Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: A quick question on aquifers  (Read 1826 times)

Simmura McCrea

  • Bay Watcher
    • View Profile
    • My Steam profile
A quick question on aquifers
« on: August 26, 2009, 01:23:25 pm »

[WOOD_PREF] is what makes an entity make and use wooden weapons, right? And if so, can a species with this make them in Dwarf Mode?

EDIT: Answered, see below for the aquifer question.
« Last Edit: August 27, 2009, 01:03:12 pm by Simmura McCrea »
Logged

Rowanas

  • Bay Watcher
  • I must be going senile.
    • View Profile
Re: A quick question on [*_PREF] tags
« Reply #1 on: August 26, 2009, 01:46:47 pm »

Only if the item has CAN_WOOD.
Logged
I agree with Urist. Steampunk is like Darth Vader winning Holland's Next Top Model. It would be awesome but not something I'd like in this game.
Unfortunately dying involves the amputation of the entire body from the dwarf.

LordNagash

  • Bay Watcher
    • View Profile
Re: A quick question on [*_PREF] tags
« Reply #2 on: August 26, 2009, 06:37:18 pm »

Actually, all the PREF tags do is allow the race to like things from that set in their personalities. Elves using wooden weapons seems to be hard coded

Edit in response to below:

Yeah I reconsidered that aspect after I posted it, but I still think it's not wood_pref that does it. Some kind of combination of things in their civ stuff, I think..
« Last Edit: August 26, 2009, 07:17:36 pm by LordNagash »
Logged

nil

  • Bay Watcher
  • whoa
    • View Profile
Re: A quick question on [*_PREF] tags
« Reply #3 on: August 26, 2009, 07:02:14 pm »

It's something in the RAWs, I've made new civilizations that use wooden weapons and armor.  I used the elven entity files as a template, so it could been something other than WOOD_PREF... but it's definitely not just hard coded.

Neruz

  • Bay Watcher
  • I see you...
    • View Profile
Re: A quick question on [*_PREF] tags
« Reply #4 on: August 27, 2009, 06:20:47 am »

it is indeed WOOD_PREF; if i remove it from my Hobgoblins they start using metal equipment, if they have it then they use wooden stuff.

I don't know if having it will allow you to specifically build wooden weapons however.

Simmura McCrea

  • Bay Watcher
    • View Profile
    • My Steam profile
Re: A quick question on [*_PREF] tags
« Reply #5 on: August 27, 2009, 10:56:21 am »

All right, cheers. Next question, on aquifers. Having removed the aquifer tag from every layer that contained it then generating a world, I assumed I wouldn't ever find any aquifers. I found an embark location without any aquifers noted on any biome, and proceeded to build. Shortly later, I hit an aquifer. Re-checking the raws shows that the stone type with the aquifer does not have any aquifer tag. What the hell is going on?
Logged

ratskeller

  • Bay Watcher
    • View Profile
Re: A quick question on aquifers
« Reply #6 on: August 27, 2009, 03:55:31 pm »

You also have to remove aquifiers from the soil_layer file. If you have already done this, are you perhaps digging directly beneath a water source?
Logged

Lyrax

  • Bay Watcher
    • View Profile
Re: A quick question on aquifers
« Reply #7 on: August 27, 2009, 06:26:04 pm »

Side note: Having WOOD_PREF will allow you to trade for wooden weapons from your home civilization, much like having METAL_PREF allows you to trade for steel ones.
Logged
Witty

Comedian
Dabbling Pacifier
Dabbling Judge of Intent
Skilled Forum Poster

Simmura McCrea

  • Bay Watcher
    • View Profile
    • My Steam profile
Re: A quick question on aquifers
« Reply #8 on: August 28, 2009, 05:47:01 am »

Yeah, I have removed the tag from the soil, and I was digging in stone, 2 z-levels below the nearest water source.
Logged

Neruz

  • Bay Watcher
  • I see you...
    • View Profile
Re: A quick question on aquifers
« Reply #9 on: August 28, 2009, 05:50:24 am »

The only thing i can think of is that maybe you need to have at least one soil type that can support aquifers, i know for a fact that removing the [AQUIFER] tag from only a single stone type definitely removes aquifers from that type, because i've dun it.

Simmura McCrea

  • Bay Watcher
    • View Profile
    • My Steam profile
Re: A quick question on aquifers
« Reply #10 on: August 28, 2009, 09:45:35 am »

That could be possible. I'll give it a go.

EDIT: Would it be possible to mod in a soil layer that is never actually used and add the aquifer tag to that?
Logged

0x517A5D

  • Bay Watcher
  • Hex Editor‬‬
    • View Profile
Re: A quick question on aquifers
« Reply #11 on: August 28, 2009, 03:02:05 pm »

EDIT: Would it be possible to mod in a soil layer that is never actually used and add the aquifer tag to that?

I don't think you can specify that a soil type should not be used.

My suggestion would be to leave AQUIFER on the three SOIL_OCEAN soils.  As long as you're not digging under the ocean, that should work.
Logged

Simmura McCrea

  • Bay Watcher
    • View Profile
    • My Steam profile
Re: A quick question on aquifers
« Reply #12 on: August 28, 2009, 03:12:47 pm »

All right, I'll give that a go.
Logged