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Author Topic: Making an animal available at embark  (Read 1359 times)

stolide

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Making an animal available at embark
« on: February 14, 2011, 01:37:03 pm »

What tag does one add to a creature file to make the animal available for embark?

I would kind of like to have a shoggoth (what I made was basically an aquatic version of the gelatinous cubes in the genesis mod. Whenever they breathe, they fill the nearby water with venom) breeding fort...
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Sutremaine

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Re: Making an animal available at embark
« Reply #1 on: February 14, 2011, 01:57:52 pm »

[COMMON_DOMESTIC]
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stolide

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Re: Making an animal available at embark
« Reply #2 on: February 14, 2011, 02:09:54 pm »

I have done this, but it still does not show up.

I have also noticed that the animals available at embark seem to differ with the embark location.
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KhazâdAimênu

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Re: Making an animal available at embark
« Reply #3 on: February 14, 2011, 02:18:09 pm »

It's true that the animals can vary, but if you've tried a couple of civs in a couple of locations and still haven't seen it, there's probably something wrong.

A couple of things to check:

1) can you place them in arena mode? Just to check that their raws aren't completely borked.

2) do they have the [EVIL] tag (being shoggoths, after all)? Unmodified dwarves won't use an animal if any caste is evil.

3) did you use the [AQUATIC] tag? This can cause some complications, including the fact that embarking with them would cause them to immediately air-drown.

4) what's the frequency? I think rarer animals may be harder to get on embark, but I could be wrong.



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Knight Otu

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Re: Making an animal available at embark
« Reply #4 on: February 14, 2011, 02:19:47 pm »

It also can't have the fanciful tag, as far as I recall. I think there was another tag that prevented creatures from being brought, but I can't recall it at the moment.
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KhazâdAimênu

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Re: Making an animal available at embark
« Reply #5 on: February 14, 2011, 02:27:46 pm »

Oh yeah - from the wiki:

Quote
COMMON_DOMESTIC:       Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT. In addition, the creature must be NATURAL rather than FANCIFUL
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stolide

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Re: Making an animal available at embark
« Reply #6 on: February 14, 2011, 04:14:15 pm »

It's true that the animals can vary, but if you've tried a couple of civs in a couple of locations and still haven't seen it, there's probably something wrong.

A couple of things to check:

1) can you place them in arena mode? Just to check that their raws aren't completely borked.

2) do they have the [EVIL] tag (being shoggoths, after all)? Unmodified dwarves won't use an animal if any caste is evil.

3) did you use the [AQUATIC] tag? This can cause some complications, including the fact that embarking with them would cause them to immediately air-drown.

4) what's the frequency? I think rarer animals may be harder to get on embark, but I could be wrong.

I can place them arena.

They do not have the evil tag.

For testing I removed aquatic, and changed the frequency to a bunch of 9's. I also added natural, and pet. It is still not working.

What can be brought, at least with the genesis mod, seems to be dependent upon embark location. Some places allow mammoths, others do not, for example.
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papent

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Re: Making an animal available at embark
« Reply #7 on: February 14, 2011, 04:20:37 pm »



Quote
What can be brought, at least with the genesis mod, seems to be dependent upon embark location.

The reason behind that would likely be [USE_ANY_PET_RACE] entity token. and post the raws to your creature so we can take a look at whats wrong
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KhazâdAimênu

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Re: Making an animal available at embark
« Reply #8 on: February 14, 2011, 04:24:26 pm »

Well, the maximum for frequency is 100 - I don't know whether setting it higher causes problems, but you might as well just set it to 100. No other problems are coming to mind - if you post the raws for your shoggoths it might help.

Only other thing I can think of is to check the errorlog file in your DF directory and see if there are any problems listed there.
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Sirdrake

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Re: Making an animal available at embark
« Reply #9 on: February 14, 2011, 05:00:27 pm »

Must have [COMMON_DOMESTIC]
               [PETVALUE:000] for cost
               [NATURAL] Not [FANCIFUL]
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IT 000

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Re: Making an animal available at embark
« Reply #10 on: February 14, 2011, 05:34:00 pm »

Post the raws for the creature, it would be much easier then stabbing in the dark.
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Max White

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Re: Making an animal available at embark
« Reply #11 on: February 14, 2011, 05:38:09 pm »

Biome.
If they have biome tags, then your dwarf civ must have access to that specific biome, so deep caverns, oceans and magma are all off limits. Does it have a biome?

stolide

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Re: Making an animal available at embark
« Reply #12 on: February 16, 2011, 01:07:04 pm »

Biome was the problem.

Thanks for the help everyone.

On a related note, is it possible to get a pet, or tame animal of some sort, to perform tasks? For example, work dogs that actually do work like modern dogs (perhaps hauling at least). It would be awesome to have a dogs that fetch the military their gear.
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Sirdrake

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Re: Making an animal available at embark
« Reply #13 on: February 16, 2011, 01:14:33 pm »

[PET]
[TRAINABLE]
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TolyK

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Re: Making an animal available at embark
« Reply #14 on: February 16, 2011, 01:29:02 pm »

that's not what he meant.

On a related note, is it possible to get a pet, or tame animal of some sort, to perform tasks? For example, work dogs that actually do work like modern dogs (perhaps hauling at least). It would be awesome to have a dogs that fetch the military their gear.
This would require them to be sentient and a member of the race (you can use tools), but that (those) will make them unavailable for taming and training. they won't do that any way (yet!)
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