Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Basic topics-raws hooks.  (Read 516 times)

iceball3

  • Bay Watcher
  • Miaou~
    • View Profile
    • My DA
Basic topics-raws hooks.
« on: February 22, 2020, 08:12:13 am »

If it is reasonable, Toady, could you integrate some basic RAW tokens as conditionals for recipes, interactions, and reactions? Even if it will only allow indirect approximations in it's currently incomplete state, for example:
Dwarf has knowledge of topic. In a modded dwarf fortress, for example, said topic is required as a personal knowledge at a workshop reaction, with quire, to craft a reusable "blueprint", which then the modded dwarf fortress has reactions that use the blueprint, thus allowing a modded DF game to make rudimentary use of the topics system as a tech tree or similar.
This would give topics some (moddable) functionality while they're currently in limbo, and allow some players to see some fruits of research while you focus on your currently rather busy to-do list.
Logged

FantasticDorf

  • Bay Watcher
    • View Profile
Re: Basic topics-raws hooks.
« Reply #1 on: February 22, 2020, 03:50:14 pm »

Its worth mentioning that dwarves learn topics already on a book by book basis when first reading it, so this knowledge hook could be added to a number of different screens with a training system similar to animal domestication 'Facts' monthy update affecting how easy it is to tame creatures in the future for a here and now example.
  • Discoveries made in fortress for inside fortress circulation (how to create steel and alloys is a widely distributed knowledge hook amongst dwarves)
  • And discoveries that are exported; copies of books (or offered) which the hooks are fed informationally piece by piece to the civ raising general knowledge
Chalking down places like oral knowledge sharing in guild memberships or reciprocating & replicating written copies to store in chests courtesy of guild leaders like ther Aulderman who will then speak to other members and translate it out to other members. A little blacklisting by player prompt of which book secrets are intentional to be shared out and a few that have to be stolen or siezed would be nice in this regard.

Necromancy and magic secrets could be a default hook disabled to be forbidden in terms of stocking the books & repeating what was written.
« Last Edit: February 22, 2020, 03:51:54 pm by FantasticDorf »
Logged

FantasticDorf

  • Bay Watcher
    • View Profile
Re: Basic topics-raws hooks.
« Reply #2 on: February 22, 2020, 04:01:09 pm »

Going straight to the matter about animal domestication & training, in some line the Aulderman of the Animal Trainer guild might learn from asking members how to train a wide variety of animals (saying that when they do, a hook is made in that dwarf's mind) besides from reading a lot of natural-study literature on things like how to tell if a animal is pregnant through its reproductive habits.

And if the Dungeon Master does a little more than count cattle for the state & occasionally spy on their enemies, the Aulderman for the animal trainer guild could directly hold meetings and corroberate information learnt until all the hooks are there for the master to officially write it off as domesticated or some other purpose.

Logged

IndigoFenix

  • Bay Watcher
  • All things die, but nothing dies forever.
    • View Profile
    • Boundworlds: A Browser-Based Multiverse Creation and Exploration Game
Re: Basic topics-raws hooks.
« Reply #3 on: February 23, 2020, 08:17:41 am »

Really, the whole thing with EXPERIMENT_ONLY interactions feels like it should be a reaction, not an interaction. Discovering the means of converting a creature into a ghoul should just unlock a reaction that takes a live creature (perhaps in a cage) as a reagent and applies a syndrome to it as a product.  Entities with access to the reaction and the required creature (and other reagents) could produce the product during gameplay or worldgen.

Secrets unlocking reactions, secrets spreading through entities, reactions taking creatures and producing creatures or applying syndromes... Isn't that sensible for worldgen? And isn't it just what modders have been waiting for for a very long time?

Current necromancer behavior can be handled by making units leave their civ to form towers if they discover a reaction that is taboo in their civ for ethical reasons, like if it involves torturing sapient beings or desecration of the dead, but benign secrets would propagate until they became common knowledge.