Bay 12 Games Forum

Dwarf Fortress => DF Modding => Topic started by: Hugo_The_Dwarf on July 13, 2012, 02:13:57 pm

Title: Hugo's Modding Resource
Post by: Hugo_The_Dwarf on July 13, 2012, 02:13:57 pm
Hello all:

A great deal know me already so I'll cut to the chase, I have started a Modding Resource for myself and shared it quite awhile ago here http://dffd.wimbli.com/file.php?id=6588 (http://dffd.wimbli.com/file.php?id=6588)

Now I am going the extra mile and going to include all the important tags. And just tags/tokens from the wiki. But I also want to add in "tutorials" or lets say a more detailed explanation of something.

So anyother modders, if you would like to help. write up some tutorials.
And any new modders ask questions, I will compile a FAQ.

This thread will be similar to the other [MODDING] threads (inwhich I'm going to grab links and post them here)

So what can you post?

-Indepth explainations on things. Like if someone asks "How do reactions (http://www.bay12forums.com/smf/index.php?topic=55259.msg3419616#msg3419616) work?" start from the very basics and break it down into sections.
-Tutorials, like "How do you make a inoganic creature like a BC, but I want it more of a robot which damaging gears is like broken bones"
-Explaining a tag better then the wiki (in this case it may be good to update the REAL wiki aswell.)

-Questions, currently I've been modding too long to even remember any questions I have asked as a newcomer.
No question is too small, too nooby, or lenghthy. They will be added to a FAQ

"Why does my creature not work?"
-does the header match the filename?
-do you have [OBJECT:CREATURE] under the header?

these might be simple trouble shooting questions, I don't want this to be a full out [MODDING] question thread, just a new and adv. modders reasource. With FAQs and tutorials on how to get started, or maybe delve into something new and complex.

Programs/Utilites{*}Links
*} A very useful program:
*}
*} Blast Raw Compiler and Assembler (http://www.bay12forums.com/smf/index.php?topic=125997.0) - By MagmaMcFry
*}
*} Some Programs I made to help with modding:
*}
*} Time to Ticks (http://dffd.wimbli.com/file.php?id=7675)
*} DF Raw Cloner(dropbox) (https://www.dropbox.com/s/fki1l097jitcfn3/DFRawCloner.exe)
{*}
{*}
{*}
{*}
{*}
{*}
{*}
{*}
[MODDING] 34.xx Questions (http://www.bay12forums.com/smf/index.php?topic=100707.0) - by Deon {*
[MODDING] CREATURE & ENTITY QUESTIONS THREAD (http://www.bay12forums.com/smf/index.php?topic=110027.0) - by Meph {*
--GUIDE-- Shaostoul's Modding Guide --your chance-- (http://www.bay12forums.com/smf/index.php?topic=55259.0) - by Shaostoul {*
[MODDING] GENERAL QUESTIONS THREAD (http://www.bay12forums.com/smf/index.php?topic=110031.0) - by Meph {*
[MODDING] REACTIONS QUESTIONS THREAD (http://www.bay12forums.com/smf/index.php?topic=110030.0) - by Meph {*
[MODDING] GRAPHICS & TILESET QUESTIONS THREAD (http://www.bay12forums.com/smf/index.php?topic=110029.0) - by Meph {*
[MODDING] INTERACTION & SYNDROME QUESTIONS THREAD (http://www.bay12forums.com/smf/index.php?topic=110028.0) - by Meph {*
The Spellbook - Community Interaction Repository (http://www.bay12forums.com/smf/index.php?topic=101264.0) - by EmperorJon (MIA) {*
Title: Re: Project: Modder's Resource
Post by: Hugo_The_Dwarf on July 13, 2012, 02:15:21 pm
FAQs

Q:How do I make weapons that shoot/attack faster or slower than normal, and how do I make missile weapons do more damage?
A:Missile weapon to do more damage: increase SIZE of ammo > SIZE = more momentum = more damage
Shoot faster: Increase MAXVEL of weapon
Melee weapons hit faster: Decrease solid density of material it is made from
Melee weapons hit slower: Increase solid density of material it is made from
-Meph, Putnam
Q:How do I prevent certain castes from spawning? And do they need to breed to spawn?
A:If you WANT that caste not to spawn, give it a very low POP_RATIO ("1" is the lowest possible) and the more COMMON castes higher POP_RATIOs (like 50,000).
A creature only needs one male and one female caste to breed, although if "one" caste is missing a CHILD/BABY tag the whole creature won't breed. Make sure the entire creature has those tags.
-Putnam, Hugo
Q:Can another object like shields be given another attack other then the vanilla bash?
A:No only Ammo, Creatures, Tools, Traps, and Weapons can be given attacks. All other items will simply *bash* and train the MISC_WEAPON skill.
Q:Can a creature use a interaction to spawn another creature? Can a creature spawn something on death (another creature)?
A1:
Spoiler (click to show/hide)

A2:On death no.
-Hugo
Q:Can I make a creature that has trailing tiles like spilled guts?
A:No unless you actually spill it's guts, or a body part that has UNDER_PRESSURE but the creature still needs to be attacked to pop it out. And multi-tiled creatures are impossible to make and the only one that is, is Wagons and we have no control over that. Maybe in the future we can.
-Hugo, Igfig
Q:Is it possible make a food that causes a syndrome?
A:Plants, drinks and meat, yes, but prepared meals no. Add a [SYN_INGESTED] syndrome to the target material.
-Putnam
Q:Is it possible to make a interaction/syndrome that makes hostile creature friendly to caster?
A:Kind of, but you'll have to make your creature unable to become undead and make the creature that you kill horribly hostile to all living things.
-Putnam
Q:Also is it possible to make a dwarf friendly creature at all?
A:Yeah, Tame it. Through modding, not really.
-Putnam
Q:Is it possible make custom siege engines?
A:No (But in the future maybe, near future most likely not)
-Putnam
Q:Can weapon reach be customized?
A:No
-Putnam
Q:Can removed custom bodyparts cause symptom or add/remove creature tags?
A:No, not by removing a BP directly. And the only workaround involves a leaking tissue layer, and even then that doesn't work 100%
-Hugo
Q:Can a Body Part have more then one category?
A: ---Looking into it---
Title: Re: Project: Modder's Resource
Post by: Hugo_The_Dwarf on July 13, 2012, 02:15:42 pm
<reserve>
Title: Re: Project: Modder's Resource
Post by: Cheesoburgor on July 13, 2012, 03:08:20 pm
how do i make weapons that shoot/attack faster or slower than normal also how do i make missile weapons do more damage
Title: Re: Project: Modder's Resource
Post by: Meph on July 13, 2012, 04:37:24 pm
Missile weapon to do more damage: increase SIZE of ammo
Shoot faster: Increase MAXVEL of weapon
Melee weapons hit faster: Decrease solid density of material it is made from
Melee weapons hit slower: Increase solid density of material it is made from
Title: Re: Project: Modder's Resource
Post by: Cheesoburgor on July 13, 2012, 04:47:52 pm
wont the size of the ammo make ammo weight more instead of adding more damage?
also i want the specific type of weapon to attack faster instead of specific material
Title: Re: Project: Modder's Resource
Post by: Putnam on July 13, 2012, 06:14:00 pm
1. More weight = more momentum = more damage.
2. If you mean faster as in combat speed, then that's impossible. If you mean velocity of the attack itself (E.G whips), then the last number in the attack refers to that, with 1000 being the default. Note that, no matter how fast you make the attack, it will never take less time than any other attack. That's for the next version of Dwarf Fortress.
Title: Re: Project: Modder's Resource
Post by: Replica on July 13, 2012, 06:20:40 pm
What prevents a specific castes from spawning at all in world gen?
Which token value modifies the frequency of a specific caste?
Do caste creatures need to be able to breed in order to spawn?
Title: Re: Project: Modder's Resource
Post by: Putnam on July 13, 2012, 06:23:32 pm
What prevents a specific castes from spawning at all in world gen?
Which token value modifies the frequency of a specific caste?
Do caste creatures need to be able to breed in order to spawn?

1. There could be quite a few things; if you WANT that caste to not spawn, then you'll want to give it the lowest [POP_RATIO:X] possible--1--while you give the rest of the castes large numbers. There are many things that could cause it, however.
2. See above: [POP_RATIO:X].
3. No.
Title: Re: Project: Modder's Resource
Post by: Replica on July 13, 2012, 07:38:10 pm
What prevents a specific castes from spawning at all in world gen?
Which token value modifies the frequency of a specific caste?
Do caste creatures need to be able to breed in order to spawn?

1. There could be quite a few things; if you WANT that caste to not spawn, then you'll want to give it the lowest [POP_RATIO:X] possible--1--while you give the rest of the castes large numbers. There are many things that could cause it, however.
2. See above: [POP_RATIO:X].
3. No.

Then I simply need to be a little less conservative about my caste pop ratios.
Thank you.
Title: Re: Project: Modder's Resource
Post by: Hugo_The_Dwarf on July 13, 2012, 07:51:53 pm
Updated the FAQ
Thanks Meph and Putnam for answering them.
Title: Re: Project: Modder's Resource
Post by: Toxicshadow on July 13, 2012, 08:26:33 pm
:P I'll write a (detailed) entity tutorial for ya
Title: Re: Project: Modder's Resource
Post by: Hugo_The_Dwarf on July 14, 2012, 12:09:26 am
I have updated the Wiki Rip that is in my sig and the OP and the Comunity Games and Utilites. No more should you have to visit the Wiki again for tokens (maybe for other DF stuff, but all your modding needs should be in here.)

EDIT:
I should probally change the main splash for the right frame to "Modder's Resource" instead of "Hugo's Personal Wiki" as it's more public now... But It is my personal slave tho...
Title: Re: Project: Modder's Resource
Post by: Cheesoburgor on July 14, 2012, 03:08:44 am
is it possible to make creature that has an interaction that makes another creature from nothing or when it dies it spawns a creature?
Title: Re: Project: Modder's Resource
Post by: Cheesoburgor on July 14, 2012, 05:46:09 am
is it possible to make shield that has different kind of bash attack like [ATTACK:EDGE:4000:600:slash:slashes:NO_SUB:1000]
Title: Re: Project: Modder's Resource
Post by: Hugo_The_Dwarf on July 14, 2012, 11:15:32 am
is it possible to make creature that has an interaction that makes another creature from nothing or when it dies it spawns a creature?
It is possible but with the use of at least "4" creatures are needed and at least 3 interactions. And a few custom bodyparts. And time.
As for spawning while dead, nope.

I will update the FAQ with the answer to spawning.

is it possible to make shield that has different kind of bash attack like [ATTACK:EDGE:4000:600:slash:slashes:NO_SUB:1000]
Saddly only Tools, Weapons, Ammo, Creatures and Traps can be given attacks. Every other item will be "bashed" with using the "misc. object user skill"
Title: Re: Project: Modder's Resource
Post by: Cheesoburgor on July 14, 2012, 12:47:39 pm
is it possible to make centipede creature with segments moving in its trail similar to spilled guts
Title: Re: Project: Modder's Resource
Post by: Hugo_The_Dwarf on July 14, 2012, 01:10:53 pm
is it possible to make centipede creature with segments moving in its trail similar to spilled guts
No that would be a multi-tiled creature, and we can't make those yet :(
Title: Re: Project: Modder's Resource
Post by: Igfig on July 14, 2012, 01:27:51 pm
You can have non-guts body parts that pop out and drag behind, however, by means of the UNDER_PRESSURE tag. If anybody can find a way to make a creature hit itself with an edged attack at will (to pop out the pressurized body part), we should be able to give creatures arbitrary trailing parts.
Title: Re: Project: Modder's Resource
Post by: Hugo_The_Dwarf on July 14, 2012, 01:34:48 pm
updated the FAQ and reworked the answer to the trailing part question.
Title: Re: Project: Modder's Resource
Post by: Igfig on July 14, 2012, 02:58:41 pm
Oh, but something weird. Just did a bit of science with trailing body parts... while they're trailing, it looks like they're always called "guts" regardless of their actual name.  If they're subsequently severed, they become a regular body part with the correct name.
Title: Re: Project: Modder's Resource
Post by: Cheesoburgor on July 14, 2012, 05:52:04 pm
1.is it possible make a food that causes a syndrome
2.is it possible to make a interaction/syndrome that makes hostile creature friendly to caster
3.also is it possible to make a dwarf friendly creature at all
4.is it possible make custom siege engines
5.can weapon reach be customised
Title: Re: Project: Modder's Resource
Post by: Putnam on July 14, 2012, 06:12:55 pm
1. Plants, drinks and meat, yes, but prepared meals no. Add a [SYN_INGESTED] syndrome to the target material.

2. Kind of, but you'll have to make your creature unable to become undead and make the creature that you kill horribly hostile to all living things.

3. Yeah, Tame it. Through modding, not really.

4. No.

5. No.
Title: Re: Project: Modder's Resource
Post by: Cheesoburgor on July 15, 2012, 06:37:06 am
can removed custom bodyparts cause symptom or add/remove creature tags, say Urist MCaxelord hacks the alien in the brain tumor with candy axe tearing skin bruising muscle and bruising nerves. Alien looks confused!
Title: Re: Project: Modder's Resource
Post by: Hugo_The_Dwarf on July 15, 2012, 12:03:29 pm
No, not by removing a BP directly.
And the only workaround involves a leaking tissue layer, and even then that doesn't work 100%
Title: Re: Project: Modder's Resource
Post by: Hugo_The_Dwarf on July 15, 2012, 11:45:08 pm
Question from myself:

Can a Body Part have more then one category? Like how materials can have many REACTION_CLASSes and MRPs?
Title: Re: Project: Modder's Resource
Post by: Putnam on July 15, 2012, 11:48:06 pm
Haven't you had them have more than one category yourself? >_>

I would err on the side of yes.
Title: Re: Project: Modder's Resource
Post by: Hugo_The_Dwarf on July 16, 2012, 12:01:16 am
Guess I will have to test it then haha, Might make my life easier. For custom creatures.
Title: Re: Project: Modder's Resource
Post by: Hugo_The_Dwarf on July 22, 2012, 04:54:48 pm
Stil haven't tested out the many CATEGORY on a BP yet, but I did update the WIKI RIP to v2.1 not much really. Had a Dupe of Entity Position tokens "Entity Position Tokens and a Position Tokens" both were the same, so I removed and updated. Also Alter'd the main splash to say "Modder's Resource" instead of Hugo's blah blah blah..

Will have to go through and update the FAQ and then get it merged into Wiki Rip as well. FAQs It would help greatly if a New Modder gets this and for some reason has to ask "Can I have Penut Butter on my Jelly?" well now they can see if that question was asked and get the answer

Also thanks again to those that asked some FAQs and those that Answered them.
Title: Re: Project: Modder's Resource
Post by: Meph on July 27, 2012, 02:29:19 pm
There is a mistake here

Quote
Q:Can another object like shields be given another attack other then the vanilla bash?
A:No only Ammo, Creatures, Tools, Traps, and Weapons can be given attacks. All other items will simply *bash* and train the MISC_WEAPON skill.

Ammo cant... well, you can write a custom attack, but it wont ever appear. I wrote a "hits the target and explodes" for cannonballs, but never happens... they only "hit" and thats it. Also, related question, can tools even be used as weapons in FortressMode, or is that only for adv. mode ?
Title: Re: Project: Modder's Resource
Post by: Putnam on July 27, 2012, 02:34:06 pm
There is a mistake here

Quote
Q:Can another object like shields be given another attack other then the vanilla bash?
A:No only Ammo, Creatures, Tools, Traps, and Weapons can be given attacks. All other items will simply *bash* and train the MISC_WEAPON skill.

Ammo cant... well, you can write a custom attack, but it wont ever appear. I wrote a "hits the target and explodes" for cannonballs, but never happens... they only "hit" and thats it. Also, related question, can tools even be used as weapons in FortressMode, or is that only for adv. mode ?

No, you're wrong; if you attack directly with the ammo, as a melee attack, it will appear. The attacks are for melee only.

If a dwarf is holding a tool in their hand, they'll probably use it as a weapon.
Title: Re: Project: Modder's Resource
Post by: Meph on July 27, 2012, 02:35:35 pm
Ah... I have never seen a dwarf hit someone with a bolt. Again, I assume this happens mostly in adv.mode ?

But good to know that it isnt broken. Still wish custom ranged attack-wordings were possible.
Title: Re: Project: Modder's Resource
Post by: peregarrett on October 15, 2012, 02:02:18 am
Oh, finally found this topic...

Code: [Select]
[REACTION:PLUMP_HELMET]
[NAME:Make helmet of plump helmet]
[BUILDING:CRAFTSMAN:NONE]
[REAGENT:plumphelmet:1:PLANT:MUSHROOM_HELMET_PLUMP:NONE:NONE]
[PRODUCT:100:1:HELM:ITEM_HELM_HELM:GET_MATERIAL_FROM_REAGENT:plumphelmet:NONE]
[SKILL:PROCESSPLANTS]
I wonder if anyyone modded this before? The idea is  so obvious... and such crazy-looking, just imagine dwarves with mushroom caps on the heads!
Haven't tested it yet, maybe will have to modify plump helmet raws to get proper name to MUSHROOM_HELMET_PLUMP:STRUCTURAL material, or add new plant material for that
Title: Re: Project: Modder's Resource
Post by: Putnam on October 15, 2012, 06:48:59 pm
Your reagent is off. You want this:

[REACTION:PLUMP_HELMET]
   [NAME:Make helmet of plump helmet]
   [BUILDING:CRAFTSMAN:NONE]
   [REAGENT:plumphelmet:1:PLANT:NONE:PLANT_MAT:MUSHROOM_HELMET_PLUMP:STRUCTURAL]
   [PRODUCT:100:1:HELM:ITEM_HELM_HELM:GET_MATERIAL_FROM_REAGENT:plumphelmet:NONE]
   [SKILL:PROCESSPLANTS]
Title: Re: Project: Modder's Resource
Post by: Hugo_The_Dwarf on November 10, 2012, 09:35:20 pm
After seeing some new modders and their question threads I've decided to bump this, in hopes more will find this useful.

I have a power goal set for when I make a full return to modding again and that is:

Make custom and linked descriptions of what and how to use a token (in case a regular token desc in the wiki is not enough, and more indepth and example should help someone get some understanding of said token)

If any experienced modders wish to take it upon themselves to write up some explaintions of tokens and how to use them that would be great.

And remember folks, download, and enjoy (and report any issues here, so that I may get around to fixing it)
Title: Re: Project: Modder's Resource
Post by: Cheesoburgor on November 13, 2012, 06:13:27 pm
Is there any way to edit ''hardcoded'' files?
Title: Re: Project: Modder's Resource
Post by: Putnam on November 13, 2012, 06:23:59 pm
Is there any way to edit ''hardcoded'' files?

Well, you kind of answered your own question. However, the files in the announcements folder under data can be edited through the use of tools.
Title: Re: Project: Modder's Resource
Post by: Hugo_The_Dwarf on November 14, 2012, 12:14:19 am
Is there any way to edit ''hardcoded'' files?

Well, you kind of answered your own question. However, the files in the announcements folder under data can be edited through the use of tools.

^^^ http://dffd.wimbli.com/file.php?id=4175 -Weird Text Format Tools: by "andux"
Title: Re: Project: Modder's Resource
Post by: Hugo_The_Dwarf on May 18, 2013, 10:54:11 pm
Now this is a tad old, but I'm still managing this. I have created a few .net programs that might be of use to others, but not sure if to release it offically.

One is a really simple find and replace that allows you to find and replace up to 6 things at once (mainly I made this for another game I mod for)
another is a Real Life Time units to DF Ticks converter for those interaction and syndrome times.

I was also working on a reaction cloner (say you wanted to make a custom forge, that makes certain things out of certain metal, can normal copy paste is too tedious) what this program or it's prototype let you do was create your base reaction in the "template" section  with some special arguments in the proper place that the program would replace with the proper information allowing you to easliy pump out similar reactions without too much copy&paste (and the chance of error of forgetting to rename or change something) I could finish this one up if alot of windows users that have .net would want this. As an example I used this to make my reactions for my brewery in Regen.
Title: Re: Project: Modder's Resource
Post by: Trapezohedron on May 18, 2013, 10:57:22 pm
I would really want that reaction cloner thing you were developing. The only thing keeping me from making new metals is the fact that I'd have to make a sh!tload of reactions to go with it.

Also, the time ticks are also nice, so I wouldn't have to pop a calculator to make it.
Title: Re: Project: Modder's Resource
Post by: Hugo_The_Dwarf on May 18, 2013, 11:53:09 pm
Alright I updated my Time to Ticks program to include some credits and a proper title (when I make software for myself there is really no titles or use friendly stuff like that)

And I'm dusting off the Raw Cloner I added 10 inputs (11 all together if you count the template section) of variables so once I get it done I'll make up a small manual on how to use, even tho it's very straight foward.

EDIT:
Updated the OP with the Two mentioned Programs, Remember the run off of .NET framework

and was quickly made, so there is little to none User friendlyness, just an example image packed with each program of using it, and some really simple manuals/help buttons.
Title: Re: Project: Modder's Resource
Post by: MagmaMcFry on May 19, 2013, 02:52:28 pm
Hi Hugo, about your two programs there. Look in my sig for Blast. It's basically an all-purpose template replacement toolkit (basically a huge generalization of your raw cloner), and I just now nabbed your Time to Ticks idea and put it into Blast as {#ADV_TIME} and {#FORT_TIME} templates (hope you don't mind that). Would you have interest in joining my project? *extends hand*
Title: Re: Project: Modder's Resource
Post by: Hugo_The_Dwarf on May 19, 2013, 04:13:56 pm
I wouldn't mind helping you out at all, altho my project here was to assist new modders and modders that wish to delve into "other" fields that they ignored cause they couldn't understand. A sort of How to Mod for Dummies. Now my programs are made in C# on the .NET framework, saddly I haven't touched on Pearl and don't have it installed. I am more of a C# (hope to be C++ someday) and Java programmer.

Just to recap I don't mind at all, if it's something that will help out the modding community i'm happy for the concept and or source be improved on or added into a larger project. And since I don't have or use Pearl (I know it's a simple thing to install) I can simply offer ideas or features for your project.

Your Project is more of a interface and modding utility? Where as mine is more of Information and just simple things to make modding a little less confusing and tedious.
I'm going to add Blast to the OP (link to your page)
Title: Re: Project: Modder's Resource
Post by: Hugo_The_Dwarf on May 22, 2013, 05:39:06 pm
ToxicShadow had made a suggestion for me to let the Raw Cloner take an exteral file and create arrays from the information in them and then generate reactions that way (create an .txt file that has IRON, COPPER, TIN, etc. on seperate lines, cloner then takes those makes an array and spits out reactions using each value in the array)

working on a proto type of this feature, which might make me remove the entire V1-10 and just have them A1-n ('n' representing a rather dynamic value)
Right now I just got confused on some logic with using the arrays.
Title: Re: Project: Modder's Resource
Post by: Hugo_The_Dwarf on June 28, 2013, 02:24:47 am
Alright so been doing some work on the Raw Cloner, You can type a file name right now and it will read that file and treat each line in it as an element in an array.
You can have up to 10 different arrays (even tho 2 is really only needed, 3 is pushing it) and you can tell the program where the data will go in the Template with:

A1_1 (mainly this one will be used for the first array)

Now the interesting thing is the last bit on that keyword, that "_1" what I've done is made it so you can add more information to the arrays, so say I want to make Custom Reactions for all the types of metals and all the types of weapons, well I'd have to run two arrays. One for the weapons, then the other for the metals. But I want the reaction name to say "make <metal> <weapon>" respectively however you still need those IDs like IRON or ITEM_WEAPON_BOW well this is how you would make the template:

Code: [Select]
[REACTION:MAKE_A2_1_A1_1]
[NAME:make A2_2 A1_2]
[BUILDING:<your custom building here>:NONE]
[REAGENT:metalBar:450:BAR:NONE:INORGANIC:A2_1]
[PRODUCT:100:1:WEAPON:ITEM_WEAPON_A1_1:GET_MATERIAL_FROM_REAGENT:metalBar:NONE]
[SKILL:FORGE_WEAPON]
heck even run this through it too (with it or after just depends on how you like pick your output apart)

Code: [Select]
[PERMITTED_REACTION:MAKE_A2_1_A1_1]
in the weapon file, and the metal file you would have these lines:
BOW#bow
MACE#mace

for metals
STEEL#steel
COPPER#copper

the arrays will split these lines into A1_1 (BOW) and A1_2 (bow) and same for metals. (you can have as many splits just make sure they are all even)
 
Now there is some manual labor needed for two or more arrays to work, first you run the first array (if we use the example of the weapon being BOW) the output will have an reaction half done but A2_#s will still be there, select all the output and copy it (CTRL+C) then goto your template and overwrite it with the paste, then run the second array, now you will have reactions that make all the weapons you wanted from all the metals you wanted. Heck you can play around with them in case you really want to make sure you get things right, you can combine the arrays and variable replacement methods.

Also I included a "Run all Arrays" button, this one is a bit different as it has different keywords and runs way differently. Made this one more for graphic set replacements that would work for mods that tend to remove some plants or weapons or whatever, basically the keywords go like 0A_1 where it's from '0-9A_n' and it litterly runs them all at once, yup all 10 arrays at once. And it stops it's process at the end of the smallest array (to prevent a crash) I don't know who would use it (I think I used it for Languages, and Plant/Tree Tiles) since if we use the above example of BOW and MACE and the metals STEEL and COPPER however i'm going to add another metal IRON

Now going through it would litterly make reactions for a STEEL_BOW and a COPPER_MACE and stop, since there is no third weapon IRON never sees the light of day. Someone might find a use for it, idk.

As an Added bonus I've added the Extractor, nifty little feature that allows you to input targets like [INORGANIC:#[TILE: pick an inorganic file, then choose a filename and location to save the output and BAM it will create an array ready file with the Inorganic ID and its Tile all seperated with a # (right now i'm having trouble with it and it adds an extra # at the end which could make the program flip 7 ways to sunday trying to run that array though)

I'll do some more work on it and see if I can fix that bug, if not I'll do a workaround where if the program attempts to write or access a NULL value you outputs some easy to find/replace keyword that wont conflict with anything. Also have another bug that I just thought of now, but it's not too major (ok maybe it is, but it's only a formatting issue)
Title: Re: Hugo's Modding Resource
Post by: Hugo_The_Dwarf on March 06, 2014, 05:52:07 pm
Going to start this back up, right now I compiled complete lists for:
Creature Profession Names (caste level)
Spoiler (click to show/hide)

Reaction/Weapon/Tool Skill list (mainly for reactions)
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Building Build Labor
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I have the little program utilities open and might just make one "mega" utility for doing all the tedious work for modders (like the lists I compiled above using the DF Raw Cloner)

EDIT:
Updated the FAQ and got some answers in where there wasn't any.
Title: Re: Hugo's Modding Resource
Post by: Hugo_The_Dwarf on March 25, 2014, 09:46:14 pm
Updated my DF raw cloner, it also lets you extract information too now. Works with .Net 4
tested and known to work on Win 7 64x (I think it will work for any Win 7 bit types)

https://www.dropbox.com/s/fki1l097jitcfn3/DFRawCloner.exe

The program has a rough help button and the extractor is explained the best I can

the extractor takes your target like [CREATURE: and gives the value, like DOG or DWARF and places them all in a nice file for you to use in the arrays