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Author Topic: NoExotic - automatically remove all [PET_EXOTIC] and [MOUNT_EXOTIC] tags.  (Read 14027 times)

Medicine Man

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Does this mean all animals are avalible from the start up embark menu?because about 70% of them are missing and i have 3000 points to buy things.
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madk

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It does not, though I do believe it adds some more.

Medicine Man

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Thanks for telling me. :) (:
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Star Weaver

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I think [COMMON_DOMESTIC] is the tag that controls access to animals at startup (aside from biome availability and possibly those taming missions in the world history, per civ).
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Milkbot

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The webpage is down.
"Not Found" error :/

Did webs delete it or something?
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MiniMacker

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Works for me. Must've been some temporary downtime.
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It isn't a new Dwarf Fortress version until we're made to fear some kind of regular creature.  Carp, Elephants, Unicorns, Badgers, and now Mosquitos.  I've got 5 dorfBucks on the next one being plagues of groundhogs.

Deon

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Will this work on Deons Genesis Mod?If not is there a version that will?(edit)how do i run it?do i put it in my raws and activate it or do i do something else?
I will make it myself in the next release because DM seems not to work still.
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▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Tormy

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Will this work on Deons Genesis Mod?If not is there a version that will?(edit)how do i run it?do i put it in my raws and activate it or do i do something else?
I will make it myself in the next release because DM seems not to work still.

Hm, this is a quite annoying bug to be honest.
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shlorf

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Re: NoExotic - automatically remove all [PET_EXOTIC] and [MOUNT_EXOTIC] tags.
« Reply #23 on: January 13, 2011, 09:57:38 am »

Will this change the goblin mounted siege squad behavior? I read on the wiki the goblins can come with any underground creature that has the mount_exotic tag. But they never do for me.
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MiniMacker

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Got a quick question. Does the Dungeon Master appear now'a days?
I'm getting mixed answers from those I ask.

Don't know if I should use this utility or not.
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It isn't a new Dwarf Fortress version until we're made to fear some kind of regular creature.  Carp, Elephants, Unicorns, Badgers, and now Mosquitos.  I've got 5 dorfBucks on the next one being plagues of groundhogs.

Sutremaine

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You can mod the position to be appointed in-fortress, but the DM's function itself is broken so the 'tame exotics' tag might as well not be there. It's [PET] or nothing.
As for goblin siegers... they can come with giant bats and the like, but I don't know if the tags need to be changed for that.
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

Jarhyn

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This tool is awesome. thanks for making it. Also, you don't need to regen the world if you add an option to let players apply it to all raws in the world's save files, and give the user a selection of their existing worlds which they may apply it to. Since you are only modifying EXISTING creatures, it shouldn't cause a problem; my game took the change gleefully, by putting the utility in the world's save folder as well. Suddenly I can train that giant cave spider I spent so much time trapping.

It wouldn't be hard; just scan the file structure surrounding the ./data/save folder and provide a list of region*, and for any region selected apply the change to /region%/raws.
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Jeoshua

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I never run this utility until I have something to train.  Something about the Goblins being able to show up with ANYTHING they damned well please strikes me as a bit too much Fun.

But yeah, you can't add creatures or tokens but you can EDIT them.  Changing [PET_EXOTIC] in-game is not only possible... I recommend it.
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I like fortresses because they are still underground.

cheesinglee

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Re: NoExotic - automatically remove all [PET_EXOTIC] and [MOUNT_EXOTIC] tags.
« Reply #28 on: September 25, 2011, 03:48:34 am »

Here is a Python script that should be cross-platform:

http://pastebin.com/ihyr0Ey2

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astianax

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Re: NoExotic - automatically remove all [PET_EXOTIC] and [MOUNT_EXOTIC] tags.
« Reply #29 on: September 25, 2011, 07:43:19 am »

for those questioning if this'll let you embark with more things, the answer is both yes and no. dwarves automatically get to use cave critters, so a lot of those they 'discover' during worldgen that just have [PET] will show up for you, mostly from the first cavern level. if you want to give them access to even more, you could go all meta on your stealing from the elves, and take this from their entity default raws and add it to the dwarves: [USE_ANY_PET_RACE]
with that, they seem to have a greater chance to get things from the second cavern layer, too. never seen them start with anything from layer three, but that's prob'ly a good thing

a side effect is you also get a ton of surface level things too, including potentially giant animals and animal-men. if you also steal the elven ability to use good animals and the goblin evil animal taming, you'll get an even wider variety, including such things as beak dogs and unicorns (if your civ has discovered, in those examples, evil marshes and good forests)

and, even with me using the no exotics, my goblin invaders still come mounted on all sorts of craziness. though they really, really seem to love giant ants...
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