Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: Re: Wagons Pulling Wagons? - Experiment Failed  (Read 1590 times)

NJW2000

  • Bay Watcher
  • You know me. What do I know?
    • View Profile
Re: Wagons Pulling Wagons? - Experiment Failed
« on: August 23, 2015, 06:56:34 am »

{DISCLAIMER: ENTIRELY USELESS}

Basically, I removed all the wagon puller tags from the raws. Then put one on the object: wagon.

Currently starting a fort to see what happens. Anyone know:

-What will happen: logical answers, you've tried this yourself, etc
-How to get the merchants to come sooner: a forcewagon command? Via DFhack.
-Any other ways I can get a wagon, outside of waiting and DFhack.

Will update with results, whatever happens.
« Last Edit: August 23, 2015, 10:28:02 am by NJW2000 »
Logged
One wheel short of a wagon

MonkeyHead

  • Bay Watcher
  • Yma o hyd...
    • View Profile
Re: Wagons Pulling Wagons?
« Reply #1 on: August 23, 2015, 07:00:25 am »

Logged
This is a blank sig.

NJW2000

  • Bay Watcher
  • You know me. What do I know?
    • View Profile
Re: Wagons Pulling Wagons?
« Reply #2 on: August 23, 2015, 07:13:49 am »

Actually, I think some of this was my inspiration.

Update: loving the FPS on a 1x1 embark. Pity about the putrid muck and the beak dogs that attacked immediately, but they're all dead now, along with all the animals and 4 dwarves. This is fun, but I can't wait to see the wagon.
Logged
One wheel short of a wagon

NJW2000

  • Bay Watcher
  • You know me. What do I know?
    • View Profile
Re: Wagons Pulling Wagons?
« Reply #3 on: August 23, 2015, 09:03:49 am »

Hmm, malachite, human wagon might come any minute. Weird stuff is already happening, as my dwarves won't use the axes that have shed blood (all of them, apparently :() to chop the living wood, while trees float held up only by the leaves of other trees over the catacombs, and the lungfish have started visiting.
Logged
One wheel short of a wagon

NJW2000

  • Bay Watcher
  • You know me. What do I know?
    • View Profile
Re: Wagons Pulling Wagons?
« Reply #4 on: August 23, 2015, 09:54:01 am »

Welp, its happening. The outpost liason and a caravn has arrived, according to the announcements. Why is everything covered in putrid muck? Why, knowing this, have I decided to put everything except the catacombs and bedroom in the open? And why do I have a loaded ballista facing whatever is about to come onto the map?

 :)

Anyways....
Nope, didn't work, they just brought nothing. Obviously wagons aren't domestic animals. Oh well, I'll just shoot them when they leave.
Logged
One wheel short of a wagon

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Wagons Pulling Wagons?
« Reply #5 on: August 23, 2015, 10:11:34 am »

You can do this, but only the actual wagon will be a 3x3 wagon, pulled by two 1-tile wagon creatures. These have a wooden body and 4 wheels (legs/feet) that can be cut off.
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 :::

NJW2000

  • Bay Watcher
  • You know me. What do I know?
    • View Profile
Re: Wagons Pulling Wagons? - Experiment Failed
« Reply #6 on: August 23, 2015, 10:27:37 am »

So that would involve modding in your own creature, right?

I wondered about putting wagons in the creature_doemstic folder, but if they were in there, wouldn't it be impossible to have them in the creature_equipment folder, meaning that nobody would have wagons to pull stuff in the first place?

You could of course copy the raws over, but that wuold be raw duplication.

Or could you make your own creature with[BODY:WAGON] and [EQUIPMENT_WAGON], but would that not work?
Logged
One wheel short of a wagon

Quietust

  • Bay Watcher
  • Does not suffer fools gladly
    • View Profile
    • QMT Productions
Re: Wagons Pulling Wagons? - Experiment Failed
« Reply #7 on: August 23, 2015, 02:21:17 pm »

I wondered about putting wagons in the creature_doemstic folder, but if they were in there, wouldn't it be impossible to have them in the creature_equipment folder, meaning that nobody would have wagons to pull stuff in the first place?
The names of raw files are completely irrelevant - when you create a new creature, you can put it in any file you want (or even in a brand new file) and the game won't behave any differently. You can even rename all of the existing raw files and the game still won't care as long (as you generate a new world first, of course).
Logged
P.S. If you don't get this note, let me know and I'll write you another.
It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
It's amazing how they can make an entire floodgate out of the bones of 2 cats.

NJW2000

  • Bay Watcher
  • You know me. What do I know?
    • View Profile
Re: Wagons Pulling Wagons? - Experiment Failed
« Reply #8 on: August 23, 2015, 02:41:06 pm »

Ah, thanks. Can tell the science on wagons is pretty overdone, but I might keep going with this. Still wish I didn't have to wait so long... hey, I can remove the FPS limit!
Logged
One wheel short of a wagon

Halnoth

  • Bay Watcher
  • Plan for the Worst. Hope for the Best. Have Fun!
    • View Profile
Re: Wagons Pulling Wagons? - Experiment Failed
« Reply #9 on: August 24, 2015, 02:56:39 am »

why dont you just change the dwarf season from autumn to spring? that ought to get the wagons to show up sooner
Logged
One of the dwarfs walked in front of Thor to get a better view of the prye, and Thor kicked him irritably into the middle of the flames, which made Thor feel slightly better and made all the dwarfs feel much worse.

Cloth Armor Mod http://www.bay12forums.com/smf/index.php?topic=158967.msg7063531#msg7063531

NJW2000

  • Bay Watcher
  • You know me. What do I know?
    • View Profile
Re: Wagons Pulling Wagons? - Experiment Failed
« Reply #10 on: August 24, 2015, 03:18:32 am »

Thanks, that will make things...much faster.
Logged
One wheel short of a wagon

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Wagons Pulling Wagons? - Experiment Failed
« Reply #11 on: August 24, 2015, 05:35:01 am »

Even faster: type into dfhack
createitem statue adamantine 100
follower by
force caravan MOUNTAIN

Done. Caravan in 5 seconds after embark.
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 :::

NJW2000

  • Bay Watcher
  • You know me. What do I know?
    • View Profile
Re: Wagons Pulling Wagons? - Experiment Failed
« Reply #12 on: August 24, 2015, 05:43:01 am »

Very useful, thanks.

Before I bother trying, anyone know what [BODY:WAGON] and [EQUIPMENT_WAGON] do?
Logged
One wheel short of a wagon

Lymia

  • Bay Watcher
    • View Profile
Re: Wagons Pulling Wagons? - Experiment Failed
« Reply #13 on: August 24, 2015, 06:55:23 am »

[BODY:WAGON] is a normal body plan tag, like [BODY:HUMANOID]. There's a WAGON body defined n body_default.txt. I presume [EQUIPMENT_WAGON] makes the wagon a wagon.
Logged

NJW2000

  • Bay Watcher
  • You know me. What do I know?
    • View Profile
Re: Wagons Pulling Wagons? - Experiment Failed
« Reply #14 on: August 24, 2015, 06:57:22 am »

Great, trying stuff out soon.
Logged
One wheel short of a wagon
Pages: [1] 2