Heya folks, longtime DF player and frequent lurker of this sub-forum where I enthusiastically try out just about everything the community produces.
So, after a break from DF in general and a subsequent discovery of all the cool stuff people are doing now with sydromes and interactions I figure I just might be able to make something I've been pondering a while....a total conversion. (Yes, I know its generally a suicidal first project, but i write source in a variety of languages for a living, I can probably get to grips with RAWs in short order)
A couple of
quicknot-so-quick questions:
1. Clothing Rot
Having issues with my new guys getting upset over clothing rot, I dont want to NOEMOTION them. Tried putting armorlevel:1 on various items which stopped them rotting, but it appears the game hardcodes embark clothing as actual armorlevel:0 items, so naked migrants if all items are lvl 1 or higher (armors). I generally have always hated the cloth/clothing industry (even in vanilla) and the new need for it across DF is driving me (and my folks) mad. Anyone got any tricky ideas for this?
2. Vanilla workshops and reactions
Its a total conversion, which means im making a lot of custom workshops and reactions to handle the new items in my worlds. I also gutted 99% of vanilla DF's content since almost none of it fits my theme. Anyway to prohibit an entity from being able to build vanilla workshops? Found permitted_building tokens but no prohibited_building token and would love to actually remove workshops that will serve no purpose (or break some game mechanics)...in particular i really need rid of the carpenter's workshop, if i cant actually remove it then welcoming any and all ideas on how to break it. (can i get at any of those reactions in there? im thinking not, cant find the workshop or reactions in vanilla RAWs)
3. Entities, materials, preferences
Related to my workshop prohibition issues, the source of them really. I'll have to explain a bit to put it into context. There is only 1 type of tree in my mod that is never intended for any kind of woodworking, meaning no woodcrafting, no carpentry. Its a very close copy of the scrap tree system Deon has in place for post-apocalypse with a similar function. Key here is some way to prevent my entity making wooden items even though it has access to a wood. Would removing [wood_pref] stop them offering wood at embark yet still allow custom workshops to use material reagents with [WOOD]? I removed the skills carpenter and woodcrafter from my entity but that only seems to stop them arriving with it, not you assigning it after arrival.
At embark my civ offers barrels, bins, training weapons etc made from this 'not-really-a-wood-but-has-wood-tag-for-mechanical-reasons'.....theres no way around this one right? Even if I add a 'real' wood tree my home civ will use both. If I have the 'scrap' type have a much higher value will i embark with mainly the cheaper type or is this fully random? As I think more on this...can I get them to bring metal barrels and bins at embark if the entity has reactions to make such?
Hmmm, this one became mainly a 'what can i actually get at?' post. If you see any pitfalls ahead for me with the unmoddable side of the game yet I havent specifically asked here then please drop it in as a btw, you might save me many hours
Thanks guys!
EDIT: Concept for the curious.
The mod is intended to result in a futuristic TC where you manage a dig team exploring ruins on an alien planet. Progress so far includes the playable entity which works, if being a slightly boring semi-copy of vanilla humans (no castes yet). 2 other civs are in mainly for entity testing, one hostile goblinesque group of aliens and a trading human faction, very boring and slated for later dev. Got the scrap heaps (tree) working ok thanks to Deon's Post-apocalypse, these are refined and processed to yield small amounts of metal and components for the tech tree (which is totally unfinished). Got more exotic types of scrap appearing as gem clusters now too, processing is waiting until i decide if i just let vanilla gemcutters handle it or knock-up a new workshop. Im mainly in the process of making sure that the vanilla stuff i havent/couldnt get rid of doesnt break anything much (hence the posts above)
EDIT2: I dont know why im not following normal software engineering design principles here and testing after every little tweak. I just made a whole range of changes to a host of different files and now one of those changes somewhere is breaking the worldgens. Rather than backtrack to the culprit im gonna revert and step forwards to it. Lucky version control was beaten into my head day 1 year 1 at uni. Also, extra bonus question. How can i crack open the fortressintro.file in /announcements? I know this is possible since i've seen mods where embarks do not refer to mountainhomes etc.