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Author Topic: Is there any way to prevent items from being classified as "Foreign"?  (Read 1566 times)

Skald

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As a guy who likes to pick and choose certain aspects of mods to play in his fortresses, it really irks me when I'm trying to deck out my dwarves in armor, and from the long list of about 4 or 5 bodywear, all they have as "native" armor choices is a breastplate. Not even allowed to make mail shirts.

Is there any way to prevent modded items (or regular) from being classified as "Foreign" and thereby restricting its creation at my fortress?
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OREOSOME

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Re: Is there any way to prevent items from being classified as "Foreign"?
« Reply #1 on: December 27, 2012, 04:09:36 pm »

You need to add the custom items and workshops, as well as the reactions to build said items in the entity file. Right along with the breastplates, spears, etc.
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Putnam

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Re: Is there any way to prevent items from being classified as "Foreign"?
« Reply #2 on: December 27, 2012, 04:11:15 pm »

Ooo
You need to add the custom items and workshops, as well as the reactions to build said items in the entity file. Right along with the breastplates, spears, etc.

Or you could just add the WEAPON:WEAPON_ID entry to the entity. In fact, your method won't even work; they'll still be foreign.

Skald

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Re: Is there any way to prevent items from being classified as "Foreign"?
« Reply #3 on: December 27, 2012, 04:17:37 pm »

Is that the deal? Because they show up sporadically as native or foreign each time when I generate new worlds. The reactions to create the items are added directly to the entity_default alongside the normal weapons and armor, with armor listed as common or uncommon based on how much I want them to appear. I have the weapons and armor saved as separate files, but they still appear in game, albeit sporadically.

I try to avoid as many custom workshops as possible, seeing as they're usually the problems that arise.

Its usually just the armor that comes out as "foreign" however, which is weird when all the custom weapons churn out just fine.

It also keeps listing mail shirts (which I assume are typically native) as foreign. Its kind of why I wanted to add Hauberks as another armor option (heavier and bigger than a shirt, so at max only two over a breastplate compared to three shirts).

What else ya got?

Edit: Yes, that includes the WEAPON:WEAPON_ID/ARMOR:ARMOR_ID. Sorry I forgot to note that.
Edit 2: Fixin' Syntax/structural issues.
« Last Edit: December 27, 2012, 04:29:51 pm by Skald »
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Putnam

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Re: Is there any way to prevent items from being classified as "Foreign"?
« Reply #4 on: December 27, 2012, 04:24:34 pm »

Weapons can't be made COMMON or anything of the sort.

Armor will show up as foreign if your entity doesn't have it, which happens sometimes with COMMON and often with UNCOMMON, almost always with RARE. If you never want them to be foreign, use FORCED.

Skald

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Re: Is there any way to prevent items from being classified as "Foreign"?
« Reply #5 on: December 27, 2012, 04:26:53 pm »

I didn't say that weapons are used with common/uncommon, armor is however. I can see that my syntax probably had it read like I did (sorry!).

And thank you for getting to the root of the problem with FORCED. That should *hopefully* fix the issues with armor.
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Skald

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Re: Is there any way to prevent items from being classified as "Foreign"?
« Reply #6 on: December 27, 2012, 04:36:17 pm »

Quick update for clarification.

So by adding FORCED to an entity (Ex. [ARMOR:ITEM_ARMOR_BREASTPLATE:FORCED])
it'll make it that I can always craft such an item at my fortress, yeah? Will it also make random peasants show up in plate armor as well?

I'm just checking because I added masks as a common armor item for dwarves, they all show up wearing metal masks (which I like the thought of) and its always a craft-able armor at my forts.
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Putnam

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Re: Is there any way to prevent items from being classified as "Foreign"?
« Reply #7 on: December 27, 2012, 05:43:26 pm »

Random peasants? No. It's still metal-only armor, in the case of breastplates. Masks probably will work.

Skald

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Re: Is there any way to prevent items from being classified as "Foreign"?
« Reply #8 on: December 28, 2012, 12:03:56 am »

So it turns out [FORCED] doesn't guarantee its existence as a native armor piece. That's a bit irritating.

Trying some other bits out...

Edit 1: So far, adding time for world generation and moving all the armor pieces to native armor files (instead of a separate file that kept it neat) doesn't fix it either. I'm going to see if its maybe a case of the Hauberks size being a problem.

Edit 2: Somewhere between removing another armor choice, retyping all entries, and regenerating yet another new world finally finally fixed it. I'd be irked if the problem was the source material had typos that nobody had examined because it wasn't even meant for dwarves. (Or if it was my editing skills that botched it. Either way. Irritating.)
« Last Edit: December 28, 2012, 12:21:08 am by Skald »
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Grimlocke

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Re: Is there any way to prevent items from being classified as "Foreign"?
« Reply #9 on: December 28, 2012, 05:30:12 am »

Sounds like a typo. Can be very hard to trace, especialy if your new to this.\

Once spent allmost an hour trying to stop a zombie creature from exploding upon spawning (not kidding, bodyparts everywhere). Turned out of I typed [STANDART_MATERIALS] instead of [STANDARD_MATERIALS], causing the creature to not be made of anything that holds it together.

Though I did spend a lot of that hour doing things like seeing if I could kill a human by dropping exploding zombies on it (it doesnt).
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