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Author Topic: Wagon Fix, maybe  (Read 2258 times)

Ieb

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Re: Wagon Fix, maybe
« Reply #15 on: October 13, 2010, 11:31:27 am »

VERMINHUNTER makes a pet-creature adopt dorfs. The other pet tokens need you to place the animals as Available under the menu for your dorfs to adopt them.
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Quietust

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Re: Wagon Fix, maybe
« Reply #16 on: October 13, 2010, 12:51:17 pm »

I just added [WAGON_PULLER] to horses with an existing world, and it didn't have any effect. In a freshly generated world, it also didn't seem to do anything by itself (unless the first autumn caravan decided not to send a wagon).

[edit] Also, adding [PET] does not seem to work with already-generated worlds.
« Last Edit: October 13, 2010, 01:10:15 pm by Quietust »
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Knight Otu

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Re: Wagon Fix, maybe
« Reply #17 on: October 13, 2010, 01:35:06 pm »

Yeah, WAGON_PULLER doesn't help with wagons (though it should net you two draft animals on embark rather than one). We've tested that on the bug tracker before.
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jei

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Re: Wagon Fix, maybe
« Reply #18 on: October 16, 2010, 02:21:51 pm »

wait so if Wagons are now under the pet tag won't this lead to wagons adopting dwarfs and little buckets with wheels rolling around.

Also, would they stay behind and roll around the place their master merchant died?
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Gearheart

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Re: Wagon Fix, maybe
« Reply #19 on: October 16, 2010, 03:12:06 pm »

So is there any confirmation that this works?

Does adding [PET] to the wagon raw make merchents bring wagons to the trade depot again?
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Nova72

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Re: Wagon Fix, maybe
« Reply #20 on: October 16, 2010, 11:31:48 pm »

So it still isn't possible to create wagons/wheelbarrow type things that allow dwarfs to haul more than one thing?
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Zaik

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Re: Wagon Fix, maybe
« Reply #21 on: October 17, 2010, 02:50:58 am »

wait so if Wagons are now under the pet tag won't this lead to wagons adopting dwarfs and little buckets with wheels rolling around.


If you add [VERMIN_HUNTER] or whatever the tag cats have to them, yeah, they'll adopt dwarves that like wagons for their...cargo space? There's no prefstring in the raws, so who knows how that will go.
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namragog

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Re: Wagon Fix, maybe
« Reply #22 on: October 17, 2010, 09:05:16 am »

Ooh, add a cool prefstring.

"For their carrying intentions."

"For their cargohold."

blahblahblah

It would be a nice bonus to the game if they were pets too.
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Quietust

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Re: Wagon Fix, maybe
« Reply #23 on: October 21, 2010, 12:14:39 pm »

I just tried generating a world where wagons had [PET] and numerous other additional tokens:

Code: [Select]
[CREATURE:EQUIPMENT_WAGON]
[DESCRIPTION:A rolling platform for carrying passengers or cargo.]
[NAME:wagon:wagons:wagon]
[CASTE_NAME:wagon:wagons:wagon]
[CREATURE_TILE:'W'][COLOR:6:0:0]
[EQUIPMENT_WAGON][COMMON_DOMESTIC]
[NOT_BUTCHERABLE][PET]

[NOEXERT][NOPAIN][NOSTUN][NONAUSEA][NOEMOTION]
[PARALYZEIMMUNE][NOFEAR][NOTHOUGHT][NOBREATHE]
[NO_DIZZINESS][NO_FEVERS]
[NO_EAT][NO_DRINK][NO_SLEEP]
[EXTRAVISION][CANNOT_UNDEAD]

[BODY:WAGON]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[USE_MATERIAL_TEMPLATE:WOOD:WOOD_TEMPLATE]

Wagons-as-creatures is most likely going to be replaced once moving siege engines are in, so we'll just use a generic "wood" material here instead of worrying about coding up race glosses again.

[TISSUE:WOOD]
[TISSUE_NAME:wood:wooden]
[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:WOOD]
[MUSCULAR]
[FUNCTIONAL]
[STRUCTURAL]
[RELATIVE_THICKNESS:1]
[CONNECTS]
[TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:WOOD]
[ITEMCORPSE:WOOD:NO_SUBTYPE:LOCAL_CREATURE_MAT:WOOD]
[BODY_SIZE:0:0:12000]
[ALL_ACTIVE]
[TRADE_CAPACITY:15000]
[MUNDANE]

Even with all of this in a freshly generated test world, neither the Dwarves nor the Humans brought wagons.
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It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
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TSB

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Re: Wagon Fix, maybe
« Reply #24 on: October 21, 2010, 08:59:09 pm »

Ooh, add a cool prefstring.

"For their carrying intentions."

"For their cargohold."


For their junk in the trunk.
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vhappylurker

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Re: Wagon Fix, maybe
« Reply #25 on: October 21, 2010, 10:50:54 pm »

Sounds promising, but looks like more testing is needed. FOR SCIENCE!

I wonder if you could somehow mod wagons to have metal "skin" and sentience... Hello, Dwarf Transformers!

Halnoth

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Re: Wagon Fix, maybe
« Reply #26 on: October 22, 2010, 02:01:20 am »

Would it work if you attached the domestic animal tag to the wagon?
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Quietust

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Re: Wagon Fix, maybe
« Reply #27 on: October 22, 2010, 08:57:01 am »

Would it work if you attached the domestic animal tag to the wagon?
Look more closely - it's already there.
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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.
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