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Author Topic: Procedural content creation: Random plant creation script  (Read 35971 times)

Sphalerite

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Re: Procedural content creation: Random plant creation script
« Reply #150 on: May 09, 2012, 07:22:31 am »

Yeah, I had a line which culls the UNTOWARD words when generating plant names so you don't get rape sticks and such.  Toady removed the UNTOWARD words from the word file, which means the script crashes when it tries to remove them.  This script really isn't guaranteed to be compatible with 34.x in general anyway, it was written for a much older version of DF.
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Auning

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Re: Procedural content creation: Random plant creation script
« Reply #151 on: May 09, 2012, 08:05:58 am »

I assume it might viable solution to get an older version of DF, gen the plants, then paste them over?

Edit: This worked
« Last Edit: May 09, 2012, 08:42:19 am by Auning »
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[DESCRIPTION:A horse-like creature susceptible to severed nerves when muscles are torn in limb, grasp and starting length are all the same.]
[BLOOD:LOCAL_CREATURE_MAT:EGG_YOLK:LIQUID]
[PUS:LOCAL_CREATURE:BIRD_ROC]

medikohl

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Re: Procedural content creation: Random plant creation script
« Reply #152 on: May 09, 2012, 03:58:55 pm »

I assume it might viable solution to get an older version of DF, gen the plants, then paste them over?

Edit: This worked
what version number?
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Angle

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Re: Procedural content creation: Random plant creation script
« Reply #153 on: May 09, 2012, 04:45:37 pm »

Neh. Just look through the code for the line with UNTOWARD and edit that out.
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medikohl

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Re: Procedural content creation: Random plant creation script
« Reply #154 on: May 09, 2012, 09:34:08 pm »

Neh. Just look through the code for the line with UNTOWARD and edit that out.
not familiar with python.
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Sphalerite

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Re: Procedural content creation: Random plant creation script
« Reply #155 on: May 09, 2012, 09:40:26 pm »

Ok, I've updated the script.  It's still really outdated, but it should work with the current version.
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medikohl

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Re: Procedural content creation: Random plant creation script
« Reply #156 on: May 09, 2012, 11:20:55 pm »

Ok, I've updated the script.  It's still really outdated, but it should work with the current version.
Thank you, this is a really inspired idea, be interesting if dwarf mode had this sort of thing prebuilt into it for whenever you generate a world.
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medikohl

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Re: Procedural content creation: Random plant creation script
« Reply #157 on: May 09, 2012, 11:28:10 pm »

maybe I'm just dumb, but can't get it to work.
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Jeoshua

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Re: Procedural content creation: Random plant creation script
« Reply #158 on: May 09, 2012, 11:31:51 pm »

Have you thought about doing some more syndromes and tweaking of this mod?  I remember using it when it came out, made some minor modifications to use it, myself, with the new version before you fixed it up here... but I always noticed that the created things were pretty much of the strange temperature, makes soap, and alcoholic varieties.  It doesn't generate anything with strange material types like feather wood, won't make metallic trees like the "Ironwood" that exists in many mods, and other stuff of that nature.

It might be nice for the program to read the raws, look for random materials that seem to be related to the symbols chosen, and generate occasional plants made of them.  With mods, it could even lead to "Heartwood" (literally made of animal heart) and "Sladeroot" (tough eating, strong drinking)
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Khalvin

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Re: Procedural content creation: Random plant creation script
« Reply #159 on: May 09, 2012, 11:46:43 pm »

Your work at procedural animal breeds is an awesome idea.
I wish feature inheritance was a thing DF parsed. It would be cool to let Urst McTrainer develop new varieties of Dogs and Tigers over generations of breeding pairs.

But I digress. The closest parallel is your idea here, Your example with Horses. I hope your still interested in this project.
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medikohl

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Re: Procedural content creation: Random plant creation script
« Reply #160 on: May 10, 2012, 05:33:00 am »

yep, still can't get it to work.
selecting the folder. getting same error
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Sphalerite

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Re: Procedural content creation: Random plant creation script
« Reply #161 on: May 10, 2012, 07:32:45 am »

There is a lot more I could do with this mod, especially with the interactions and other stuff that's in the newer versions of DF.  I really don't have the time at the moment unfortunately, but I might revisit it at some point in the future.

yep, still can't get it to work.
selecting the folder. getting same error

Made another fix just now.  Download and try again, it should work this time.
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Re: Procedural content creation: Random plant creation script
« Reply #162 on: May 10, 2012, 12:19:53 pm »

I do enjoy your scripts!  In a previous version of dwarf fortress I was generating plants, when I decided to remove the vanilla plants and kept generating.  I ended up with a new plant called "cave wheat" and some other homonyms.  When Trees were added to DF I searched through my collection and copied and converted every "Stick" plant (and some others) to trees.  Later with Grasses being added, I did the same for "Grass", "Hay", and other plants as Grass.
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medikohl

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Re: Procedural content creation: Random plant creation script
« Reply #163 on: May 10, 2012, 03:41:17 pm »

loving it
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Captain Crazy

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Re: Procedural content creation: Random plant creation script
« Reply #164 on: May 11, 2012, 02:30:17 pm »

Any plans for a mineral generator? Metals and ores too?
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