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Author Topic: Procedural content creation: Random plant creation script  (Read 35636 times)

Kanil

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Re: Procedural content creation: Random plant creation script
« Reply #75 on: February 12, 2011, 06:01:41 pm »

Oh man, this is awesome.

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Yah, it sounds like minecraft with content, you have obviously missed the point, people dont like content, they like different coloured blocks.
Seems to work fine with my copy. As soon as I loaded the human caravan came by and the world burst into fire.

TolyK

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Re: Procedural content creation: Random plant creation script
« Reply #76 on: February 13, 2011, 03:02:46 am »

what sort of language mods do you have going on there  :P
just kidding. DO THE WINE-VINE THING!
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just do whatevery tolyK and blame it as a bastard mod
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At this point?  TolyK.

Starmantis

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Re: Procedural content creation: Random plant creation script
« Reply #77 on: February 13, 2011, 02:43:05 pm »

Holy armok this is epic!, youve got to make more!
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Jay

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Re: Procedural content creation: Random plant creation script
« Reply #78 on: March 14, 2011, 01:46:43 pm »

Bumping this because it is awesome.
And it would be even better if it could randomly generate trees and grasses.
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NotPete

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Re: Procedural content creation: Random plant creation script
« Reply #79 on: March 14, 2011, 01:49:22 pm »

He commented earlier that there aren't many differences between trees, so making one for that would be pointless. I'm assuming the same is true for grass, though one that causes rot would be interesting for grazers...
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Sphalerite

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Re: Procedural content creation: Random plant creation script
« Reply #80 on: March 14, 2011, 01:55:11 pm »

I have put together a version of this that generates trees and grass and some of the other new features plants can have, but I haven't had time to refine it or test it much.  The few times I tried using, it crashed DF if I tried to gen a medium or large world.  I suspect that's due to memory management issues, but I've been too busy to work on it further.  I can post the latest version if people want to play with it, but I make no guarantees as to stability.
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Any intelligent fool can make things bigger and more complex... It takes a touch of genius --- and a lot of courage to move in the opposite direction.

Jeoshua

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Re: Procedural content creation: Random plant creation script
« Reply #81 on: March 14, 2011, 04:33:35 pm »

Please do.  Also, does one need to gen a world for the new "slut vines" and "sun shrooms" to be created? OR can you put this in a .cmd file and run it every time DF starts?  :o
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Vorthon

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Re: Procedural content creation: Random plant creation script
« Reply #82 on: March 15, 2011, 12:05:11 pm »

What Jeoshua said.
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Jay

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Re: Procedural content creation: Random plant creation script
« Reply #83 on: March 15, 2011, 02:06:31 pm »

Please do.  Also, does one need to gen a world for the new "slut vines" and "sun shrooms" to be created? OR can you put this in a .cmd file and run it every time DF starts?  :o
It's the same as adding anything else...

That is to say, yes, they require new worlds.
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Sphalerite

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Re: Procedural content creation: Random plant creation script
« Reply #84 on: March 16, 2011, 08:49:10 am »

Ok, I have an updated version with some new features posted.  As a warning, I really haven't had time to test this much and haven't looked at it closely in weeks, so use at your own risk.  The new version generates random plants and trees, has new plant features such as sometimes generating plants that can be pressed into oil, and a lot of other minor tweaks and fixes.
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kulik

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Re: Procedural content creation: Random plant creation script
« Reply #85 on: March 16, 2011, 09:36:12 am »

Great, thanks, keep it up!!!
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Jay

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Re: Procedural content creation: Random plant creation script
« Reply #86 on: March 16, 2011, 11:04:25 am »

I see you made the "plantname dye" phrasing canon.   That should work better for most people.

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Jeoshua

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Re: Procedural content creation: Random plant creation script
« Reply #87 on: March 16, 2011, 11:53:33 am »

I just want to say that I love this little program.  I dug into the source and changed the code from "if not untoward" to "if good" or "if magic" and the program spits out plants with ONLY that kind of word.  I have a good, an evil, a magic, a death, and a domestic symbol file I'm now combing over to remove sluts and anuses ;)

Edit: My favorite so far is the Wealth symbolled stuff.  Gem blossoms anyone?
« Last Edit: March 16, 2011, 12:06:37 pm by Jeoshua »
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Jay

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Re: Procedural content creation: Random plant creation script
« Reply #88 on: March 16, 2011, 12:49:59 pm »

Traders are bringing me budding lance, tummy oak, assault pine, and landtree logs.
Slopveil, siegevine, and planet beard cloth...
I think it's safe to say this is working as intended.
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Jeoshua

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Re: Procedural content creation: Random plant creation script
« Reply #89 on: March 16, 2011, 12:59:36 pm »

Gotta share this one:
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And

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I culled both of these but I wanted to share anyways.
« Last Edit: March 16, 2011, 01:03:03 pm by Jeoshua »
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I like fortresses because they are still underground.
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