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Author Topic: Tunics and Shirts ?  (Read 838 times)

NTJedi

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Tunics and Shirts ?
« on: August 13, 2018, 01:52:55 am »

I've recognized the clothing workshop and leather workshop don't allow making Tunics and Shirts.  I only see the option for making a dress for the under category of upper body.  Anyone know of a method for having more types of clothing options for male dwarves on the under category of upper body??      Thanks in advance. 
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FantasticDorf

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Re: Tunics and Shirts ?
« Reply #1 on: August 13, 2018, 02:15:04 am »

Have you modded your game in any particular way? Because all the options for vests & robes are availible in vanilla, the list of clothes  dwarves can wear are held inside the entity.txt detailing their common & uncommonly worn clothes, which are then made producible in workshops that way or adding seperate reactions directly.

To add MORE variety of shirts & clothes, you should consult modding (https://discord.gg/9kyxfU for a 1 day discord invite to a DF modding channel) and the wiki DFwiki:Entity Token or ask for help in the modding subforum of the forums if you are unconfident to make the changes yourself.

All of the clothes are held in respective ITEM_(your object).txt files in the game RAW's, adding them to the dwarf entity.txt would look like this for example.

Code: [Select]
[ITEM_ARMOR:ITEM_ARMOR_TUNIC:UNCOMMON]
*Vests & Robes are the full cultural spectrum of male casual dwarf attire, adding more types of clothing would require a new world to make a difference. If you dont want them to turn up in worldgeneration but simply want to make them on site, using reactions to produce them seperately would work better.
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PatrikLundell

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Re: Tunics and Shirts ?
« Reply #2 on: August 13, 2018, 04:01:51 am »

Most or all upper body garment is labelled such that they are usually available to dwarven civs, but not always (UNCOMMON in FantasticDorfs example would make that item available to occasional civs). Thus, you sometimes miss one or more of those, and the same goes for high/low boots (and it's possible to be unlucky enough to not get access to any boots at all).
If you want everything to always be available to every (dwarven) civ you'd have to change the relevant lines in the dwarven entry in entity_defaults.txt to use the token that makes them appear all the time, and you'd probably need a new world for them to show up in the workshops.
You can check on embark whether a civ has access to these items by looking at what items you can bring with you. If there are no high boots, those are unavailable, for instance. If that's unacceptable to you, you can then abort the embark, start the save anew, and try a different dwarven civ to see if it has access to the things you require.
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Fleeting Frames

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Re: Tunics and Shirts ?
« Reply #3 on: August 13, 2018, 04:03:56 am »

On an existing fortress, you can use the script outlined in this reddit post if you're willing to use dfhack.

NTJedi

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Re: Tunics and Shirts ?
« Reply #4 on: August 13, 2018, 08:10:46 pm »

Thanks everyone... I wasn't aware some dwarf civilizations may not be able to craft some items of clothing and leatherwork.  This would explain why all my starting dwarves have a dress as their under armor.  I have lots of nearby friendly and enemy civilizations so eventually I probably find some of the shirts and tunics.
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