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Author Topic: Chains/restraints (making dwarves chainable)  (Read 2439 times)

Artzbacher

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Chains/restraints (making dwarves chainable)
« on: January 11, 2011, 07:08:02 am »

I was wondering if there's any way of altering the properties of chains or ropes, so that they can hold dwarves without being designated as a prison. I'm tired of atomising the migrants, and would rather keep them chained in the basement. It's possible to assign animals to a chain - what about dwarves? Is there any way of doing this?

I searched the raw files but found nothing about furniture.

Thanks in advance.

Edit: I tried fiddling with the dwarves ethics in the entity_default, changing everything to acceptable. I also gave them various pet-tags in the creature_standard file, but so far nothing has worked. Is it perhaps so that playable races can never be chained? Or is there another tag somewhere that defines whether a creature can be chained or not?

Edit 2: I tried making KILL_PLANTS punishable, and then assigning a sheriff, and then having the dwarves cut down trees. Nothing happened, which makes me wonder if the ethics mainly add differences to history generation rather than actual gameplay.
« Last Edit: January 11, 2011, 08:32:20 am by Artzbacher »
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!!crundle!!

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Re: Chains/restraints (making dwarves chainable)
« Reply #1 on: January 11, 2011, 04:11:18 pm »

Did you also try plant gathering as well as woodcuttting?
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D_E

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Re: Chains/restraints (making dwarves chainable)
« Reply #2 on: January 11, 2011, 04:28:32 pm »

As far as I know, the deciding line for being treated like an animal is the [INTELLIGENT] tag.  If your creatures don't have it, they act much more like animals.  But I've never experimented with chains and that tag.  [INTELLIGENT] is per-caste, so you might be able to make the women intelligent and the males not, assign the male migrants to chains/cages, switch then switch it so the males are intelligent and the females not and assign the female migrants to chains/cages.

I have no idea if this will work.  Save a backup in case it causes a crash.
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Artzbacher

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Re: Chains/restraints (making dwarves chainable)
« Reply #3 on: January 11, 2011, 05:57:40 pm »

I did not have them harvest plants, but I have abandoned the sheriff idea as it probably would prove to be frustrating in the long run.

So, how exactly does one attempt at making females intelligent and males dumb? I removed the intelligent-tag that goes for both castes, and added it to the female caste. Unfortunately this did not work, but I suspect I may have missed something.
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D_E

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Re: Chains/restraints (making dwarves chainable)
« Reply #4 on: January 11, 2011, 06:56:12 pm »

No, that's exactly right.  Sounds like removing the INTELLIGENT tag won't work.

Have you considered adding the migrants to a military squad, having the squad move to the basement, and then locking the door after them?

WARNING:  in an earlier version I got a crash after activating a squad containing new migrants (ones that still had the flashing X indicating they weren't ready to start working yet).  So make sure the migrants have left that state before issuing the move order).
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Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

guale

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Re: Chains/restraints (making dwarves chainable)
« Reply #5 on: January 11, 2011, 07:26:46 pm »

You should just be able to go into your init and lower your population cap to stop them from coming at all.
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D_E

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Re: Chains/restraints (making dwarves chainable)
« Reply #6 on: January 11, 2011, 07:37:17 pm »

*facepalm* 

That'll work.
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

Artzbacher

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Re: Chains/restraints (making dwarves chainable)
« Reply #7 on: January 11, 2011, 08:10:16 pm »

Simply lowering the population cap wouldn't feel as good. I have this story in my mind about 7 greedy dwarves, who, in order to fake good relations with their home civilization, keeps gold, diamonds and platinum furniture on vivid display for the trade caravan, while the migrants suffer in silence below. In chains. The outpost liason, made to believe that the owners of all those empty royal, gold covered bedrooms are mining for gems below, always returns home with fantastical stories regarding the wealth, prosperity and general pleasantness of the fortress.

But I guess it's impossible for now. Darn.

Edit: I'll drop the migrants down to an unescapable basement instead, and dump thier food down a pit. The problem is the tantrum spiral spam and the endless deceased-list.
« Last Edit: January 11, 2011, 08:13:46 pm by Artzbacher »
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Interesting

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Re: Chains/restraints (making dwarves chainable)
« Reply #8 on: January 11, 2011, 10:16:34 pm »

Wow. Thats very creative and entertaining.
 Someone passes by you while you are playing and see all those ASCII characters never to imagine what is going on with your mind.
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vipre01

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Re: Chains/restraints (making dwarves chainable)
« Reply #9 on: January 11, 2011, 11:38:21 pm »

There's another option which is up there with removing the INTELLIGENT tag, but instead add [NOTHOUGHT]. If I remember correctly it treats them more like animals as well.
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Musashi

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Re: Chains/restraints (making dwarves chainable)
« Reply #10 on: January 12, 2011, 06:22:30 am »

Maybe your story would work as well if you put the migrants in cages instead. If a dwarf falls unconscious/stunned(?) on top of a cage trap, they will be caught. I'm almost sure they will be fed, too, if someone remembers to do so, which is the biggest problem, and it is certainly more time-consuming than the chained option.
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I don't mean to alarm you, but it appears that your Dwarves are all in fact elephants.

Artzbacher

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Re: Chains/restraints (making dwarves chainable)
« Reply #11 on: January 12, 2011, 09:30:03 am »

Adding [NOTHOUGHT] resulted in "this adorable animal can't work". They could, however, build a restraint and chain other animals there. No dwarves, though. Hm.

I guess I'll have to try modding in another playable race, and see if it's the controllable-tag that prevent dwarves from chaining each other.

Goblins/elves/kobolds can be chained, right?
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