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Author Topic: A quick question on aquifers  (Read 1736 times)

Simmura McCrea

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A quick question on aquifers
« on: August 26, 2009, 01:23:25 pm »

[WOOD_PREF] is what makes an entity make and use wooden weapons, right? And if so, can a species with this make them in Dwarf Mode?

EDIT: Answered, see below for the aquifer question.
« Last Edit: August 27, 2009, 01:03:12 pm by Simmura McCrea »
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Rowanas

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Re: A quick question on [*_PREF] tags
« Reply #1 on: August 26, 2009, 01:46:47 pm »

Only if the item has CAN_WOOD.
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LordNagash

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Re: A quick question on [*_PREF] tags
« Reply #2 on: August 26, 2009, 06:37:18 pm »

Actually, all the PREF tags do is allow the race to like things from that set in their personalities. Elves using wooden weapons seems to be hard coded

Edit in response to below:

Yeah I reconsidered that aspect after I posted it, but I still think it's not wood_pref that does it. Some kind of combination of things in their civ stuff, I think..
« Last Edit: August 26, 2009, 07:17:36 pm by LordNagash »
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nil

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Re: A quick question on [*_PREF] tags
« Reply #3 on: August 26, 2009, 07:02:14 pm »

It's something in the RAWs, I've made new civilizations that use wooden weapons and armor.  I used the elven entity files as a template, so it could been something other than WOOD_PREF... but it's definitely not just hard coded.

Neruz

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Re: A quick question on [*_PREF] tags
« Reply #4 on: August 27, 2009, 06:20:47 am »

it is indeed WOOD_PREF; if i remove it from my Hobgoblins they start using metal equipment, if they have it then they use wooden stuff.

I don't know if having it will allow you to specifically build wooden weapons however.

Simmura McCrea

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Re: A quick question on [*_PREF] tags
« Reply #5 on: August 27, 2009, 10:56:21 am »

All right, cheers. Next question, on aquifers. Having removed the aquifer tag from every layer that contained it then generating a world, I assumed I wouldn't ever find any aquifers. I found an embark location without any aquifers noted on any biome, and proceeded to build. Shortly later, I hit an aquifer. Re-checking the raws shows that the stone type with the aquifer does not have any aquifer tag. What the hell is going on?
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ratskeller

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Re: A quick question on aquifers
« Reply #6 on: August 27, 2009, 03:55:31 pm »

You also have to remove aquifiers from the soil_layer file. If you have already done this, are you perhaps digging directly beneath a water source?
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Lyrax

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Re: A quick question on aquifers
« Reply #7 on: August 27, 2009, 06:26:04 pm »

Side note: Having WOOD_PREF will allow you to trade for wooden weapons from your home civilization, much like having METAL_PREF allows you to trade for steel ones.
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Simmura McCrea

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Re: A quick question on aquifers
« Reply #8 on: August 28, 2009, 05:47:01 am »

Yeah, I have removed the tag from the soil, and I was digging in stone, 2 z-levels below the nearest water source.
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Neruz

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Re: A quick question on aquifers
« Reply #9 on: August 28, 2009, 05:50:24 am »

The only thing i can think of is that maybe you need to have at least one soil type that can support aquifers, i know for a fact that removing the [AQUIFER] tag from only a single stone type definitely removes aquifers from that type, because i've dun it.

Simmura McCrea

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Re: A quick question on aquifers
« Reply #10 on: August 28, 2009, 09:45:35 am »

That could be possible. I'll give it a go.

EDIT: Would it be possible to mod in a soil layer that is never actually used and add the aquifer tag to that?
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0x517A5D

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Re: A quick question on aquifers
« Reply #11 on: August 28, 2009, 03:02:05 pm »

EDIT: Would it be possible to mod in a soil layer that is never actually used and add the aquifer tag to that?

I don't think you can specify that a soil type should not be used.

My suggestion would be to leave AQUIFER on the three SOIL_OCEAN soils.  As long as you're not digging under the ocean, that should work.
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Simmura McCrea

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Re: A quick question on aquifers
« Reply #12 on: August 28, 2009, 03:12:47 pm »

All right, I'll give that a go.
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