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Author Topic: Togas  (Read 1752 times)

Urist McDwarfFortress

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Togas
« on: January 29, 2013, 04:38:40 pm »

For some reason, my current fortress has togas as one of the options for clothing I can make at my clothiers shops. Obviously, I immediately dressed the whole fortress population up like a midget frat party. But it made me wonder, what determines which clothes you can make. Is it just random? Does it have to do with which civilization you choose to be a part of?
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Oaktree

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Re: Togas
« Reply #1 on: January 29, 2013, 07:22:39 pm »

The raws indicate what clothing items a civilization considers common, uncommon, or rare.  And when the civilization is formed they get a groups of clothes that they can make in their workshops.  So you might get a civilization (and subsequent) fortress that knows how to make low boots, but not high boots, and so forth.  My current fortress does not understand the concept of trousers, but does have long skirts (kilts) to cover their legs with.

Modding can obviously be done to make some items more or less common, or possibly to make the goblins not wear socks if you so desire.
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codyorr

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Re: Togas
« Reply #2 on: January 29, 2013, 07:55:18 pm »

Interesting!
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i2amroy

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Re: Togas
« Reply #3 on: January 29, 2013, 08:02:13 pm »

As Oaktree pointed out the dwarven entity raws determine what is available to each civilization. In the case of togas the dwarven entity has [ARMOR:ITEM_ARMOR_TOGA:UNCOMMON], meaning that there is a small chance that a dwarven civilization will have access to togas. Should you rembark but choose a different dwarven civ, the chances are that you would no longer have access to them.
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Flying Fortress

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Re: Togas
« Reply #4 on: February 01, 2013, 10:22:00 am »

So that's why I can't make high boots, good to know but still a pain.  Is there any non-modding way to get them to learn about high boots?  Like buying them from the humans/elves?
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Telgin

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Re: Togas
« Reply #5 on: February 01, 2013, 10:32:05 am »

You'll never be able to make high boots with that embark, because this can't change for a civ after world gen.  Modding won't be able to directly fix it for your current save either: that requires a regen.  If you do want to make sure high boots are available in the future, just change that entry in the entity file to say FORCED.

If you want to fix it for a current save, it's possible to replace an existing custom reaction (even a vanilla one like making mead) to produce high boots, but it's going to have to be put in something like the smelter instead of the forge, and will have to replace an existing reaction.

Probably just easier to make low boots and buy high boots when you see them in caravans.
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