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Author Topic: Summoning Reactions, a NONEEDS tag, and the ability to give someone a pet  (Read 497 times)

Magmacube_tr

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Summoning Reactions

Yes, it is technically possible to summon creatures using reactions, I know. You define an item with a syndrome that gives someone a one-time summon interaction, put it in a reaction as the product and have a dwarf be affected by the result. But it is so convoluted. Needlessly so.

You can't use SYN_INJECTED because there are no syringes in Dwarf Fortress. You can't use SYN_CONTACT because the chances are, the dwarf has gloves or mittens so it doesn't touches their skin. Someone actually needs to eat the damn thing if you go by SYN_INGEST route, which only happens if they are hungry, so a random dwarf eats it. SYN_INHALED is fickle as they may affect anyone around.

I mean, it is very much possible to summon creatures through interactions. Why not have the option to craft? To summon things with a reaction, like a summoning circle thing. Dwarf puts down a bunch'o stuff on a workshop, workshops, and a creature comes out. No syndromes. No randomness. No bullshit.

A [NONEEDS] Tag

Creatures with the tag [NOEMOTION], such as intelligent undead cannot fullfil their mental needs and eventually become completely unfocused. I don't think this is intended behavior at all, so why not a [NONEEDS] tag that nullifies any need progression? It would line well with the general vibe intelligent undead; a stagnant, dead, soulless creature stuck in time.

Pet assignment

I had a queen in one of my forts and I wanted to give her a pet unicorn as a personal possession. It can't be done though. There is nothing wrong with allowing random adoptions, but the player should be able to give people pets as they wish, at least to nobles, since we can give those items.
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Eric Blank

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I've also suggested summoning reactions before, though through a less direct route; applying any syndrome or interaction to the unit performing the reaction as a product of the reaction, which would allow any valid syndrome or interaction effect, not just summoning.

Man do I hate how fickle trying to apply specific effects to specific dwarves in fort mode is. It's literally the bane of my modding project, because the suckers won't breathe every tick or eat what I want them to eat when I want them to eat it. Their indulgent semi-self-determinism is infuriating.

I also want to see the other two too, though really the needs systems biggest issue is that it isn't fleshed out enough to where dwarves satisfy their own needs unprompted or tell you/their mayor they want something. I do like the idea of being able to toggle it on or off for a specific unit. That might be too hard to implement though since thats part of their soul and applies to all intelligent units? If it can't be toggled off then maybe, when that effect is in play set all needs to the untroubled/neutral value range, so they're perpetually satisfied but not getting the "focused" bonus. As long as checking and resetting the values back to the neutral zone doesn't happen frequently enough it causes issues, but even extreme needs seem to take a few days to reach the point where they cause lack of focus
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Magmacube_tr

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I also want to see the other two too, though really the needs systems biggest issue is that it isn't fleshed out enough to where dwarves satisfy their own needs unprompted or tell you/their mayor they want something. I do like the idea of being able to toggle it on or off for a specific unit. That might be too hard to implement though since thats part of their soul and applies to all intelligent units? If it can't be toggled off then maybe, when that effect is in play set all needs to the untroubled/neutral value range, so they're perpetually satisfied but not getting the "focused" bonus. As long as checking and resetting the values back to the neutral zone doesn't happen frequently enough it causes issues, but even extreme needs seem to take a few days to reach the point where they cause lack of focus

I created a creature with no emotions, fear, or thought. It can't speak and can only learn, making it a laborable livestock. It's whole purpose is to kill things on demand. I added the peon personality tags from spellcraft mod, and modified them a little to eliminate excitement seeking. Perfect needless thing, right?

Wrong. Entity values exist. They belonged to a dwarven civ and valued craftsmanship high enough to need crafting. And became unfocused when they were unable to satisfy their need  to craft something. I haven't tried to make a modded civ with all values on 0 but what's the point if it can't happen along with otherwise vanilla dwarves?

This is annoying as hell. Not to say the isolated wizard compound I had to make. I either need to make the reaction formula real cheap to ne able to repeatedly try SYN_INHALED route, which doesn't always works. Or need to make sure the dwarf stays in the chamber with only the edible syndrome carrying item as food, which makes the whole process real slow.

EDIT: And the murder droids are worshipping gods, and having friends... for some reason. They can't talk. Or think. Now, it is no big deal, since these relationships will never affect them in any way. But perhaps [NORELIGION] and [SOLITARY] are also in order? Like, maybe we could have solitary animals and beings that do not have deity associations regardless of their civ.
« Last Edit: October 02, 2024, 05:10:55 am by Magmacube_tr »
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Urist Mchateselves

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I second this. Also give the option for the creature to be tamed without being assigned as the crafter's pet. Maybe have a "creator" relation for the relationships screen?
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If you're so sure that you're gonna end up killing all of dwarven civilization, why not make a statue depicting 2147483647 dead dwarves, all of which are burning? Name it something good, like Deaddead the Dead Dead Dead-Dead of Dying. Just put it in the main hall or something, as a grim reminder that they're all gonna die.