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Author Topic: Peasant-only immigrants  (Read 3827 times)

Swadow

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Peasant-only immigrants
« on: May 21, 2011, 02:34:06 pm »

I have been playing Dwarf Fort for a long time, but the most annoying thing ever have been the immigrant waves. I always seem to get immigrants with completely useless skills and have random labors activated. So I wondered is it possible to mod DF so that all the immigrants moving in would be only peasants with no prior skills and no labors activated?
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Illanair

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Re: Peasant-only immigrants
« Reply #1 on: May 21, 2011, 03:51:20 pm »

Nope.

But you can do what most players do and run Dwarf Therapist. It makes sorting out skills much easier.
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rephikul

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Re: Peasant-only immigrants
« Reply #2 on: May 21, 2011, 03:54:32 pm »

In recent dwarf fortress versions starting from the version beekeeping was introduced, you can remove job accesses and can still enable said jobs as long as the whole tab werent removed. As the immigrants's skills are only selected from accessible jobs, this'd remove alot of undesirable immigrant jobs.
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Intensifying Mod v0.23 for 0.31.25. Paper tigers are white.
Prepacked Dwarf Fortress with Intensifying mod v.0.23, Phoebus graphics set, DFhack, Dwarf Therapist, Runesmith and a specialized custom worldgen param.

Swadow

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Re: Peasant-only immigrants
« Reply #3 on: May 21, 2011, 04:04:21 pm »

Nope.

But you can do what most players do and run Dwarf Therapist. It makes sorting out skills much easier.
I am already using Therapist, but the already gained skills make it hard to completely micromanage the dwarves to fit to the current needs of the fort since that skill could come in handy later on, and putting such dwarves just to carry stuff seems kinda waste.

In recent dwarf fortress versions starting from the version beekeeping was introduced, you can remove job accesses and can still enable said jobs as long as the whole tab werent removed. As the immigrants's skills are only selected from accessible jobs, this'd remove alot of undesirable immigrant jobs.
So if I did this all the migrants would come in without any previous labor skills? And if it does such, how would I do it? I dont have much experience with modding DF (Last time I tried, well let's say a lot of explosions happened)
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Talanic

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Re: Peasant-only immigrants
« Reply #4 on: May 21, 2011, 05:37:08 pm »

Sorry, rephikul, I'm not sure what you mean - does this mean modding after the dwarves show up?  It'd be useful if I could do this also, as immigrants with skills are throwing off my dwarven hive mod - I want the dwarves to only have set skills, which allows me to put in caste profession names, allowing the player to instantly know what kind of caste each dwarf is. 

Problem is, migrants come in with professions already assigned based on skills they didn't actually gain (because of skill modifiers), and I have had some trouble getting them to acknowledge what skills they received from natural_skill tags.
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rephikul

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Re: Peasant-only immigrants
« Reply #5 on: May 21, 2011, 06:45:02 pm »

So if I did this all the migrants would come in without any previous labor skills? And if it does such, how would I do it? I dont have much experience with modding DF (Last time I tried, well let's say a lot of explosions happened)
No if you do that (and gen a new world) the migrants will come in with points in more useful skills. In example, if you open up entity_default.txt, you'd see this:
Code: [Select]
[OBJECT:ENTITY]

[ENTITY:MOUNTAIN]
...
[PERMITTED_JOB:MINER]
...
[PERMITTED_JOB:SOAP_MAKER]
If you remove the line about miner, you have removed all jobs under the mining tab (yes, it's considered a tab in the labor menu) and lose the tab along with never having any miners coming to your fortress nor being able to assign any skill points to it on embark. On the other hand, if you remove the line about soap making (along with many other useless skills in the same tab) you'd get rid of one of the most annoying immigrant type.

Sorry, rephikul, I'm not sure what you mean - does this mean modding after the dwarves show up?  It'd be useful if I could do this also, as immigrants with skills are throwing off my dwarven hive mod - I want the dwarves to only have set skills, which allows me to put in caste profession names, allowing the player to instantly know what kind of caste each dwarf is. 

Problem is, migrants come in with professions already assigned based on skills they didn't actually gain (because of skill modifiers), and I have had some trouble getting them to acknowledge what skills they received from natural_skill tags.
You can already have caste profession name:
Code: [Select]
[CASTE_PROFESSION_NAME:FURNACE_OPERATOR:hunchbacked furnace operator:hunchbacked furnace operators] I however dont know what'd happen if you remove labor access from entity and still enable natural skills in the creature definition. Maybe try and tell us the result?
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Prepacked Dwarf Fortress with Intensifying mod v.0.23, Phoebus graphics set, DFhack, Dwarf Therapist, Runesmith and a specialized custom worldgen param.

Talanic

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Re: Peasant-only immigrants
« Reply #6 on: May 21, 2011, 06:53:41 pm »

I have caste profession names.  The problem is that the dwarves show up with a profession that they aren't allowed to learn.

Example:  Rock caste has skill_learn_rate of 0 for all jobs that are NOT mining, engraving, masonry or stonecrafting.  Immigrant Rocky shows up as a Soap Maker.  He has five ranks (natural skill) in Masonry and 0 in Soap Making.  The game still calls him a Soap Maker instead of a Rock Mason.

So if I remove the entity's assigned ability to make soap makers, I'd still be able to manually make a dwarf INTO a soap maker, because the tab would still be there, but I'd never get a Rock dwarf who was a Soap Maker?
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rephikul

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Re: Peasant-only immigrants
« Reply #7 on: May 21, 2011, 07:10:56 pm »

So if I remove the entity's assigned ability to make soap makers, I'd still be able to manually make a dwarf INTO a soap maker, because the tab would still be there, but I'd never get a Rock dwarf who was a Soap Maker?
Yes that's correct. However, IIRC the game NEVER assign default job based on natural skills, only on random skill assignments. So you may end up with a rock dwarf brewer instead for example. If it's not possible to generate castes with the exact skill pool you want, you might consider calling them something appropriate. In example, instead of calling them "Rock Dwarf Mason", "Rock Dwarf Soap Maker" and "Rock Dwarf Thresher"; call them "Rock Dwarf Mason", "Rock Dwarf Peasant" and "Rock Dwarf Peasant". Then it'd clear that the last 2 rock dwarves arent having jobs appropriate to their natural ability without having to bluntly pointing out so.
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Prepacked Dwarf Fortress with Intensifying mod v.0.23, Phoebus graphics set, DFhack, Dwarf Therapist, Runesmith and a specialized custom worldgen param.

Talanic

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Re: Peasant-only immigrants
« Reply #8 on: May 21, 2011, 07:13:51 pm »

Good idea there.  Will probably follow up on that with a mixture - doing a little of each.  If I know that Brewer's the only farming ability allowed, I only have to assign one caste profession name for each caste for the entire farming tab.
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I'm an aspiring Science Fiction and Fantasy writer.  I'm telling the tale of a hapless cyborg everyman lost in a savage fantasy world.

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Swadow

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Re: Peasant-only immigrants
« Reply #9 on: May 21, 2011, 07:14:26 pm »

Well I dont think that would have the results I wanted, that being migrants having no previous skills or labors. Thanks anyways
« Last Edit: May 21, 2011, 07:21:55 pm by Swadow »
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