Bay 12 Games Forum

Please login or register.

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

Author Topic: Elf Aethercrafting  (Read 1658 times)

davros

  • Bay Watcher
    • View Profile
Re: Elf Aethercrafting
« Reply #15 on: August 27, 2011, 10:31:33 am »

Sooooo.... could anyone help?
Logged
Quote from: Malarauko
I had an above ground garden built in the grounds of my castle and two young dwarves spent time socialising there over the summer and at the end of the summer they were in love. Remember those long summers of your childhood? That first kiss in the gardens while crossbows dwarves shoot goblins above your head? The rain of dead birds as the hunters get to work? Truly Spearhills is a paradise.

Mikey

  • Bay Watcher
    • View Profile
Re: Elf Aethercrafting
« Reply #16 on: August 27, 2011, 02:59:09 pm »

I too am having issues getting the elves to use a specific material via cheat reaction.  I've tried a variety of workshops and skill tokens without success.  Is there an example somewhere of such a reaction working with somewhat-untouched elven entity raws, or do I have to add a custom workshop for this?
Logged

davros

  • Bay Watcher
    • View Profile
Re: Elf Aethercrafting
« Reply #17 on: August 29, 2011, 08:03:47 pm »

Please help.
Logged
Quote from: Malarauko
I had an above ground garden built in the grounds of my castle and two young dwarves spent time socialising there over the summer and at the end of the summer they were in love. Remember those long summers of your childhood? That first kiss in the gardens while crossbows dwarves shoot goblins above your head? The rain of dead birds as the hunters get to work? Truly Spearhills is a paradise.

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: Elf Aethercrafting
« Reply #18 on: August 29, 2011, 08:56:06 pm »

Spoiler: Example Entity (click to show/hide)

That is as simple as it gets, The UD# are what metals they are allowed. And that is all that they get, now you don't need ot butcher as much as I did. I only did that because they will never trade or be playable.

Spoiler: Elves (click to show/hide)
Hmm.. I didn't know that elves were that butchered for a entity file... Anywho these are to be added to their entity:
   [PERMITTED_JOB:WEAPONSMITH]
   [PERMITTED_JOB:ARMORER]
   [PERMITTED_JOB:BLACKSMITH]
   [PERMITTED_JOB:METALCRAFTER]

then

   [PERMITTED_REACTION:(custom reaction here)]

and make sure you leave out

   [WOOD_WEAPONS]
   [WOOD_ARMOR]

You can even leave in the Mining job (if you have one for them) so they can access stone.
But to make sure they CANT get other metals leave out FURNACE OPERATOR without that they can't smelt any ore they get.
Hopefully this answers your question?

EDIT: If they still get other metals take out their TRADER job
Logged

Mikey

  • Bay Watcher
    • View Profile
Re: Elf Aethercrafting
« Reply #19 on: August 29, 2011, 09:25:14 pm »

I gave up on specific metal and have moved to a specific wood with metal-like properties.  It has its own tree, which I have confirmed is growing and is harvestable, but presumably due to specific biome issues the Elves never carried the wood (I can't quite figure out which types of biomes Elves consistently inhabit, if any), so I attempted to add a reaction to create the wood from nothing, giving that reaction to the Elven entity.  The reaction works when tested on a playable race, but the Elves will never, ever carry any items made from the wood it produces (nor the logs themselves).

Since it's wood, and can be used for anything that other wood can, I don't see what tags I'd need to add to the Elven entity other than permitting the reaction.  I've tried a variety of workshops, including the craft workshop and custom workshops, and a variety of skills that the elves should  have, including WOODCRAFT, which is specifically allowed in their entity def.  What am I doing wrong?
Logged

Hugo_The_Dwarf

  • Bay Watcher
  • Modding Mentor
    • View Profile
    • Regeneration: Forced Evolution
Re: Elf Aethercrafting
« Reply #20 on: August 29, 2011, 10:31:21 pm »

Try a dummy reaction say, make stone. any stone, and wait for the traders and see if they trade that stone. the one reason they won't use the wood reaction (just guessing here) is because they don't kill trees? But I know that my Skeletons come with only Bronze Steel and Iron stuff. So I donno why this stuff is not working for you guys...
Logged

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: Elf Aethercrafting
« Reply #21 on: August 30, 2011, 12:01:46 am »

Just check the sylvans from Genesis, they use a custom metal "spellwood".
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

davros

  • Bay Watcher
    • View Profile
Re: Elf Aethercrafting
« Reply #22 on: August 30, 2011, 06:30:00 am »

Thanks. I'll try that.
Logged
Quote from: Malarauko
I had an above ground garden built in the grounds of my castle and two young dwarves spent time socialising there over the summer and at the end of the summer they were in love. Remember those long summers of your childhood? That first kiss in the gardens while crossbows dwarves shoot goblins above your head? The rain of dead birds as the hunters get to work? Truly Spearhills is a paradise.
Pages: 1 [2]