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Difference between revisions of "Lua scripting"

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''This article is about procedural raw generation. Information on [[Utility:DFHack]] scripting can be found at https://docs.dfhack.org/en/stable/.''
 
''This article is about procedural raw generation. Information on [[Utility:DFHack]] scripting can be found at https://docs.dfhack.org/en/stable/.''
 +
 +
[[File:Lua-Logo.svg|100px]]
  
 
[https://www.lua.org/ Lua] scripting is an experimental feature{{version|51.06}}. It is used to create custom procedurally-generated objects that were previously created by hardcoded methods. It was announced in a [https://www.youtube.com/watch?v=Z9rzhFwgfUk video], with the stated goal of "supporting future [[Magic|magical]] endeavors."
 
[https://www.lua.org/ Lua] scripting is an experimental feature{{version|51.06}}. It is used to create custom procedurally-generated objects that were previously created by hardcoded methods. It was announced in a [https://www.youtube.com/watch?v=Z9rzhFwgfUk video], with the stated goal of "supporting future [[Magic|magical]] endeavors."
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Inorganic [[Material definition token|materials]], [[Language token|languages]], [[Creature token|creatures]], [[Interaction token|interactions]],  [[Item token|items]] (currently excluding instruments), [[reaction]]s, [[Entity token|entities]], and [[Plant token|plants]] are open to this system.
 
Inorganic [[Material definition token|materials]], [[Language token|languages]], [[Creature token|creatures]], [[Interaction token|interactions]],  [[Item token|items]] (currently excluding instruments), [[reaction]]s, [[Entity token|entities]], and [[Plant token|plants]] are open to this system.
  
Scripts are loaded from a mod's ``scripts/init.lua`` file, as well as from any included files.
+
Scripts are loaded from a mod's ``scripts/init.lua`` file, and can ``include()`` other files.
 +
 
 +
==Structure==
  
==Code Samples==
+
As of right now, Lua scripting is confined to generation of procedural objects. This is done by running the ``generate`` function, a global function loaded in ``'''data/init/generators.lua'''``. It runs unit tests, preprocess, materials, items, languages, creatures, interactions, entities and postprocessing, in that order.
  
===Divine language===
+
When random objects are first generated, the game populates two global tables, ``world`` and ``random_object_parameters``. ``world`` contains info about the world currently being generated (or, in the future, played in), while ``random_object_parameters`` contains what the game expects to be generated. The most important thing between these is ``random_object_parameters.main_world_randoms``, which is ``true`` for exactly one generation at the start of worldgen; it's what you want to check for if you're generating your own objects
This is the [[divine language]], which generates a bunch of random-sounding words from a set of syllables.
 
  
<!--Needs support for {{raw}} in Scriptdata to condense -->
+
You can set the global ``debug_level`` variable to print some debug info. It's a number, but what numbers are there are completely arbitrary. If it's >0, it'll run unit tests; if it's >=0.5, it'll display what step of generation it's at, at every step. You can use ``get_debug_logger(x)`` to return a function that logs to ``lualog.txt`` if the debug level is at least ``x``.
{{Main:Divine language/script}}
 
  
===Identity language===
+
Unit tests are functions that return a table, containing ``good``, which, if truthy, is considered passed, and ``info``, which is a string that contains information on said pass or fail. These unit tests should have no side effects, i.e. they shouldn't muck with global state any. Here's an example unit test, one that was used during development (but had no reason to be removed):
This makes a [[Language token|language]] called ``GEN_IDENTITY`` which is like "Abbey abbeyabbeys the abbey of abbeys" - i.e. it's the "English" language you might see occasionally.
 
  
 
{{Scriptdata
 
{{Scriptdata
|title=GEN_IDENTITY
+
|title=get_random_creature
 
|script=
 
|script=
languages.GEN_IDENTITY=function()
+
     get_random_creature=function()
     -- just to demonstrate the absolute most basic method of generating one of these
+
         local cr=world.creature.get_random_creature()
    -- also so that you can just mod stuff to use GEN_IDENTITY
+
         local res={}
    local tbl={}
+
         res.good=type(cr)=='table'
    local unempty = function(str1, str2)  
+
         res.info=res.good and ("Got a random creature: "..cr.token) or "No random creature could be gotten, even at most permissive!"
         return str1=='' and str2 or str1
+
         return res
    end
+
     end}}
    for k,v in ipairs(world.language.word) do
+
 
         local str=''
+
``preprocess`` is just a table of functions. It runs each function, one at a time. This is where you want your side effects, and, if you're adding an entirely new procedural object type, that's what you probably want. You should also use it if you want to mess around with ``random_object_parameters``, which is allowed (it's how demon types are assigned in vanilla, and you can change the proportions as an end user if you want). The "adamantine alloys" example below is an example of what can be done with preprocess (and postprocess, which is mostly identical except it happens after the rest of generation).
         str=unempty(str,v.NOUN_SING)
 
         str=unempty(str,v.ADJ)
 
        str=unempty(str,v.VERB_FIRST_PRES)
 
        str=unempty(str,string.lower(v.token))
 
         tbl[v.token]=str
 
     end
 
    return tbl
 
end}}
 
  
===New divine metal===
+
The game then generates all of the individual objects; the general procedure for this is that the game calls the ``generate_from_list`` function on a table of functions, which calls every function and picks one of the resulting tables at random depending on their weights. For example, the ``interactions.secrets`` table contains one entry, that for necromancers; it returns a table containing three entries: ``{interaction=tbl,weight=1,spheres=spheres}``. ``interaction`` is the full raw text of the interaction; ``weight`` is the random weight for the interaction, i.e. if you add another one which returns a table containing ``weight=2``, that will be twice as likely as necromancers. ``spheres=spheres`` is some extra data the generator might be able to use. It actually doesn't, at this point, but one could override ``generate_random_interactions`` with their own version that takes into account ``spheres`` and, say, tries to evenly distribute generated secrets over available spheres. (This didn't end up in vanilla primarily out of concerns of bug-like behavior cropping up).
You can add new metal descriptions for divine metal pretty easily, for example:
 
  
{{Scriptdata
+
Languages are special, though; as can be seen below, the ``languages`` table just expects a table containing translations, e.g. ``tbl["ABBEY"]="abbey"``. If you want to procedurally add words or symbols (and yes, these are both doable), you can use preprocess or postprocess.
|title=Laughing metal
 
|script=
 
metal_by_sphere.CHILDREN={
 
    name="laughing metal",
 
    col="7:0:1",
 
    color="WHITE"
 
}
 
}}
 
  
===New forgotten beast===
+
==Creatures==
Add a new kind of forgotten beast.
+
Creatures have a lot more to them than other procedural objects. Forgotten beasts are, in a sense, the simplest of them:
  
 
{{Scriptdata
 
{{Scriptdata
|title=Unbidden spirit
+
|title=creatures.fb.default
 
|script=
 
|script=
creatures.fb.unbidden=function(layer_type,tok)
+
creatures.fb.default=function(layer_type,tok)
    if layer_type==0 then return nil end -- land only
 
 
     local tbl={}
 
     local tbl={}
 
     local options={
 
     local options={
 
         strong_attack_tweak=true,
 
         strong_attack_tweak=true,
        always_make_uniform=true,
 
        always_insubstantial=true,
 
        intangible_flier=true,
 
 
         spheres={CAVERNS=true},
 
         spheres={CAVERNS=true},
 
         is_evil=true,
 
         is_evil=true,
Line 77: Line 57:
 
     [FEATURE_BEAST]
 
     [FEATURE_BEAST]
 
     [ATTACK_TRIGGER:0:0:2]
 
     [ATTACK_TRIGGER:0:0:2]
     [NAME:unbidden spirit:unbidden spirit:unbidden spirit]
+
     [NAME:forgotten beast:forgotten beasts:forgotten beast]
     [CASTE_NAME:unbidden spirit:unbidden spirit:unbidden spirit]
+
     [CASTE_NAME:forgotten beast:forgotten beasts:forgotten beast]
 
     [NO_GENDER]
 
     [NO_GENDER]
 
     [CARNIVORE]
 
     [CARNIVORE]
Line 102: Line 82:
 
     tbl[#tbl+1]="[CREATURE_TILE:"..tile_string(rcp.tile).."]"
 
     tbl[#tbl+1]="[CREATURE_TILE:"..tile_string(rcp.tile).."]"
 
     build_procgen_creature(rcp,tbl,options)
 
     build_procgen_creature(rcp,tbl,options)
    -- Weight is a float; all vanilla objects have weight 1
+
     return {creature=tbl,weight=1}
     return {creature=tbl,weight=0.5}
+
end}}
end
 
}}
 
  
===Remove default forgotten beast===
+
This is a lot of info! First, you build an ``options`` table; it's possible to make a full list of options used in vanilla, but other mods can also use arbitrary options. It then adds all the usual special-to-forgotten-beast tokens, in a big string, followed by calling ``add_regular_tokens(tbl,options)``, which adds some stuff common to all (vanilla) procedural creatures, based on the options given. It sets ``do_water`` and the WATER sphere if the FB is in a water cavern, an option which whitelists certain random creature profiles, as well as adding a random evil sphere. ``populate_sphere_info`` is similar to ``add_regular_tokens``; it adds all of the spheres in ``options.spheres`` to the creature, using the SPHERE token, then, if certain options are set, does more. Then, it gets a random creature profile using ``get_random_creature_profile`` and the options, uses ``add_body_size`` to set the BODY_SIZE tokens and attendant things that come with it, sets the creature tile, and finally runs the Big Function, ``build_procgen_creature``, which creates the description, body, tissues, et cetera.
  
<syntaxhighlight lang="lua" >
+
===Random Creature Profiles===
creatures.fb.default=nil
+
A random creature profile is a type of "thing" a generated creature can be. For example:
</syntaxhighlight>
 
  
===Adamantine alloys===
+
{{Scriptdata
 +
|title=random_creature_types.GENERAL_QUADRUPED
 +
|script=
 +
GENERAL_QUADRUPED={
 +
name_string="quadruped",
 +
tile='Q',
 +
body_base="QUADRUPED",
 +
c_class="UNIFORM",
 +
cannot_have_get_more_legs=true,
 +
min_size=70000,
 +
weight=1000
 +
},
 +
}}
 +
 
 +
Of these, only ``cannot_have_get_more_legs`` is optional. ``build_procgen_creature`` has direct access to the RCP, as the first argument, and thus extra table entries can be used however you like.
 +
 
 +
===Other stuff===
 +
TODO: Tweaks, random creature materials, random creature classes, color pickers, function that ``build_procgen_creature`` calls in the process of building that can be used to inject your own logic into creature building (e.g. ``btc1_tweaks``), etc.
  
You can add your own arbitrary generated objects, though as of right now there's no way to make settings for them. This allows for some ''truly'' wild stuff; here's a fun example: adamantine-metal alloys for every single non-special metal, giving you an average of the properties of them.
 
  
{{Scriptdata
 
|title=Adamantine alloys
 
|script=
 
preprocess.adamantine_alloys=function()
 
    if not random_object_parameters.main_world_randoms then return end
 
    local l=get_debug_logger(2)
 
    local lines={}
 
    local reaction_lines={}
 
    local reaction_names={}
 
    local adamantine=world.inorganic.inorganic.ADAMANTINE
 
    if not adamantine then return end
 
    local adamantine_color=world.descriptor.color[world.descriptor.color_pattern[adamantine.material.color_pattern.SOLID].color[1]]
 
    local adamantine_modulus = 2500000  --mildly arbitrary, just below the theoretical limit
 
    l("Starting")
 
    local done_category=false
 
    for k,v in ipairs(world.inorganic.inorganic) do
 
        if not v.flags.SPECIAL and v.material.flags.IS_METAL then
 
            l(v.token)
 
            local token="GEN_ADAMANTINE_"..v.token
 
            lines[#lines+1]="[INORGANIC:"..token.."]"
 
            add_generated_info(lines)
 
            lines[#lines+1]="[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]"
 
            for kk,vv in pairs(v.material.adj) do
 
                lines[#lines+1]="[STATE_ADJ:"..kk..":adamantine "..vv.."]" --"adamantine molten steel"? it's fine
 
            end
 
            for kk,vv in pairs(v.material.name) do
 
                lines[#lines+1]="[STATE_NAME:"..kk..":adamantine "..vv.."]"
 
            end
 
            l(2)
 
            local mat_values={}
 
            -- Find the ratio for which you get closest to (but not below) 2000000 in the material's worst property
 
            local worst=math.min(v.material.yield.IMPACT,v.material.fracture.SHEAR)
 
            local wafers=1
 
            local bars=1
 
            if worst < 2000000 then
 
                local ratio = (2000000-3*worst)/1000000
 
                local best_diff=1
 
                for i=1,10 do
 
                    local wafer_amt=i*ratio
 
                    if wafer_amt>1 and wafer_amt<20 and math.ceil(wafer_amt)-wafer_amt<best_diff then
 
                        best_diff=math.ceil(wafer_amt)-wafer_amt
 
                        wafers=math.ceil(wafer_amt)
 
                        bars=i
 
                    end
 
                end
 
            end
 
            local avg_denom=1/(bars*3+wafers) -- Multiplication just a bit faster than division, we're rounding at the end anyway
 
            local solid_cl=nil
 
            for kk,vv in pairs(v.material.color_pattern) do
 
                -- time to get silly
 
                local this_color=world.descriptor.color[world.descriptor.color_pattern[vv].color[1]]
 
                local wanted_color={
 
                    r=(this_color.r*bars*3+adamantine_color.r*wafers)*avg_denom,
 
                    g=(this_color.g*bars*3+adamantine_color.g*wafers)*avg_denom,
 
                    b=(this_color.b*bars*3+adamantine_color.b*wafers)*avg_denom,
 
                }
 
                local best_total_diff=1000000000
 
                local best_clp=nil
 
                for _,clp in ipairs(world.descriptor.color_pattern) do
 
                    if clp.pattern=="MONOTONE" then
 
                        local cl=world.descriptor.color[clp.color[1]]
 
                        local diff=math.abs(wanted_color.r-cl.r)+math.abs(wanted_color.b-cl.b)+math.abs(wanted_color.g-cl.g)
 
                        if diff<best_total_diff then
 
                            best_clp=clp
 
                            best_total_diff=diff
 
                        end
 
                    end
 
                end
 
                lines[#lines+1]="[STATE_COLOR:"..kk..":"..best_clp.token.."]"
 
                if kk=="SOLID" then solid_cl=world.descriptor.color[best_clp.color[1]] end
 
            end
 
            local color_str=solid_cl.col_f..":0:"..solid_cl.col_br
 
            l(color_str)
 
            lines[#lines+1]="[DISPLAY_COLOR:"..color_str.."]"
 
            lines[#lines+1]="[BUILD_COLOR:"..color_str.."]"
 
            lines[#lines+1]="[ITEMS_METAL][ITEMS_HARD][ITEMS_SCALED][ITEMS_BARRED]"
 
            lines[#lines+1]="[SPECIAL]"
 
            if v.material.flags.ITEMS_DIGGER then
 
                lines[#lines+1]="[ITEMS_DIGGER]"
 
            end
 
            local function new_value(str)
 
                mat_values[str]=mat_values[str] or math.floor((adamantine.material[str]*wafers+v.material[str]*bars*3)*avg_denom+0.5)
 
                l(str,mat_values[str])
 
                return mat_values[str]
 
            end
 
            local function new_value_nested(str1,str2)
 
                mat_values[str1..str2]=mat_values[str1..str2] or math.floor((adamantine.material[str1][str2]*wafers+v.material[str1][str2]*bars*3)/(bars*3+wafers)+0.5)
 
                l(str1..str2,mat_values[str1..str2])
 
                return mat_values[str1..str2]
 
            end
 
            if new_value_nested("fracture","SHEAR")>170000 or new_value_nested("yield","IMPACT")>245000 then
 
                lines[#lines+1]="[ITEMS_WEAPON][ITEMS_AMMO]"
 
                if new_value("solid_density")<10000 then
 
                    lines[#lines+1]="[ITEMS_WEAPON_RANGED][ITEMS_ARMOR]"
 
                end
 
            end
 
            lines[#lines+1]="[MATERIAL_VALUE:"..new_value("base_value").."]"
 
            lines[#lines+1]="[SPEC_HEAT:"..new_value("temp_spec_heat").."]"
 
            lines[#lines+1]="[MELTING_POINT:"..new_value("temp_melting_point").."]"
 
            lines[#lines+1]="[BOILING_POINT:"..new_value("temp_boiling_point").."]"
 
            lines[#lines+1]="[SOLID_DENSITY:"..new_value("solid_density").."]"
 
            lines[#lines+1]="[LIQUID_DENSITY:"..new_value("liquid_density").."]"
 
            lines[#lines+1]="[MOLAR_MASS:"..new_value("molar_mass").."]" -- i don't think this is actually correct
 
            for _,thing in ipairs({"yield","fracture"}) do
 
                for force,_ in pairs(v.material[thing]) do
 
                    lines[#lines+1]="["..string.upper(force).."_"..string.upper(thing)..":"..new_value_nested(thing,force).."]"
 
                end
 
            end
 
            for _,force in ipairs("IMPACT","COMPRESSIVE","TENSILE","TORSION","SHEAR","BENDING") do
 
                local modulus = v.yield[force] / v.elasticity[force]
 
                local average_modulus = (adamantine_modulus*wafers + modulus*bars*3)*avg_denom
 
                local strain_at_yield = math.floor(new_value_nested("yield",force) / average_modulus + 0.5) -- usually zero, but can be 1 or 2 sometimes
 
                lines[#lines+1]="["..string.upper(force).."_YIELD:"..new_value_nested("yield",force).."]"
 
                lines[#lines+1]="["..string.upper(force).."_FRACTURE:"..new_value_nested("fracture",force).."]"
 
                lines[#lines+1]="["..string.upper(force).."_STRAIN_AT_YIELD:"..strain_at_yield.."]"
 
            end
 
            lines[#lines+1]="[MAX_EDGE:"..new_value("max_edge").."]"
 
            local reaction_token=token.."_MAKING"
 
            reaction_lines[#reaction_lines+1]="[REACTION:"..reaction_token.."]"
 
            add_generated_info(reaction_lines)
 
            reaction_lines[#reaction_lines+1]="[NAME:make adamantine "..v.material.name.SOLID.." (use bars)]"
 
            reaction_lines[#reaction_lines+1]="[BUILDING:SMELTER:NONE]"
 
            reaction_lines[#reaction_lines+1]="[REAGENT:A:"..tostring(150*wafers)..":BAR:NO_SUBTYPE:METAL:ADAMANTINE]"
 
            reaction_lines[#reaction_lines+1]="[REAGENT:B:"..tostring(150*bars)..":BAR:NO_SUBTYPE:METAL:"..v.token.."]"
 
            reaction_lines[#reaction_lines+1]="[PRODUCT:100:"..tostring(bars+wafers)..":BAR:NO_SUBTYPE:METAL:"..token.."][PRODUCT_DIMENSION:150]"
 
            reaction_lines[#reaction_lines+1]="[FORTRESS_MODE_ENABLED]"
 
            reaction_lines[#reaction_lines+1]="[CATEGORY:ADAMANTINE_ALLOYS]"
 
            if not done_category then
 
                done_category=true
 
                reaction_lines[#reaction_lines+1]="[CATEGORY_NAME:Adamantine alloys]"
 
                reaction_lines[#reaction_lines+1]="[CATEGORY_DESCRIPTION:Debase adamantine with other metals to get extremely strong alloys.]"
 
                reaction_lines[#reaction_lines+1]="[CATEGORY_KEY:CUSTOM_SHIFT_A]"
 
            end
 
            reaction_lines[#reaction_lines+1]="[FUEL]"
 
            reaction_lines[#reaction_lines+1]="[SKILL:SMELT]"
 
        end
 
    end
 
    local entity_lines={}
 
    raws.register_inorganics(lines)
 
    -- not used in vanilla right now, due to lack of instruments, but you CAN do this
 
    raws.register_reactions(reaction_lines)
 
end}}
 
 
[[Category:Modding]]
 
[[Category:Modding]]
[[Category:Lua]]
+
[[Category:Lua|S]]

Latest revision as of 04:05, 25 March 2025

Dwarven science stretched.png Research Pending!
This article or section is incomplete/under construction (likely due to recent changes) and may still be outdated or missing details. Feel free to do some testing and expand it.


This article is about procedural raw generation. Information on Utility:DFHack scripting can be found at https://docs.dfhack.org/en/stable/.

Lua-Logo.svg

Lua scripting is an experimental featurev51.06. It is used to create custom procedurally-generated objects that were previously created by hardcoded methods. It was announced in a video, with the stated goal of "supporting future magical endeavors."

Inorganic materials, languages, creatures, interactions, items (currently excluding instruments), reactions, entities, and plants are open to this system.

Scripts are loaded from a mod's scripts/init.lua file, and can include() other files.

Structure[edit]

As of right now, Lua scripting is confined to generation of procedural objects. This is done by running the generate function, a global function loaded in data/init/generators.lua. It runs unit tests, preprocess, materials, items, languages, creatures, interactions, entities and postprocessing, in that order.

When random objects are first generated, the game populates two global tables, world and random_object_parameters. world contains info about the world currently being generated (or, in the future, played in), while random_object_parameters contains what the game expects to be generated. The most important thing between these is random_object_parameters.main_world_randoms, which is true for exactly one generation at the start of worldgen; it's what you want to check for if you're generating your own objects

You can set the global debug_level variable to print some debug info. It's a number, but what numbers are there are completely arbitrary. If it's >0, it'll run unit tests; if it's >=0.5, it'll display what step of generation it's at, at every step. You can use get_debug_logger(x) to return a function that logs to lualog.txt if the debug level is at least x.

Unit tests are functions that return a table, containing good, which, if truthy, is considered passed, and info, which is a string that contains information on said pass or fail. These unit tests should have no side effects, i.e. they shouldn't muck with global state any. Here's an example unit test, one that was used during development (but had no reason to be removed):

preprocess is just a table of functions. It runs each function, one at a time. This is where you want your side effects, and, if you're adding an entirely new procedural object type, that's what you probably want. You should also use it if you want to mess around with random_object_parameters, which is allowed (it's how demon types are assigned in vanilla, and you can change the proportions as an end user if you want). The "adamantine alloys" example below is an example of what can be done with preprocess (and postprocess, which is mostly identical except it happens after the rest of generation).

The game then generates all of the individual objects; the general procedure for this is that the game calls the generate_from_list function on a table of functions, which calls every function and picks one of the resulting tables at random depending on their weights. For example, the interactions.secrets table contains one entry, that for necromancers; it returns a table containing three entries: {interaction=tbl,weight=1,spheres=spheres}. interaction is the full raw text of the interaction; weight is the random weight for the interaction, i.e. if you add another one which returns a table containing weight=2, that will be twice as likely as necromancers. spheres=spheres is some extra data the generator might be able to use. It actually doesn't, at this point, but one could override generate_random_interactions with their own version that takes into account spheres and, say, tries to evenly distribute generated secrets over available spheres. (This didn't end up in vanilla primarily out of concerns of bug-like behavior cropping up).

Languages are special, though; as can be seen below, the languages table just expects a table containing translations, e.g. tbl["ABBEY"]="abbey". If you want to procedurally add words or symbols (and yes, these are both doable), you can use preprocess or postprocess.

Creatures[edit]

Creatures have a lot more to them than other procedural objects. Forgotten beasts are, in a sense, the simplest of them:

This is a lot of info! First, you build an options table; it's possible to make a full list of options used in vanilla, but other mods can also use arbitrary options. It then adds all the usual special-to-forgotten-beast tokens, in a big string, followed by calling add_regular_tokens(tbl,options), which adds some stuff common to all (vanilla) procedural creatures, based on the options given. It sets do_water and the WATER sphere if the FB is in a water cavern, an option which whitelists certain random creature profiles, as well as adding a random evil sphere. populate_sphere_info is similar to add_regular_tokens; it adds all of the spheres in options.spheres to the creature, using the SPHERE token, then, if certain options are set, does more. Then, it gets a random creature profile using get_random_creature_profile and the options, uses add_body_size to set the BODY_SIZE tokens and attendant things that come with it, sets the creature tile, and finally runs the Big Function, build_procgen_creature, which creates the description, body, tissues, et cetera.

Random Creature Profiles[edit]

A random creature profile is a type of "thing" a generated creature can be. For example:

Of these, only cannot_have_get_more_legs is optional. build_procgen_creature has direct access to the RCP, as the first argument, and thus extra table entries can be used however you like.

Other stuff[edit]

TODO: Tweaks, random creature materials, random creature classes, color pickers, function that build_procgen_creature calls in the process of building that can be used to inject your own logic into creature building (e.g. btc1_tweaks), etc.

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