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Author Topic: Is there any way to make procedurally generated beasts capturable?  (Read 1880 times)

Frango Nicolbidok

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I'm trying to find a way to make procedurally generated beasts such as titans and forgotten beasts able to be captured by cages and such, but what I've researched looks like there's not an easy or known way to do it because the tags are hard-coded into the world data.

I know you can make uncompressed worlds and just remove the [TRAPAVOID] tags but doing that crashes Dwarf Fortress for me. I've tried it with a Hex Editor and Notepad++ but neither work.

Does anyone have any ideas on what I can try? Or is it just impossible?
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Teldin

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Re: Is there any way to make procedurally generated beasts capturable?
« Reply #1 on: January 24, 2012, 02:39:51 pm »

I'm not sure if it still works for the latest version, but in previous versions if you could knock ANYTHING unconscious (usually via controlled cave-ins), and there were cage traps in its tile, it would capture it. Thus you could get trapavoid creatures, other dwarves, etc moderately easily.
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Frango Nicolbidok

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Re: Is there any way to make procedurally generated beasts capturable?
« Reply #2 on: January 24, 2012, 02:55:09 pm »

I'm not sure if it still works for the latest version, but in previous versions if you could knock ANYTHING unconscious (usually via controlled cave-ins), and there were cage traps in its tile, it would capture it. Thus you could get trapavoid creatures, other dwarves, etc moderately easily.

Ooh, I forgot about that. I'll have to try that, but is there any way to make them naturally be capturable?
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i2amroy

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Re: Is there any way to make procedurally generated beasts capturable?
« Reply #3 on: January 24, 2012, 02:56:17 pm »

Webs will also work to make cage traps catch anything as well.

As for the editing, are you opening up the world.dat file and editing it in there? Since that's the only way that I know of to edit randomly generated creatures.
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Frango Nicolbidok

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Re: Is there any way to make procedurally generated beasts capturable?
« Reply #4 on: January 24, 2012, 03:01:09 pm »

Webs will also work to make cage traps catch anything as well.

As for the editing, are you opening up the world.dat file and editing it in there? Since that's the only way that I know of to edit randomly generated creatures.

Thank you,

and Yes.
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Quietust

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Re: Is there any way to make procedurally generated beasts capturable?
« Reply #5 on: January 24, 2012, 03:15:10 pm »

I'm not sure if it still works for the latest version, but in previous versions if you could knock ANYTHING unconscious (usually via controlled cave-ins), and there were cage traps in its tile, it would capture it. Thus you could get trapavoid creatures, other dwarves, etc moderately easily.
Cave-ins won't incapacitate creatures with [NOSTUN], as seen in this movie from 40d (where the trick that normally works to capture frog demons and tentacle demons was demonstrated to be totally ineffective against spirits of fire), and all procedurally-generated creatures in 0.31.xx have [NOSTUN].
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Frango Nicolbidok

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Re: Is there any way to make procedurally generated beasts capturable?
« Reply #6 on: January 24, 2012, 06:47:24 pm »

Are there any other ideas of what you could do to make it possible?
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Trapezohedron

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Re: Is there any way to make procedurally generated beasts capturable?
« Reply #7 on: January 24, 2012, 08:05:45 pm »

As far as I know, no. You can stun them with cave-ins (excluding the ones with NO_STUN), or web them (either GCS or modding a pet to shoot the stuff, like dogs).
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bombzero

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Re: Is there any way to make procedurally generated beasts capturable?
« Reply #8 on: January 24, 2012, 08:40:31 pm »

idea, meph's masterwork DF mod has a creature that webs stuff. adding a similar creature to your game would allow you to create traps to catch procedurally genned monsters.
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darklord92

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Re: Is there any way to make procedurally generated beasts capturable?
« Reply #9 on: January 25, 2012, 12:20:51 am »

cage traps with webs over the catch everything. as far as i know. jsut trap a GCS and make a web grinder beside yoru entrance and disable it when your dwarfs go through.
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i2amroy

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Re: Is there any way to make procedurally generated beasts capturable?
« Reply #10 on: January 25, 2012, 01:37:42 pm »

cage traps with webs over the catch everything. as far as i know. jsut trap a GCS and make a web grinder beside yoru entrance and disable it when your dwarfs go through.
You are going to want a separate entrance for your dwarves then, since else wise they will be caught even though you stopped the web grinder since the webs will still be there.
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darklord92

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Re: Is there any way to make procedurally generated beasts capturable?
« Reply #11 on: January 25, 2012, 02:05:59 pm »

raising bridges work well for that. building destroyers cant ruin them. one entrance for monsters you want to enter the other for dwarfs only, a lever each.  be sure to close the dwarf entrance and burrow the dwarfs so they don't use the other passage.
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Meph

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Re: Is there any way to make procedurally generated beasts capturable?
« Reply #12 on: February 03, 2012, 03:36:33 pm »

Just found this thread due to the mentioning of my mod...

Wanted to say that I have several webbing creatures, and another way to catch trapavoids: The dust landmines do use cave-in dust as weapon, pushing creatures into cages. Works as well.
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darklord92

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Re: Is there any way to make procedurally generated beasts capturable?
« Reply #13 on: February 03, 2012, 03:54:51 pm »

Problem is megabeasts are [NOSTUN] now.stunnign was the only way before to put them in traps. webbed is another status alignment that can put them in trap. but i expect toadys going to fix it soon.
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Sphalerite

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Re: Is there any way to make procedurally generated beasts capturable?
« Reply #14 on: February 03, 2012, 03:58:25 pm »

I know you can make uncompressed worlds and just remove the [TRAPAVOID] tags but doing that crashes Dwarf Fortress for me. I've tried it with a Hex Editor and Notepad++ but neither work.

It's probably crashing the game because by simply removing the tag you are changing the length of the file, screwing up the structure and indexes which the game uses to find where everything is.  What you want to do is disable the [TRAPAVOID] tag without changing the file length.  Do a hex search and replace of [TRAPAVOID] with [XXXXXXXXX] or a similar garbage tag of the same length and it should work.
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