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Author Topic: 4 Modding Question about Entitys/Civs  (Read 708 times)

Meph

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4 Modding Question about Entitys/Civs
« on: February 27, 2012, 03:54:44 pm »

Just some quick questions, dont want to spam around in the 34.1 thread, so here you go:

1. I added a custom metal with a custom reaction to only one civ. They bring it, and bring Items of it. Perfect. I also added custom plants to them, but they neither trade plants, seeds, nor drinks of them. The plants are created in the same reaction as the new metal, so I cant see the problem.

2. I want a custom item with a specific material for a friendly civ. They should only have this item made of the wanted material. I gave them a reaction for it, but the dont bring it while trading.

3. I want to remove all other materials from the civ. I managed to get the selection they have down a lot, but they still bring some metals, bone, leather, hair and so on. How do I limit them to the wanted materials, which I could give them through a custom reaction ? They should still be able to make items out of it though.

4. I have cave civs turning up with a wild mix of materials, even metals. Their entity files has no miners/furnace operators/smiths though. How in hell do they get this stuff, and how can I take it away from them ? The Items are alright, just the materials are wrong. They even had a wooden weapon made from a tree that should only grow in hell. (And actually it does not grow there, but only pops up in the caverns after breaching hell.)

Since testing is slow (have to wait for caravans and sieges) help is greatly appreciated. :)
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
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UnkemptArmada

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Re: 4 Modding Question about Entitys/Civs
« Reply #1 on: February 27, 2012, 04:36:05 pm »

I took a goodly amount of time on number 1 over the last few days, and come up with nada. Looking forward to seeing if someone has a solution I overlooked :)
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trees

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Re: 4 Modding Question about Entitys/Civs
« Reply #2 on: February 27, 2012, 04:42:35 pm »

1. I added a custom metal with a custom reaction to only one civ. They bring it, and bring Items of it. Perfect. I also added custom plants to them, but they neither trade plants, seeds, nor drinks of them. The plants are created in the same reaction as the new metal, so I cant see the problem.

I'm pretty sure that the "reaction to give a civ a specific kind of metal" trick only works for metal bars. Try giving the plants [GOOD] or [EVIL] and giving the civ [USE_GOOD/EVIL_PLANTS].

Quote
2. I want a custom item with a specific material for a friendly civ. They should only have this item made of the wanted material. I gave them a reaction for it, but the dont bring it while trading.

Same deal as above. A potential workaround would be to only give them one type of metal that can be used to make tools ([ITEMS_HARD]? something like that) with the reaction trick mentioned above.

Quote
3. I want to remove all other materials from the civ. I managed to get the selection they have down a lot, but they still bring some metals, bone, leather, hair and so on. How do I limit them to the wanted materials, which I could give them through a custom reaction ? They should still be able to make items out of it though.

Forbidding mining and/or furnace operating will not let them use any metals you don't give them in a reaction. Animal materials could be avoided through [ETHIC:KILL_ANIMAL:UNTHINKABLE], maybe.

Quote
4. I have cave civs turning up with a wild mix of materials, even metals. Their entity files has no miners/furnace operators/smiths though. How in hell do they get this stuff, and how can I take it away from them ? The Items are alright, just the materials are wrong. They even had a wooden weapon made from a tree that should only grow in hell. (And actually it does not grow there, but only pops up in the caverns after breaching hell.)

No idea here. [WOOD_WEAPONS] will limit them to wood, but your hellwood will probably still be allowed.
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Meph

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Re: 4 Modding Question about Entitys/Civs
« Reply #3 on: February 28, 2012, 01:05:24 pm »

Ok,thanks. Seems that custom material items are rather impossible then, without giving the materials away freely in worldgen, like the plants.

The thing is I wanted to avoid having these plants in stockpile screen/stocks screen, and in the farming plots. Unecessary scrolling and such.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::