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DF Modding / Re: [MODDING] CREATURE & ENTITY QUESTIONS THREAD
« on: March 19, 2019, 04:04:40 pm »
I just gave it a try and it turns out the evaporation trick did the job pretty well. I just made the HEATDAM point really low for a few common materials and it added a lot of variation as far as how much clothes any given person was wearing. Sometimes it went... too far. I found a guy wearing only a loincloth. But I ought to be able to mitigate that by carefully targeting certain materials and restricting which materials certain types of clothes can be made with. For example, if most forms of plant fiber cloth immediately evaporate then that will make articles of clothing that can only be made from cloth more rare than articles that can be made from cloth, or silk, or wool, etc.
So say I wanted to make a civilization based on Rome where people tend to wear long tunics and such without pants, but I still want people to sometimes wear pants. I could make sure that the tunics are based off of materials that won't evaporate, while pants are very likely to be made out of materials that evaporate.
Definitely requires some trickery and only works for adventure mode, but it does help give a certain feel to a culture.
EDIT: Actually, I was thinking that you could control whether a particular type of clothing could be made from wool, but actually it's lumped together entirely with cloth. So the only control you have is whether it is leather, cloth, or metal. So you could still make sure that essential articles are leather and make most forms of cloth evaporate, but it is a much lower degree of control with more of a sacrifice. You wouldn't notice much if a culture lacked wool, but it could kind of pop out that every person is wearing leather underwear. It also makes it harder to limit the change to a single entity because you are drawing from a more limited pool of materials.
Plus, different regions will behave quite differently based on what materials you choose to make evaporate. If you pick rope reed, for example, one town might be entirely unaffected because none grows nearby. Meanwhile a town across the world with few alternatives to rope reed ends up filled with nudists. Now this could probably be mitigated by making several versions of each plant that produce fibers that are different only in whether or not they will evaporate when turned into clothes... but things are quickly getting unwieldy and it's probably not worth the effort.
So say I wanted to make a civilization based on Rome where people tend to wear long tunics and such without pants, but I still want people to sometimes wear pants. I could make sure that the tunics are based off of materials that won't evaporate, while pants are very likely to be made out of materials that evaporate.
Definitely requires some trickery and only works for adventure mode, but it does help give a certain feel to a culture.
EDIT: Actually, I was thinking that you could control whether a particular type of clothing could be made from wool, but actually it's lumped together entirely with cloth. So the only control you have is whether it is leather, cloth, or metal. So you could still make sure that essential articles are leather and make most forms of cloth evaporate, but it is a much lower degree of control with more of a sacrifice. You wouldn't notice much if a culture lacked wool, but it could kind of pop out that every person is wearing leather underwear. It also makes it harder to limit the change to a single entity because you are drawing from a more limited pool of materials.
Plus, different regions will behave quite differently based on what materials you choose to make evaporate. If you pick rope reed, for example, one town might be entirely unaffected because none grows nearby. Meanwhile a town across the world with few alternatives to rope reed ends up filled with nudists. Now this could probably be mitigated by making several versions of each plant that produce fibers that are different only in whether or not they will evaporate when turned into clothes... but things are quickly getting unwieldy and it's probably not worth the effort.