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Author Topic: Is Forgotton Beast Modding possible (to remove trap avoid?)  (Read 3240 times)

Pierre Monteux

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Is Forgotton Beast Modding possible (to remove trap avoid?)
« on: April 26, 2010, 10:11:39 pm »

Is there anything in the raws that controls the trap-avoid status for forgotten beasts?  I'd like to remove it if possible.
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I've had Dorf's wh ohave pulled a Monty Python's Black Knight. They've had limbs chopped off and just keep coming. Although most of those are my patented "Spartan Dwarfs."
except in DF, the "I'll bit your legs off" threat is serious.

KillerClowns

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Re: Is Forgotton Beast Modding possible (to remove trap avoid?)
« Reply #1 on: April 26, 2010, 11:01:51 pm »

The algorithms for generating Forgotten Beasts, Titans, and other fun stuff is hardcoded, so no.  If you use uncompressed saves, you could try editing the Forgotten Beasts' data in a save's world.dat folder post-gen, removing [TRAPAVOID] from each one manually, but you do so at your own risk.
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Neonivek

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Re: Is Forgotton Beast Modding possible (to remove trap avoid?)
« Reply #2 on: April 27, 2010, 05:41:40 am »

The algorithms for generating Forgotten Beasts, Titans, and other fun stuff is hardcoded, so no.  If you use uncompressed saves, you could try editing the Forgotten Beasts' data in a save's world.dat folder post-gen, removing [TRAPAVOID] from each one manually, but you do so at your own risk.

Now this I am sort of interested in doing. So I can see the stats of several of the creatures that don't show in the raws.
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Deon

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Re: Is Forgotton Beast Modding possible (to remove trap avoid?)
« Reply #3 on: April 27, 2010, 05:48:43 am »

How do you edit world.dat? It's a mess whenever I open it with notepad or hex editor.

P.S. Oh wait, uncompressed saves?
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KillerClowns

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Re: Is Forgotton Beast Modding possible (to remove trap avoid?)
« Reply #4 on: April 27, 2010, 06:57:30 am »

How do you edit world.dat? It's a mess whenever I open it with notepad or hex editor.

P.S. Oh wait, uncompressed saves?

Aye.  For those scratching there heads, go to init.txt and change [COMPRESSED_SAVES:YES] to [COMPRESSED_SAVES:NO].  Worlds genned thereafter will take up more space, but the world-specific raws in world.dat will be human readable (if somewhat difficult to dig through).  You can't de-compress a world retroactively, though.
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"A rational enemy is better than a foolish friend." -Arab proverb

Orkel

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Re: Is Forgotton Beast Modding possible (to remove trap avoid?)
« Reply #5 on: April 27, 2010, 10:24:53 am »

Can you see what their random poison effects are in the dat file?
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Pierre Monteux

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Re: Is Forgotton Beast Modding possible (to remove trap avoid?)
« Reply #6 on: April 28, 2010, 03:01:25 pm »

Thanks.  I'll look into that and give it a try.  Just need to gen a world with uncompressed raws.
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I've had Dorf's wh ohave pulled a Monty Python's Black Knight. They've had limbs chopped off and just keep coming. Although most of those are my patented "Spartan Dwarfs."
except in DF, the "I'll bit your legs off" threat is serious.

Nihilist

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Re: Is Forgotton Beast Modding possible (to remove trap avoid?)
« Reply #7 on: April 28, 2010, 05:14:10 pm »

Using uncompress saves also greatly decreases game save times(in my experiance anywho) but GREATLY increases size. I average 500MB a save.
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Pierre Monteux

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Re: Is Forgotton Beast Modding possible (to remove trap avoid?)
« Reply #8 on: May 09, 2010, 07:16:24 pm »

That worked.  I did a search on [TRAPAVOID] and since there were unprintable characters next to it, I just broke the tag.  I replaced all [TRAPAVOID] with [DRAPAVOID].  I now have a forgotten beast in a cage.  The thing survived several weapon traps.

Too bad the cage depot bug is still in.
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I've had Dorf's wh ohave pulled a Monty Python's Black Knight. They've had limbs chopped off and just keep coming. Although most of those are my patented "Spartan Dwarfs."
except in DF, the "I'll bit your legs off" threat is serious.

TheSpaceMan

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Re: Is Forgotton Beast Modding possible (to remove trap avoid?)
« Reply #9 on: May 10, 2010, 04:21:02 am »

If i remember correctly, toady mentioned way before that he uses zlib. That would in theory mean basic zip compression of the compressed files. Then again, I am famous of being wrong. And I have no idea what people would do with that information.
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Poking around with a DFParser.
Bodypart names, creatures names in one easily overviewable place.

Oh my new (old) picture?

Pierre Monteux

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Re: Is Forgotton Beast Modding possible (to remove trap avoid?)
« Reply #10 on: May 10, 2010, 09:13:33 pm »

Somewhere is a utility (on the wiki) that gets info from compressed or uncompressed saves.  Reverse engineering that should give the answer.  I just didn't bother with it.  Now I'm tempted to see how many of the forgotten beasts I can collect.

Gotta catch them all?
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I've had Dorf's wh ohave pulled a Monty Python's Black Knight. They've had limbs chopped off and just keep coming. Although most of those are my patented "Spartan Dwarfs."
except in DF, the "I'll bit your legs off" threat is serious.

Lancensis

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Re: Is Forgotton Beast Modding possible (to remove trap avoid?)
« Reply #11 on: May 10, 2010, 09:20:52 pm »

Do Forgotten Beasts have [NOSTUN]?
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Deon

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Re: Is Forgotton Beast Modding possible (to remove trap avoid?)
« Reply #12 on: May 10, 2010, 11:49:00 pm »

Open the file and look :). The first one I've checked has it.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository