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Author Topic: Changing animal orientation  (Read 2773 times)

SlyStalker

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Changing animal orientation
« on: June 08, 2015, 02:38:34 am »

Is it possible to change an animal's orientation? I'm sick of bringing along dogs only to have the only male be asexual or homosexual.
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PatrikLundell

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Re: Changing animal orientation
« Reply #1 on: June 08, 2015, 03:32:29 am »

Not really an answer, but I make sure to bring 3 of each gender and species I want to breed (with two of each I've had several cases of both of one gender being duds, including a number of cases with 3 duds out of the 4). Also, caravans can bring replacements, especially when you have those as specific requests.
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Witty

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Re: Changing animal orientation
« Reply #2 on: June 08, 2015, 09:33:13 am »

It is possible, but not without DFhack.
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McDwarf

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Re: Changing animal orientation
« Reply #3 on: June 08, 2015, 11:17:00 am »

Quote from: wiki: marriage
Adding [ORIENTATION:MALE:0:0:100][ORIENTATION:FEMALE:100:0:0] to females and [ORIENTATION:FEMALE:0:0:100][ORIENTATION:MALE:100:0:0] to males would effectively make them behave exclusively heterosexually with no interest whatsoever toward the same sex, like they did in previous versions.
This is regarding dwarves, but other creatures should work similarly.
Changing the raws in your save folder should not require a world regen.
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Eldin00

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Re: Changing animal orientation
« Reply #4 on: June 08, 2015, 11:27:16 am »

That should cause any newly generated creatures to be 100% heterosexual, but I don't believe it has any impact on creatures which already exist.
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McDwarf

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Re: Changing animal orientation
« Reply #5 on: June 08, 2015, 12:25:54 pm »

Removing the flyer tag causes preexisting creatures to fall from the sky; mucking about with peoples personalities might be different, I've never tried.
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Eldin00

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Re: Changing animal orientation
« Reply #6 on: June 08, 2015, 12:33:45 pm »

The difference is that the [FLYER] token directly sets that attribute of the creature, while the [ORIENTATION] token sets rules for the random generator to create the orientation attribute. The random generator only does this when the creature is first created.
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Albedo

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Re: Changing animal orientation
« Reply #7 on: June 08, 2015, 12:57:49 pm »

So where/when does that tag need to be changed to avoid non-breeding animals?
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Eldin00

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Re: Changing animal orientation
« Reply #8 on: June 08, 2015, 01:47:17 pm »

Changing it in the appropriate raws will eventually cause you to have only breeding animals in an existing world, or cause all animals to be breeding in a newly generated world. To make animals you already have in a save willing to breed, you need DFHack. But I'll have to defer to someone better with DFHack than I am to explain how to do it.
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ldog

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Re: Changing animal orientation
« Reply #9 on: June 11, 2015, 08:44:31 am »

From DFhack. Some example commands:
fixster fert all
fixster fert only:dog
fixster fert only:bird_goose
fixster fert only:dwarf
fixster ster only:cavy

The first will make every homo or asexual creature on the map hetero (bi is unchanged).
The next 3 dogs, geese, dwarfs.
The last will make all cavys asexual.
I am not sure how it affects things that shouldn't be able to breed (mules for example)
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Albedo

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Re: Changing animal orientation
« Reply #10 on: June 11, 2015, 12:55:27 pm »

Awesome.

Thx ldog, figured it had to exist somewhere.
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Albedo

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Re: Changing animal orientation
« Reply #11 on: June 12, 2015, 03:13:04 am »

Commands aren't being accepted - is there a plug-in that needs to be loaded first?
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ldog

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Re: Changing animal orientation
« Reply #12 on: June 12, 2015, 08:32:31 am »

%dfpath%\hack\scripts\
make sure there is a fixster.lua
I'm pretty sure it is included in the LNP, otherwise you may need to download it off DFFD.
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Quote from: Dirst
For example, if you wanted to check if a unit was eligible to be a politician or a car salesman, you'd first want to verify that there is no soul present...

Quote from: gchristopher
The more appropriate question becomes, are they awesome and dwarven enough.