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Dwarf Fortress => DF Modding => Topic started by: Nil Athelion on April 23, 2014, 10:58:49 pm

Title: Grazer Player-Civ !!Science!!
Post by: Nil Athelion on April 23, 2014, 10:58:49 pm
I was thinking about making a civ with the grazer tag, and came to ask questions, didn't find answers  by searching, and realized I might as well test it myself.

As it turns out, grazer for player civs works out... okayish.


I gave dwarves [grazer:1000] and set FPS to unlimited.  Embarked with no food.  They all ran out of booze then dehydrated to death.

I gave dwarves [grazer:1000] and [NO_DRINK] (don't think they effect each other), embarked with no food, and they survived years and years on the grass alone.

I gave dwarves [grazer:1000] and [NO_DRINK], did not bring food, dug hole and made it a meeting hall.  Dwarves came in, and eventually got hungry until one starved to death.  I then made another meeting hall out on the grass, and they all went there and stopped being hungry.


From the three tests, it appears that grazer dwarves do eat grass, can subsist off of pure grass, but have no instinct to go seek out new grass.

My understanding of the grazer tag is that it does not affect hunger, just changes how much the hunger counter is reduced by eating one grass.  The wiki says that it is 100,000 hunger ticks, but that would mean my starved dwarves would have to eat 100 grass each to recover from near-starvation.  It did not appear anywhere near that.


One assumes underground grass/moss/fungus should work fine.  Still need to test if they will eat food normally.  Still need to test what organs, if any, are necessary for grazing.  (Is a mouth or something needed for eating in general?)  Etc.
Title: Re: Grazer Player-Civ !!Science!!
Post by: GavJ on April 24, 2014, 03:49:09 am
That's pretty cool, but if they won't go feed themselves, then it would be pointlessly futile unless doing a purely above ground human style city, sadly =/

Unless they can still also eat normal food, and grazing is treated supplementally? That could work. Sort of like the opposite of the mole people, where the underclass lives outdoors and slaves away on megaprojects and grass, and the nobles get to live underground and eat normal food.

Note that carnivore also works.
Title: Re: Grazer Player-Civ !!Science!!
Post by: Meph on April 24, 2014, 08:46:33 am
OMG. I swear to all modding gods, I will use this somehow. Centauren civ, some kind of elf-connected-to-nature, or antmen that only live of cavern moss...
Title: Re: Grazer Player-Civ !!Science!!
Post by: Dirst on April 24, 2014, 08:52:05 am
That's pretty cool, but if they won't go feed themselves, then it would be pointlessly futile unless doing a purely above ground human style city, sadly =/

Unless they can still also eat normal food, and grazing is treated supplementally? That could work. Sort of like the opposite of the mole people, where the underclass lives outdoors and slaves away on megaprojects and grass, and the nobles get to live underground and eat normal food.

Note that carnivore also works.
Now what about putting both tags in the same creature?  I'm guessing they would denude the grass uselessly, but it would be awesome if they could get sustenance from the animated grasses in evil biomes.
Title: Re: Grazer Player-Civ !!Science!!
Post by: Urist Da Vinci on April 24, 2014, 08:55:20 am
I wonder if adventurer grazers will starve?
Title: Re: Grazer Player-Civ !!Science!!
Post by: Nil Athelion on April 26, 2014, 04:38:25 pm
That's pretty cool, but if they won't go feed themselves, then it would be pointlessly futile unless doing a purely above ground human style city, sadly =/

Unless they can still also eat normal food, and grazing is treated supplementally? That could work. Sort of like the opposite of the mole people, where the underclass lives outdoors and slaves away on megaprojects and grass, and the nobles get to live underground and eat normal food.

Note that carnivore also works.
Also you could use the spores from the caverns and water the stone underground for muddied stone.  I'm almost certain pretty sure they can eat food.

There is still a problem with people working in workshops nonstop or whatever.  Also I wonder if there's even a job cancellation for going to get food, and winding up fed on the way.  I think that they seek out new grass when idling, but they also kinda wander while idling.

OMG. I swear to all modding gods, I will use this somehow. Centauren civ, some kind of elf-connected-to-nature, or antmen that only live of cavern moss...
I wound up in this idea from thinking about natural weapons, and then thinking about Andalites from Animorphs.
Title: Re: Grazer Player-Civ !!Science!!
Post by: than402 on April 27, 2014, 01:57:26 pm
and what if a civ member gets wounded and is sent to a hospital?he dies from starvation,right?
Title: Re: Grazer Player-Civ !!Science!!
Post by: Di on April 30, 2014, 11:46:17 am
and what if a civ member gets wounded and is sent to a hospital?he dies from starvation,right?
They feed starving pets with whatever is edible. Probably same will happen with wounded grazing dwarves.
Guess even if dwarves won't be able to acquire 'getting something to eat' job by themselves they'd still get job to feed someone hungry and thus feed one another with normal food.
Title: Re: Grazer Player-Civ !!Science!!
Post by: Meph on April 30, 2014, 01:02:37 pm
The question is: How to make a race feed only by grazing? Specific_food and add all grass types, but nothing else? Would be fun for an Antmen civ. Underground caverns feed them automatically, and a few specific fungi can be used for normal food, but otherwise you have to stick to the caverns. :)
Title: Re: Grazer Player-Civ !!Science!!
Post by: GavJ on April 30, 2014, 01:17:14 pm
The question is: How to make a race feed only by grazing? Specific_food and add all grass types, but nothing else? Would be fun for an Antmen civ. Underground caverns feed them automatically, and a few specific fungi can be used for normal food, but otherwise you have to stick to the caverns. :)
You could just irrigate everything you mine out. Would have to remain diligent about trees growing and walling off your antmen who then die of thirst, but if you pay attention and avoid small bottlenecks it should be fine.

So like early on maybe hang out in the caverns or the surface, until you can build a pump stack to lift water up as high as you want to build your fortress, dig out the area, then evacuate everyone and fully flood it, then drain back to the original water source, and move in!

Design doors and such in a way that makes the finished parts of the fort able to reflood again later without scattering everything, and periodically evacuate and re-flood when you dig out new areas.
Title: Re: Grazer Player-Civ !!Science!!
Post by: Meph on April 30, 2014, 01:52:46 pm
Yep, or simply live in the soil layers. :)
Title: Re: Grazer Player-Civ !!Science!!
Post by: GavJ on April 30, 2014, 04:16:24 pm
You could also make everybody part of no-uniform military squads, which are set to defend burrows 1 out of every 6 months, where the burrow is a big grass field, in an overlapping (and redundantly-jobbed) fashion,to force each dwarf to be in an edible grassy area twice a year.
Title: Re: Grazer Player-Civ !!Science!!
Post by: MDFification on May 01, 2014, 07:36:37 pm
Note that carnivore also works.

I thought there was a bug in Worldgen that caused carnivore civs to go extinct, and that goblins had a hardcoded exception? Carnivore should work if added post-gen of course.
Title: Re: Grazer Player-Civ !!Science!!
Post by: GavJ on May 02, 2014, 02:26:33 pm
I just now made dwarves carnivores and genned a world with no issue.
Title: Re: Grazer Player-Civ !!Science!!
Post by: Knight Otu on May 03, 2014, 05:30:50 pm
Note that carnivore also works.

I thought there was a bug in Worldgen that caused carnivore civs to go extinct, and that goblins had a hardcoded exception? Carnivore should work if added post-gen of course.
I can't find where Toady said it right now, but I'm pretty sure the carnivore problem has been resolved. Goblins were never a "hardcoded exception" - they simply don't need to eat. Also, ever since 0.34.04 (http://www.bay12forums.com/smf/index.php?topic=103007.0), historical figures don't starve in worldgen anymore.
Title: Re: Grazer Player-Civ !!Science!!
Post by: MDFification on May 03, 2014, 11:31:18 pm
Note that carnivore also works.

I thought there was a bug in Worldgen that caused carnivore civs to go extinct, and that goblins had a hardcoded exception? Carnivore should work if added post-gen of course.
I can't find where Toady said it right now, but I'm pretty sure the carnivore problem has been resolved. Goblins were never a "hardcoded exception" - they simply don't need to eat. Also, ever since 0.34.04 (http://www.bay12forums.com/smf/index.php?topic=103007.0), historical figures don't starve in worldgen anymore.
Ah. The wiki's token reference is out of date then, I guess.
Title: Re: Grazer Player-Civ !!Science!!
Post by: NRDL on May 03, 2014, 11:39:41 pm
PTW
Title: Re: Grazer Player-Civ !!Science!!
Post by: Meph on May 04, 2014, 04:55:50 am
I think the tag you are looking for is BONE_CARN a creature token. And it does work, my kobold civs eat all meats, but wont eat plants.
Title: Re: Grazer Player-Civ !!Science!!
Post by: GavJ on May 04, 2014, 03:10:23 pm
I think the tag you are looking for is BONE_CARN a creature token. And it does work, my kobold civs eat all meats, but wont eat plants.
[BONE_CARN] = eats meat AND bones
[CARNIVORE] = eats meat, not bones
Title: Re: Grazer Player-Civ !!Science!!
Post by: Urist Da Vinci on May 04, 2014, 09:13:06 pm
I just tested it and grazer adventurers can't eat grass or lose hunger simply by walking across the lawn.