK_FLAG_BAD_MULTIATTACK]
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]
[ATTACK_SKILL:BITE]
[ATTACK_VERB:bite:bites]
[ATTACK_CONTACT_PERC:100]
[ATTACK_PENETRATION_PERC:100]
[ATTACK_FLAG_EDGE]
[ATTACK_PREPARE_AND_RECOVER:3:3]
[ATTACK_PRIORITY:SECOND]
[ATTACK_FLAG_CANLATCH]
[CHILD:1][GENERAL_CHILD_NAME:unicorn foal:unicorn foals]
[DIURNAL]
[HOMEOTHERM:10067]
[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:375:250:125:1900:2900] 70 kph
[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph
[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:6561:6115:5683:1755:7456:8567] 5 kph
[SWIMS_INNATE]
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]
[TL_COLOR_MODIFIER:WHITE:1]
[TLCM_NOUN:skin:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]
[TL_COLOR_MODIFIER:IRIS_EYE_GOLD:1]
[TLCM_NOUN:eyes:PLURAL]
[CASTE:FEMALE]
[FEMALE]
[MULTIPLE_LITTER_RARE]
[CASTE:MALE]
[MALE]
[SET_BP_GROUP:BY_TYPE:LOWERBODY][BP_ADD_TYPE:GELDABLE]
[SELECT_CASTE:ALL]
[SELECT_MATERIAL:ALL]
[MULTIPLY_VALUE:4]
Logged

Fleeting Frames

  • Bay Watcher
  • Spooky cart at distance
    • View Profile
Re: DF v0.43.03+ Worldgen Cookbook Thread!
« Reply #145 on: August 27, 2016, 03:59:08 pm »

The civilization you're embarking with must have already built worldgen fortress overlapping it, where you're embarking doesn't affect what animals you can buy at embark.

I don't think any pets in game have petvalue of -1, though I have no idea what that results in.

Akoto

  • Bay Watcher
    • View Profile
Re: DF v0.43.03+ Worldgen Cookbook Thread!
« Reply #146 on: August 27, 2016, 05:43:18 pm »

Setting the petvalue to -1 makes them free (learned that one from the wiki). It works!

Anyway. I removed the Good flag from unicorns and, on new world gens, that seems to have fixed the issue. Any kind of unicorn I want, I can get!

Now, I just need to find the right world to build on. ;) It can be rough at times to find a good area to settle where you can also have a bit surface structure!
Logged

Akoto

  • Bay Watcher
    • View Profile
Re: DF v0.43.03+ Worldgen Cookbook Thread!
« Reply #147 on: August 27, 2016, 06:53:23 pm »

Another newbie question on world cookbooking for you, Fleeting Frames!

Now that I have my unicorn dilemma figured out, I tried to generate the first world you linked as being suitable to my fortress story. The map looks generally true to what's in your pictures, but as times goes on, it seems like the landscape and civilization layout is developing differently. I move my marker to the spot you indicate and there's a river there, but it's just a single curved river rather than a split one, and no structure (to borrow an example from the pictures you displayed).

You'd mentioned a lot of information about the year 1000, so I thought that might be related and let things advance to that year, but the problem still exists. Any ideas as to what I might be doing wrong?
Logged

Fleeting Frames

  • Bay Watcher
  • Spooky cart at distance
    • View Profile
Re: DF v0.43.03+ Worldgen Cookbook Thread!
« Reply #148 on: August 27, 2016, 08:44:14 pm »

You're doing nothing wrong :P - that is because I didn't include seeds, on account of me at the time running on 42.06 LNP (still am, actually, but have dabbled a bit in 43.05 worldgen now) and the request being for 43.05. The generated worlds will be similar but not quite same.

(If I were to do it again, with my greater understanding of markets now I'd probably move the lowest point from center to corner in order to give humans and elves headroom for large sites.)

Also, gratz on getting unicorns to work - I've forgotten that civilizations cant use pets they're not aligned with.

Akoto

  • Bay Watcher
    • View Profile
Re: DF v0.43.03+ Worldgen Cookbook Thread!
« Reply #149 on: August 27, 2016, 09:01:41 pm »

Well, rats! I may have to go back to the older version of DF, then, because I'm having a heck of a time finding a good area to settle on via my own efforts.

I'd like for the fortress to have a pretty substantial above ground area with circular walls and such (the unicorns need to graze, too), but that's tough when you keep running into areas with pools and such, even if I have aquifers turned off.
Logged
Pages: 1 ... 8 9 [10] 11 12 ... 27