Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Disabling caravans  (Read 760 times)

Voker57

  • Escaped Lunatic
    • View Profile
Disabling caravans
« on: October 23, 2012, 02:39:43 pm »

Is it possible to disable caravans by editing raws? I'm playing an isolated fort and I hate to see all these items wasted and creatures killed outside. And unslabable ghosts are the worst.
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Disabling caravans
« Reply #1 on: October 23, 2012, 05:14:38 pm »

Yep. Remove [COMMON_DOMESTIC_PULL] and [COMMON_DOMESTIC_PACK] from all the entities in entity_default.

Patchy

  • Bay Watcher
  • Mukyu
    • View Profile
Re: Disabling caravans
« Reply #2 on: October 23, 2012, 05:41:12 pm »

Or you can remove the [ACTIVE_SEASON] tags.
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Disabling caravans
« Reply #3 on: October 23, 2012, 05:55:37 pm »

If you remove the active seasons as well they wont siege/send diplomats.
Logged
::: ☼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 :::

Patchy

  • Bay Watcher
  • Mukyu
    • View Profile
Re: Disabling caravans
« Reply #4 on: October 23, 2012, 07:34:59 pm »

If you remove the active seasons as well they wont siege/send diplomats.

Pretty sure that is what he was aiming for with an isolationist fort.
Logged