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Author Topic: My hacked-together elf race can't take picks or axes at embark!  (Read 1190 times)

crawlkill

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Hi! My thought for today was that I'd put together a race of deadbeat semi-surfacedwelling elves for layabout good-timing and torturous death at the hands of zombie crickets or whatever. Thus were the hellves born. This is my first attempt at modifying raws, and it's semi-worked--I can create them in adventure mode, and I can get as far as embarking with em in fortress mode.

But there we have problimm. The raw for my hellves was split-copied, the physical half from core elf files and the behavioral half from core dwarf files, with a few modifications to each half. I've looked over their entity_default and their creature_standard several times, and I can't see anything that would differentiate their values from dwarves, but none of the hellf civilizations that I've tried have had access to picks or axes during embark. Weirdly, they DO get access to steel anvils. But picks and axes are apparently streng verboten or whatever. I'm insufficiently hardcore to take on a fortress without access to, you know, any building materials ATALL, sooo I'd like to resolve this issue, yknow?

Have I accidentally set some does_not_like_tools flag? Included below are the two raw entries that make up the hellves. hallppp

Entity_Default:
Spoiler (click to show/hide)

creature_standard:
Spoiler (click to show/hide)

In case it might matter for some reason, both entries are at the front of their respective files.

fix iiiiit
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jaxy15

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Re: My hacked-together elf race can't take picks or axes at embark!
« Reply #1 on: August 26, 2011, 04:53:45 am »

Add [WEAPON:ITEM_WEAPON_AXE_BATTLE] and [DIGGER:ITEM_WEAPON_PICK] to the entity.
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Dwarf Fortress: Threats of metabolism.

crawlkill

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Re: My hacked-together elf race can't take picks or axes at embark!
« Reply #2 on: August 26, 2011, 05:14:14 am »

You are truly a hero! Know that the people of Shady Sands are most grateful.
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UristMcHuman

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Re: My hacked-together elf race can't take picks or axes at embark!
« Reply #3 on: August 26, 2011, 12:10:28 pm »

Add the [OUTDOOR_FARMING] tag under [OUTDOOR_WOOD] tag to allow access to most if not all crops and woods. If they are [AT_PEACE_WITH_WILDLIFE], embark in an evil area, and bend the undead to your will. Then you'll truly be an Elf from Hell (Hellf).
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Hugo_The_Dwarf

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Re: My hacked-together elf race can't take picks or axes at embark!
« Reply #4 on: August 26, 2011, 12:16:21 pm »

Add the [OUTDOOR_FARMING] tag under [OUTDOOR_WOOD] tag to allow access to most if not all crops and woods. If they are [AT_PEACE_WITH_WILDLIFE], embark in an evil area, and bend the undead to your will. Then you'll truly be an Elf from Hell (Hellf).
NOTE: vanilla undead are not classed as wildlife and thus even with the [AT_PEACE_WITH_WILDLIFE] the undead will still attack anything living and you. That is unless you make a custom (evil) undead (zombie and skeletal) versions of each creature. And the normal none custom versions all have [CANNOT_UNDEAD]

EDIT: could do it using a [COPY_TAGS_FROM:xxxx] and creature varitions to make it faster
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crawlkill

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Re: My hacked-together elf race can't take picks or axes at embark!
« Reply #5 on: August 31, 2011, 07:04:32 am »

Yeah, I spotted OUTDOOR_FARMING and made sure to include it. They've since been renamed lolfs, which seems a better fit.
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