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DF Modding / Designing a world without necromancers, demons, bogeymen and were* beasts. FAIL
« on: June 17, 2020, 02:46:35 pm »
I don't like playing with certain elements in the game, so I thought I was removing them by removing the possibility of them being generated, however, it has *odd* results. Which I think might be unintended.
If I go to design a world without the items in the list (see Subject:) I get a bunch of creatures/humans generated that still try to become these things, only they fail.
I would think that the generated world would produce more humans who go about other activities rather than spending time on the search for secrets, but no.. they spend just as much time searching for secrets only fail once they get there. Can't there be a way such that if secrets were removed that humans (or anything that pursues necromancy since it cannot exist in this world) simply spend more time on other endeavors?
It seems to work with creature generation just fine. I get plenty of cyclops and golems which result in lots of the normal *fun* which is fantastic.
If I go to design a world without the items in the list (see Subject:) I get a bunch of creatures/humans generated that still try to become these things, only they fail.
I would think that the generated world would produce more humans who go about other activities rather than spending time on the search for secrets, but no.. they spend just as much time searching for secrets only fail once they get there. Can't there be a way such that if secrets were removed that humans (or anything that pursues necromancy since it cannot exist in this world) simply spend more time on other endeavors?
It seems to work with creature generation just fine. I get plenty of cyclops and golems which result in lots of the normal *fun* which is fantastic.