Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Modding Domestic Animals  (Read 3117 times)

rampagingfrodo

  • Bay Watcher
    • View Profile
Modding Domestic Animals
« on: April 04, 2012, 12:56:12 am »

I'm having some trouble getting some unusual animals to show up in the game as domestic animals, i.e. those you can embark with or request in trade from the mountain homes. I want unicorn cheese and hair clothes!

What tags need to be added/removed from a RAW to get this to work?
Logged

Black_Legion

  • Bay Watcher
    • View Profile
Re: Modding Domestic Animals
« Reply #1 on: April 04, 2012, 01:41:27 am »

add [COMMON_DOMESTIC][TRAINABLE][PET]

This will make them, in order: able to be purchased from embark, war and hunting trainable, and allow them to be pets for dwarves. For wool look at sheep or alpaca.

Since it appears I can't sleep and lack delicious alcohol to aid in this problem (as in fixing it... and its tuesd-... Wednesday morning)
here's what you need:

Spoiler (click to show/hide)

Teal text should be what you need to get -unicorn wool trousers-
« Last Edit: April 04, 2012, 01:53:19 am by Black_Legion »
Logged

miauw62

  • Bay Watcher
  • Every time you get ahead / it's just another hit
    • View Profile
Re: Modding Domestic Animals
« Reply #2 on: April 04, 2012, 02:56:41 am »

Or, you can add this to the end:
[SELECT_MATERIAL:ALL]
 [YARN]

And then you can have *unicorn bone trousers* \o/
Logged

Quote from: NW_Kohaku
they wouldn't be able to tell the difference between the raving confessions of a mass murdering cannibal from a recipe to bake a pie.
Knowing Belgium, everyone will vote for themselves out of mistrust for anyone else, and some kind of weird direct democracy coalition will need to be formed from 11 million or so individuals.

Fishybang

  • Bay Watcher
    • View Profile
Re: Modding Domestic Animals
« Reply #3 on: April 04, 2012, 04:33:26 am »

Or, you can add this to the end:
[SELECT_MATERIAL:ALL]
 [YARN]

And then you can have *unicorn bone trousers* \o/

Would that give you a boner?
Logged
Quote from: AustralianWinter
Rakust finished her design - a skirt called "Clambreaks". I am not touching the woman, ever. And I'm not talking to her either.

miauw62

  • Bay Watcher
  • Every time you get ahead / it's just another hit
    • View Profile
Re: Modding Domestic Animals
« Reply #4 on: April 04, 2012, 06:28:53 am »

Or, you can add this to the end:
[SELECT_MATERIAL:ALL]
 [YARN]

And then you can have *unicorn bone trousers* \o/

Would that give you a boner?
*badum-tish*
Logged

Quote from: NW_Kohaku
they wouldn't be able to tell the difference between the raving confessions of a mass murdering cannibal from a recipe to bake a pie.
Knowing Belgium, everyone will vote for themselves out of mistrust for anyone else, and some kind of weird direct democracy coalition will need to be formed from 11 million or so individuals.

AWdeV

  • Bay Watcher
    • View Profile
Re: Modding Domestic Animals
« Reply #5 on: April 04, 2012, 10:59:40 am »

add [COMMON_DOMESTIC][TRAINABLE][PET]

This will make them, in order: able to be purchased from embark, war and hunting trainable, and allow them to be pets for dwarves.

I think this information is outdated. I did a blanket replacing of all "[PET_EXOTIC] with [PET] in the creature_subterranean and also added [TRAINABLE] but never added [COMMON DOMESTIC] and my current raws do not have them. Yet, I could buy cavern-critters on embark, I've got a pair of giant rats and a pair of Cave Crocs bought from the caravan and also have a stray war GCS who showed up along with a string of migrants. There is not a single instance of [COMMON_DOMESTIC] in my entire Creature_subterranean file.

My guess is then that the new [PET] system interferes with the [COMMON_DOMESTIC]. I could try setting up some other beastie with [PET] and see if I can buy it from embark though.

Although, oddly, Elephants (who are also pets) do not show up in embark or liaison screens. But I wager that that is due to biome.
Logged
Teenage Bearded Axelord Turtles
Teenage Bearded Axelord Turtles
Urists in a half shell (Turtle Power)

Loud Whispers

  • Bay Watcher
  • They said we have to aim higher, so we dug deeper.
    • View Profile
    • I APPLAUD YOU SIRRAH
Re: Modding Domestic Animals
« Reply #6 on: April 04, 2012, 11:29:05 am »

...Or it could be down to entity raws, and if they are allowed to take subterranean creatures.

rampagingfrodo

  • Bay Watcher
    • View Profile
Re: Modding Domestic Animals
« Reply #7 on: April 04, 2012, 02:13:32 pm »

add [COMMON_DOMESTIC][TRAINABLE][PET]

This will make them, in order: able to be purchased from embark, war and hunting trainable, and allow them to be pets for dwarves.

I think this information is outdated. I did a blanket replacing of all "[PET_EXOTIC] with [PET] in the creature_subterranean and also added [TRAINABLE] but never added [COMMON DOMESTIC] and my current raws do not have them. Yet, I could buy cavern-critters on embark, I've got a pair of giant rats and a pair of Cave Crocs bought from the caravan and also have a stray war GCS who showed up along with a string of migrants. There is not a single instance of [COMMON_DOMESTIC] in my entire Creature_subterranean file.

My guess is then that the new [PET] system interferes with the [COMMON_DOMESTIC]. I could try setting up some other beastie with [PET] and see if I can buy it from embark though.

Although, oddly, Elephants (who are also pets) do not show up in embark or liaison screens. But I wager that that is due to biome.

I think this is because of your civ's training. If you go through legends you'll likely find mention of so-and-so dwarf going into the caverns and taming [ANIMAL]. When this happens, your civ gets that creature for embark and trade. Doesn't happen if you leave [PET_EXOTIC] in their raws though.

I found interestingly that I couldn't get Unicorns on embark unless I removed their [GOOD] tag. I assume this is because mountain homes can't be founded in good or evil regions, hence the dwarves don't encounter the unicorns?
Logged

GhostDwemer

  • Bay Watcher
    • View Profile
Re: Modding Domestic Animals
« Reply #8 on: April 04, 2012, 02:59:18 pm »

You will have better luck asking such questions in the modding forum, but the tokens you are looking for are these:

USE_GOOD_ANIMALS
USE_GOOD_PLANTS       
USE_GOOD_WOOD

Without them, a civilization will never use good aligned animals and plants.
Logged

Black_Legion

  • Bay Watcher
    • View Profile
Re: Modding Domestic Animals
« Reply #9 on: April 04, 2012, 03:01:44 pm »

add [COMMON_DOMESTIC][TRAINABLE][PET]

This will make them, in order: able to be purchased from embark, war and hunting trainable, and allow them to be pets for dwarves.

I think this information is outdated. I did a blanket replacing of all "[PET_EXOTIC] with [PET] in the creature_subterranean and also added [TRAINABLE] but never added [COMMON DOMESTIC] and my current raws do not have them. Yet, I could buy cavern-critters on embark, I've got a pair of giant rats and a pair of Cave Crocs bought from the caravan and also have a stray war GCS who showed up along with a string of migrants. There is not a single instance of [COMMON_DOMESTIC] in my entire Creature_subterranean file.

My guess is then that the new [PET] system interferes with the [COMMON_DOMESTIC]. I could try setting up some other beastie with [PET] and see if I can buy it from embark though.

Although, oddly, Elephants (who are also pets) do not show up in embark or liaison screens. But I wager that that is due to biome.

I think this is because of your civ's training. If you go through legends you'll likely find mention of so-and-so dwarf going into the caverns and taming [ANIMAL]. When this happens, your civ gets that creature for embark and trade. Doesn't happen if you leave [PET_EXOTIC] in their raws though.

I found interestingly that I couldn't get Unicorns on embark unless I removed their [GOOD] tag. I assume this is because mountain homes can't be founded in good or evil regions, hence the dwarves don't encounter the unicorns?

Yep this is why, dwarves lack the tags to use GOOD creatures or wood, either remove the tag or add USE_GOOD_ANIMALS to their entity file.
Logged