Hello! I have a question about golems. I've been trying to create a mod for personal use for a long time. But nothing clever comes to mind. How do golems work in Masterwork? Can I copy some raw-file, reaction etc for myself, and if so, which ones? If you have any ideas "How to do this" please, answer. Thanks in advance for your reply.
I'm completely unfamiliar with masterwork, does anyone here know? And if they have those in masterwork, you could try copying those raws.
Could you describe the creature you wanted to create?
It depends exactly how you want Golems to work (I've played Masterwork fortresses two or three times... buts that was at least a few years ago). If I recall correctly, there is no way to directly summon creatures with just the RAW reactions and workshops, instead you also need a dfHack script running at the same time.
To do it this way, you will need to add in creature RAWs for the Golem, workshop RAWs for the workshop were you make it, reaction RAWs for the reaction, add the reaction and workshop to the entity RAWs, and then have the dfHack script running.
There is another way, which doesn't require dfHack and just RAW modifications, which I think older versions of the Masterwork did... you can have the reaction instead generate a material that vaporizes on creation because of a low melting point and has a syndrome attacked to it that permanently transforms the dwarf into a golem. With the new summoning interaction, you could instead have the mist temporarily grant the dwarf the ability to summon golems and have the USAGE hints to the ability set so the dwarf does so right away.
To do it this way, you will need to add in creature RAWs for the Golem, workshop RAWs for the workshop were you make it, reaction RAWs for the reaction, add the reaction and workshop to the entity RAWs, a custom material RAW with a syndrome which causes either golem transformation or grants an ability to summon golems. I think you also need an interaction RAW for the custom syndrome, but it might be definable in the material RAWs or the syndrome RAWs, I'm not 100% sure.
As a much. much easier starting point, you could just copy the Golem creature RAWs, and then add
[COMMON_DOMESTIC][TRAINABLE][PET]
[PETVALUE:60]
This will make Golem choosable on embark as pets at twice the cost of dogs.
Hmm. The lack of knowledge spreading without towers is worrisome, yeah. I do wonder whether there's any confirmation as to what personality affects that.
Toady has been amenable to revealing a bit under the hood if he recalls off the top of his head and the question is concise enough... I could try asking a FotF question if no one here knows.
Alternatively, I was tempted to rig it so that secrets could spread via other ways, most likely via contact with sphere-related creatures who might already be credited for the secrets in worldgen.
Sphere related creatures don't actually seem to get secrets like they should? Or at least, rarely enough that I haven't found any in 4 tries at modded worldgen so far. I had a whole bunch of modded intelligent dragon megabeasts with multiple sphere alignments and multiple secrets for those sphere available, but although they would occasionally take over sites, they didn't write any books or teach any students. Maybe I should try modding there personalities next?
Alternatively, what's a good way to make sure that someone who kills a mage in worldgen is likely to become a mage?
Just the werebeast and bloodsucker stuff. Eric Blank should have some idea from their Spellcrafts mod how well werebeast and bloodsucker secret spread methods mix with other secrets.