Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Procedural monster cleanup crew  (Read 1446 times)

Jeoshua

  • Bay Watcher
  • God help me, I think I may be addicted to modding.
    • View Profile
Procedural monster cleanup crew
« on: May 02, 2011, 10:15:17 pm »

I'm sure I'm not the only one who gets a bit put off by some of the rediculous, wacky stuff the procedurally generated monster creator puts out.  Feathered, flying capybara boogiemen, Snow elephant demonic hordes, impossibly dumb forgotten beasts.

So I had a thought.  Using dfworldtinker, it's possible to export the raws of these wayward beasts... it's also possible to edit them and import them back in.  But I wonder... how far could one take it?  Is it possible to take those monsters that are just too dumb to live... and make them not living anymore?  Could it be as simple as adding the [DOES_NOT_EXIST] tag to the ones that shouldn't be... and have them not be anymore?

Right now, I'm generating a series of high beast-count worlds, and exporting all the beasties out of them.  Then, I'm perusing the list for things I'd actually like to encounter, and putting them in a separate file.  I have flaming demonic serpents, dinosaurid forgotten beasts, beings of smoke and shadow to plague your nightmares.

I plan on trying to make them into regular beasts in a raw files.  I will change the names to match those that the procedural generators will spit out (like [CREATURE:DEMON_1]), then generate a world which supposedly should have 0 of these creatures.  I think I might need to drop the Forgotten Beasts, since it looks like you can't turn those off.  But especially the Demons and Boogiemen, I hope will work.  History is rarely generated for them, so there shouldn't be too much confusion in the game on them.

So this is a thread on !!SCIENCE!!, of the procedural variety.  Any thoughts would be appreciated.  Also, any really choice beasts that the game has shown you... ones that are truly gems of both some kind of weird fantastical realism, and possible challenge? Please send em my way.
« Last Edit: May 02, 2011, 11:19:13 pm by Jeoshua »
Logged
I like fortresses because they are still underground.

G-Flex

  • Bay Watcher
    • View Profile
Re: Procedural monster cleanup crew
« Reply #1 on: May 02, 2011, 10:19:03 pm »

I'm sure I'm not the only one who gets a bit put off by some of the rediculous, wacky stuff the procedurally generated monster creator puts out.

Considering that this is Dwarf Fortress, I fully welcome zany bullshit monsters.
Logged
There are 2 types of people in the world: Those who understand hexadecimal, and those who don't.
Visit the #Bay12Games IRC channel on NewNet
== Human Renovation: My Deus Ex mod/fan patch (v1.30, updated 5/31/2012) ==

Jeoshua

  • Bay Watcher
  • God help me, I think I may be addicted to modding.
    • View Profile
Re: Procedural monster cleanup crew
« Reply #2 on: May 02, 2011, 10:20:00 pm »

Yeah thanks for Ninja-ing the slot I was going to reserve with a troll.

The idea of this is to make a collection of the best stuff the generator can put out, then piece it together and make something glorious.
« Last Edit: May 02, 2011, 10:21:52 pm by Jeoshua »
Logged
I like fortresses because they are still underground.

forsaken1111

  • Bay Watcher
    • View Profile
    • TTB Twitch
Re: Procedural monster cleanup crew
« Reply #3 on: May 02, 2011, 10:23:41 pm »

Yeah thanks for Ninja-ing the slot I was going to reserve with a troll.
It isn't a troll, it is his opinion. I happen to share it, batshit crazy monsters are a staple of DF and I quite enjoy them. If you want a more realistic world, that is your prerogative of course. I'd still like to see the results of your project and whether adding the fanciful tag will be enough in an already generated world. I wonder how the game will handle existing populations of suddenly fanciful creatures.
Logged

Jeoshua

  • Bay Watcher
  • God help me, I think I may be addicted to modding.
    • View Profile
Re: Procedural monster cleanup crew
« Reply #4 on: May 02, 2011, 10:42:54 pm »

Eh, sorry... me and him have gotten into it before.  ::)

I'm still gathering the choice ones.  I don't dislike all the monsters.  Some of them are truly awe inspiring:

Spoiler (click to show/hide)

Basically I want to take the best-of-the-best here, and put them all into one, big, happy family.

As far as the [FANCIFUL] tag... I hope it works.  Those people who have fought these monsters would basically just have been mistaken.  They swear up and down that it happened, but... did it really?
Logged
I like fortresses because they are still underground.

Eldrick Tobin

  • Bay Watcher
  • [ETHIC: MODDING_UNDWARFY: PERSONAL_MATTER]
    • View Profile
Re: Procedural monster cleanup crew
« Reply #5 on: May 02, 2011, 11:08:55 pm »

You probably want [DOES_NOT_EXIST]. The Goat Devils you quoted after all already have it. Dragons have fanciful also. http://df.magmawiki.com/index.php/DF2010:Fanciful
Logged
--
Eldrick Tobin
Behold the unimpressive Aspectus Lolin mod. || My Little Arachnid Fortress attempt...
I mumble to myself on tumblr... Sometimes about DF Modding.

Jeoshua

  • Bay Watcher
  • God help me, I think I may be addicted to modding.
    • View Profile
Re: Procedural monster cleanup crew
« Reply #6 on: May 02, 2011, 11:10:56 pm »

Spoiler (click to show/hide)

The creature_fanciful.txt file is where I got the idea from, tho...

Ah, I see what you're saying.  Good catch.
« Last Edit: May 02, 2011, 11:18:49 pm by Jeoshua »
Logged
I like fortresses because they are still underground.

Eldrick Tobin

  • Bay Watcher
  • [ETHIC: MODDING_UNDWARFY: PERSONAL_MATTER]
    • View Profile
Re: Procedural monster cleanup crew
« Reply #7 on: May 02, 2011, 11:27:18 pm »

Wow I just re-read my message... Blah blah blah [DOES_NOT_EXIST]. BECAUSE they already HAVE fanciful. like dragons have fanciful.

But yeah. Centaurs in the vanilla have fanciful and does_not_exist so that people engrave and make art about centaurs, but so that you can also -if you like- have creature entries short as toy instrument or plant entries.

Myself I've been tempted to give them all undirected dust in hopes they suicide in a cave in. `-`; Sure it wouldn't help during world gen... even unique demons with no gender will come back infinitely.

"I am reborn again and again."

Even if every time they have a new name. I was recently actually assaulted by the unique I made. If I hadn't played with stats to get my awesome statted peeps MORE awesome to inspire them to NOT DIE or NOT LET PEOPLE DIE IN THE HOSPITAL I think my fort might have been slowly drowned in Bad Tunes.

What? The Beast is The Ear Worm... and it leaks tunes everwhere breathes them at people. It's a menace... just not very ... something. It's right on the tip of my brain... maybe if I hum a few bars...

Spoiler (click to show/hide)

In case anyone wants to gawk at it without getting all of Aspectus Lolin. Is it cool for your project Jeo? I doubt but maybe it'll give you some ideas.

I do think it's funny peculiar and funny ha ha that Raw Check... no clue about [UNIQUE_DEMON] but World Gen... knows allllll about it. Such that it has it right next to it's Spawn Ettin button. Much to the Ear Worms dismay.

(Ramble to ignore...)
"I have come to Fancy Spades... I am just a merchant... really." "Oh thank you great merchant... do you have any weapons?" "Why I do have this Silver Whip (lying)... and it's only..." "Great! Save us from Ungthog The Arguing! He's rampaging this way." "Oh piddle. Not again."

ME SQUISH!
(/Ramble)

It's really sad looking at the legends data because of this.
Logged
--
Eldrick Tobin
Behold the unimpressive Aspectus Lolin mod. || My Little Arachnid Fortress attempt...
I mumble to myself on tumblr... Sometimes about DF Modding.

SirAaronIII

  • Bay Watcher
  • Western Romanticist
    • View Profile
Re: Procedural monster cleanup crew
« Reply #8 on: May 03, 2011, 12:17:22 am »

So, where can I find this "dfworldtinker"? I just got attacked by a copper-feathered shelled croc, and now I'm getting killed by a feathered cobra with a poisonous bite.
Logged
"I want to watch the sun setting below the horizon, thinking about my significance in this world. That's my dream."

Jeoshua

  • Bay Watcher
  • God help me, I think I may be addicted to modding.
    • View Profile
Re: Procedural monster cleanup crew
« Reply #9 on: May 03, 2011, 12:32:14 am »

You know... feathered serpents are some of the ones I like, too... Quetzalcoatl

DFWorldTinker 3

It says it's for 0.31.16, but honestly the file format hasn't changed and still works without problems.
Logged
I like fortresses because they are still underground.

Grimlocke

  • Bay Watcher
  • *kobold noises*
    • View Profile
Re: Procedural monster cleanup crew
« Reply #10 on: May 03, 2011, 08:25:31 am »

You can allways just put some of the less silly beasts in the raws, and generate a world without any random beast generation.

Other than that you can edit bodypart_rcp to get some more tentacles and less trunks and shells.

Pruning every silly random creature with tinker would be a hell of a job, though you might not generate 666 demons like I did in my last world. Making a script to do so would be fairly difficult, as those arnt too good at understanding what is and what isnt silly.
Logged
I make Grimlocke's History & Realism Mods. Its got poleaxes, sturdy joints and bloomeries. Now compatible with DF Revised!

Jeoshua

  • Bay Watcher
  • God help me, I think I may be addicted to modding.
    • View Profile
Re: Procedural monster cleanup crew
« Reply #11 on: May 03, 2011, 12:44:17 pm »

I just slept on this idea, and editing the rcp files is the next step I'm looking into.  It won't prevent chinchilla demons or snow-based magma beasts... but it will get rid of the trunks and shells that crop up so often and usually seem so odd.

So... I'm thinking Lovecraftian inspired Cthulian beasts of gibbering madness and tentacled *ahem* "love".  Unfortunately I've never made creature parts in my life.  Trunks are deffinitely comming out, since even elephants look dumb with them, and if they were built any different the trunks wouldn't work as intended (I just saw a Towering Worm Fiend, with a long jointed trunk...)
Logged
I like fortresses because they are still underground.

Internet Kraken

  • Bay Watcher
    • View Profile
Re: Procedural monster cleanup crew
« Reply #12 on: May 03, 2011, 01:05:01 pm »

I'm sure I'm not the only one who gets a bit put off by some of the rediculous, wacky stuff the procedurally generated monster creator puts out.

Considering that this is Dwarf Fortress, I fully welcome zany bullshit monsters.

This. I always viewed things such as Titans, Forgotten Beasts, and demons as the spawn of pure chaos. They're not supposed to make sense. The fact that they can be such bizzare things is what makes them interesting to fight. After all, this isn't just flavor text. A creature in Dwarf fortress really will function different based on the material it is made from, the body parts it has, etc. Not sure why you would want to limit one of the most interesting parts of the game.
Logged
Picture a dwarf, warrior, mechanic, or some other incredibly useful profession. Now picture him dead. That's what infections do.
[NOPAIN] no gain.
Escapist Reveredtour Let's Play.

Jeoshua

  • Bay Watcher
  • God help me, I think I may be addicted to modding.
    • View Profile
Re: Procedural monster cleanup crew
« Reply #13 on: May 03, 2011, 01:08:50 pm »

Well for one thing I'd rather them look like something in your avatar than feathered, shelled, 8 legged bunny rabbits with spirally horns that radiate loving kindness.
Logged
I like fortresses because they are still underground.