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Author Topic: Arctic Furniture Problems  (Read 1784 times)

Warlord255

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Arctic Furniture Problems
« on: December 06, 2008, 11:05:59 pm »

So I'm adding a race whose native ground is towns built in the arctic tundra, with expansion to ocean shores and other suitable cold areas when applicable.

However, their towns - despite being constructed of magically conjured meta-game wood - are devoid of any furniture, due to what I have concluded is the lack of wood in the surrounding biomes.

After attempts to relocate them to forest taigas, and adding a new tree to grow in the tundra, I am stumped and they are furniture-less.

Any ideas for giving these poor fellas houses with doors?
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Aqizzar

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Re: Arctic Furniture Problems
« Reply #1 on: December 07, 2008, 12:13:42 am »

That's pretty weird.  I'd be amazed if you didn't or if it's the problem, but did you enable the carpentry job in their entity?
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Warlord255

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Re: Arctic Furniture Problems
« Reply #2 on: December 07, 2008, 12:23:24 am »

I have tried varying permutations that allow and disallow carpentry and woodcutting. Likewise, I tried enabling Masonry and Mining to see if they would create stone furniture. I had considered that it might require woodcrafting, but that seemed highly unlikely when I realized the biome was probably to blame.

I have a desert race that doesn't have this problem; while they do have a massive bias towards saguaro wood, they use a fair amount of others like acacia and rubber tree.
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Dragooble

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Re: Arctic Furniture Problems
« Reply #3 on: December 07, 2008, 12:24:58 am »

the saguaro wood is because saguaros are really the only trees you will ever find in a dessert.
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Aqizzar

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Re: Arctic Furniture Problems
« Reply #4 on: December 07, 2008, 12:37:05 am »

Okay...

Do they have axes?

Maybe [WOOD_PREF]?  Though I wouldn't think that's it.

Something in their ethics?  Are they elf-like it any way?
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i2amroy

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Re: Arctic Furniture Problems
« Reply #5 on: December 07, 2008, 01:13:49 am »

Does the creature have [BUILDING_DESTROYER:?] because that would cause them to have no furniture.
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Warlord255

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Re: Arctic Furniture Problems
« Reply #6 on: December 07, 2008, 02:08:10 am »

Okay...

Do they have axes?

Maybe [WOOD_PREF]?  Though I wouldn't think that's it.

Something in their ethics?  Are they elf-like it any way?

The other race is fine on furniture, and has carpenter woodcutter enabled, though without axes. I think profession stuff might be a bit more off-screen than we think.

On a second, and thoroughly related, note; Far too much of my tundra space gets taken up as good/evil aligned, making it uninhabitable, despite adding [GOOD] to the race. Any way to fix this other than neutering the entire world? You'd think that civs wouldn't be afraid to go into GOOD areas...

EDIT: Tested again to make sure, carpenter/woodcutter do jack shit. Maybe it IS [WOOD_PREF]...
« Last Edit: December 07, 2008, 02:14:48 am by Warlord255 »
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Warlord255

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Re: Arctic Furniture Problems
« Reply #7 on: December 07, 2008, 07:16:47 pm »

Yea, [WOOD_PREF] didn't work either. Dang.

Ah well. C'est la vie, I suppose.
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Marlowe

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Re: Arctic Furniture Problems
« Reply #8 on: December 07, 2008, 07:34:16 pm »

To let people live in Good-Evil areas you have to add all three of the [USE_GOOD(or evil)_WOOD/ANIMALS/PLANTS] tags.
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Hectonkhyres

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Re: Arctic Furniture Problems
« Reply #9 on: December 07, 2008, 07:55:21 pm »

Could you make a type of tree that, when harvested, leaves chunks of ice? Would said chunks be used by an non-player civilization for construction?

Hm. Something similar might be interesting in the scorching desert: trees that turn into blocks of green glass when chopped down.
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TettyNullus

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Re: Arctic Furniture Problems
« Reply #10 on: December 07, 2008, 08:03:33 pm »

Could you make a type of tree that, when harvested, leaves chunks of ice? Would said chunks be used by an non-player civilization for construction?

Hm. Something similar might be interesting in the scorching desert: trees that turn into blocks of green glass when chopped down.

http://en.wikipedia.org/wiki/Fulgurite like this?  ;)

edit: Shouldn't be glass blocks, should be more like rough glass gems
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Warlord255

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Re: Arctic Furniture Problems
« Reply #11 on: December 07, 2008, 09:13:26 pm »

To let people live in Good-Evil areas you have to add all three of the [USE_GOOD(or evil)_WOOD/ANIMALS/PLANTS] tags.

Huh. That is very useful to know, then! Thanks!

And, as I've said before, I think that this process is very abstracted for worldgen; the civs aren't going to do anything SMART, like make furniture out of rock... they can't even be trusted to construct their buildings for themselves.
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Marlowe

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Re: Arctic Furniture Problems
« Reply #12 on: December 07, 2008, 09:20:13 pm »

Oh, and it's perfectly possible for a civ to have both good and evil habitats at the same time. It's not an either/or thing.
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Warlord255

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Re: Arctic Furniture Problems
« Reply #13 on: December 07, 2008, 09:24:12 pm »

Oh, and it's perfectly possible for a civ to have both good and evil habitats at the same time. It's not an either/or thing.

I believe my orcs just got some new expansion incentives. >:D
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Earthquake Damage

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Re: Arctic Furniture Problems
« Reply #14 on: December 07, 2008, 09:43:21 pm »

To let people live in Good-Evil areas you have to add all three of the [USE_GOOD(or evil)_WOOD/ANIMALS/PLANTS] tags.

I call shenanigans on this.  In my current world IIRC my "no animals or animal products" civ (that also is GOOD, EVIL, and SAVAGE -- they trade exotic plants, you see) successfully spread into aligned territory.

However, I suspect that adding [USE_GOOD_WOOD] will allow your civ to use trees for furniture in good-aligned regions.  In fact, there may be an oversight on Toady's behalf whereby civs will not use any wood from aligned regions if they cannot also use the aligned wood.
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