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Author Topic: Regarding non-dwarf citizens  (Read 2611 times)

Just Some Guy

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Regarding non-dwarf citizens
« on: November 07, 2013, 06:30:18 pm »

So recently the human caravan stayed a bit too long and when it finally got around to leaving, the dwarven one showed up. Long story short, Their paths met and they ended staying in the same spot, facing each other for months until the wagons exploded. At this point, I decided the best course of action would be to dfhack to make both the humans and the dwarves citizens. I thought I could put both the humans and dwarves to work.

However, while the humans show up as citizens, they are listed as "tame." They don't work, despite their preferences allowing them to do so, and they drink from the river instead of the well. This behavior is similar to that of a tigerman I bought from the elves in a different fort.

So, is there anyway to fix this?

BlackFlyme

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Re: Regarding non-dwarf citizens
« Reply #1 on: November 07, 2013, 06:49:53 pm »

Multi-racial forts aren't a thing that will be available for quite a while, development-wise.

As for modding it in, I remember DFHack has a DFusion utility called friendship, though AFAIK it doesn't work in the current version.

Maybe try searching the DFHack thread to see if there is a way to get it working again?
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Khegit

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Re: Regarding non-dwarf citizens
« Reply #2 on: November 08, 2013, 08:44:57 pm »

Well, I don't know about that. You can capture and tame animal-people and gremlins, and after they're fully grown they'll become hunters and hunt with your dwarves. It's a start.
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Just Some Guy

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Re: Regarding non-dwarf citizens
« Reply #3 on: November 08, 2013, 08:58:19 pm »

So, can I train my humans for war or whatever? Where can I find the friendship thing?

BlackFlyme

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Re: Regarding non-dwarf citizens
« Reply #4 on: November 08, 2013, 09:23:58 pm »

So, can I train my humans for war or whatever? Where can I find the friendship thing?

Like I said, it isn't in the current version. Not entirely, anyway. The friendship script is still there, but there is an associated object file that is missing.

Putnam posted the version of the file he uses for one of his mods here. It will go in DFusion's folder in DFHack, the path will likely be

Dwarf_Fortress\hack\lua\plugins\dfusion

then you will need to write a small script that dictates which races are able to function in Fort Mode. It's a very small script, only two lines at most. This one allows humans and dwarves to share a fort. For some reason the first argument isn't read, so "DWARF" had to be entered twice.

Code: [Select]
plug=require"plugins.dfusion.friendship"
plug.Friendship:install{"DWARF","DWARF","HUMAN"}

Use a program that can write codes, like Notepad++, and save it in your Dwarf_Fortress\raw folder as an lua file called init.lua
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Just Some Guy

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Re: Regarding non-dwarf citizens
« Reply #5 on: November 08, 2013, 09:42:59 pm »

You sure I should save in the raw folder? Doesn't seem right.

BlackFlyme

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Re: Regarding non-dwarf citizens
« Reply #6 on: November 08, 2013, 10:08:17 pm »

I'm just going off of information I found in the DFHack thread, actually.

But from what I've read, the object file, which should end in '.o', should be saved in the same folder as the friendship script, while the .lua that I've posted in the code should be saved in the raw folder as init.lua. DFHack can read the init.lua file, and use codes within it to load commands. I haven't used it for friendship, but I have used an init to load scripts before.

Just make sure that the .lua is directly in the raw folder, like this:

Spoiler (click to show/hide)
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Just Some Guy

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Re: Regarding non-dwarf citizens
« Reply #7 on: November 08, 2013, 10:10:41 pm »

Will it work for worlds generated before I added it.

BlackFlyme

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Re: Regarding non-dwarf citizens
« Reply #8 on: November 08, 2013, 10:12:55 pm »

Will it work for worlds generated before I added it.

If you put it into the raw folder of the saves, it should.
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Just Some Guy

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Re: Regarding non-dwarf citizens
« Reply #9 on: November 08, 2013, 10:29:14 pm »

It seems to work, but the games says that the humans are "incapable of carrying."

What's going on?

BlackFlyme

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Re: Regarding non-dwarf citizens
« Reply #10 on: November 08, 2013, 10:35:19 pm »

That I have no idea about. I'm guessing it may not completely work.

I'll see if I can test this myself. Though I'm no scripter, you may have to ask the guys in the DFHack thread about this.

E: Well, they seem to act like a crippled dwarf would. They seem to still have the animal behaviour that prevents them from being able to do jobs that require [GRASP]

I managed to make an elf go fishing though.
« Last Edit: November 08, 2013, 10:47:57 pm by BlackFlyme »
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