Bay 12 Games Forum

Dwarf Fortress => DF Modding => Topic started by: kiiranaux on December 06, 2022, 03:28:35 pm

Title: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: kiiranaux on December 06, 2022, 03:28:35 pm
There are lots of file changes to the steam edition of dwarf fortress. In fact, the file structure is totally different. I'd like to use this thread to capture them so we can get to work updating our non-DFHack mods. Post what you find and let's all help each other.

This thread is not: a how-to of adding graphics to your mods for steam; I'll let others post on that.

Here's the complete list of raw file changes. Aka the file we would normally get from Toady (@Kiiranaux)
Vanilla-only Raw File changes
Spoiler (click to show/hide)

Here's the list of only everything you need to know to update mod raws (@everyone)
other tidbits:
Spoiler (click to show/hide)
code changes:
Spoiler (click to show/hide)

Here's the syntax for writing a sphere file, since there is no example in the download (@Kiiranaux)
File name: text_sphere_fire.txt
Spoiler (click to show/hide)

Here's the syntax for adding embark profiles, since there is no example in the download (@Kiiranaux)
Spoiler (click to show/hide)

Proper tags for cutting vanilla files (@Putnam)
Note! Research is ongoing related to the heirarchy and proper usage for CUT and select tags. Improper use can cause list-shift errors. See pages 7-9 of this thread for current research.
Spoiler (click to show/hide)

Lists of full cut vanilla tags for total conversion mods (@Man0warable)
Spoiler (click to show/hide)

Lists of vanilla raws not able to be cut
body folder (all files) :  b_detail_plan_default, body_default, body_rcp, tissue_template_default
creature folder: c_variation_default
materials folder: material_template
building folder (all files) : building (only applies to the two vanilla custom buildings, screw press + soaper, anyway)
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop] Raw Changes Superthread
Post by: Flying Teasets on December 06, 2022, 03:30:38 pm
Hmm, entities have hospitals and messengers but not architects.
CORRECTION: entities have [SELECT_SYMBOL:HOSPITAL:NAME_BUILDING_HOSPITAL]


Bark Scorpion Man:
Code: [Select]
[CV_CONVERT_TAG]
[CVCT_MASTER:STATE_NAME]
[CVCT_TARGET:bark scorpion]
[CVCT_REPLACEMENT:giant bark scorpion]
[CV_CONVERT_TAG]
[CVCT_MASTER:STATE_ADJ]
[CVCT_TARGET:bark scorpion]
[CVCT_REPLACEMENT:giant bark scorpion]
[CV_CONVERT_TAG]
[CVCT_MASTER:SYN_NAME]
[CVCT_TARGET:bark scorpion]
[CVCT_REPLACEMENT:giant bark scorpion]
[CV_CONVERT_TAG]
[CVCT_MASTER:SYN_IMMUNE_CREATURE]
[CVCT_TARGET:BARK_SCORPION]
[CVCT_REPLACEMENT:GIANT_BARK_SCORPION]
[APPLY_CURRENT_CREATURE_VARIATION]
Antler definitions have [ANTLER]
Deer:
Code: [Select]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[USE_MATERIAL_TEMPLATE:HOOF:HOOF_TEMPLATE]
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]
[STATE_NAME:ALL_SOLID:antler]
[STATE_ADJ:ALL_SOLID:antler]
[ANTLER]
Elk Bird:
Code: [Select]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:HAIR]
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]
[STATE_NAME:ALL_SOLID:antler]
[STATE_ADJ:ALL_SOLID:antler]
[ANTLER]
[USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]

Cheek whiskers are on :CHEEK:
Code: [Select]
[PLUS_TL_GROUP:BY_CATEGORY:CHEEK:CHEEK_WHISKERS]
Ink STATE_NAMEs in creature raws
Octopus:
Code: [Select]
[STATE_NAME:ALL_SOLID:frozen octopus ink]
[STATE_ADJ:ALL_SOLID:frozen octopus ink]
[STATE_NAME:LIQUID:octopus ink]
[STATE_ADJ:LIQUID:octopus ink]
[STATE_NAME:GAS:boiling octopus ink]
[STATE_ADJ:GAS:boiling octopus ink]
[PREFIX:NONE]

[UNDEAD_CANDIDATE] removed from PLAINS
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop] Raw Changes Superthread
Post by: Flying Teasets on December 06, 2022, 04:15:07 pm

Reactions that require bags are simplified:
MAKE_PLASTER_POWDER
Code: [Select]
[REAGENT:B:1:BAG:NONE:NONE:NONE][EMPTY][PRESERVE_REAGENT]
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop] Raw Changes Superthread
Post by: Shonai_Dweller on December 06, 2022, 06:01:58 pm
Entity.txt
Added tags:

Spoiler (click to show/hide)

Removed Tags:
Spoiler (click to show/hide)
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop] Raw Changes Superthread
Post by: brolol.404 on December 06, 2022, 06:02:18 pm
Has anyone figured out the folder structure?

I assume our mods go into "installed_mods" but should all raws txt files just be dumped there, can we use a custom folder structure or is there a specific folder hierarchy?

raw > objects has been replaced with data > "vanilla_"
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop] Raw Changes Superthread
Post by: brolol.404 on December 06, 2022, 06:30:41 pm
Two more questions:
1. How do we overwrite vanilla files? Does just naming a txt file the identical vanilla name anywhere in our mod folder overwrite it or do we need a specific folder structure?
2. Do we need to copy/paste the vanilla images if we are using them in our mod files or can we just reference them in our graphics file?
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop] Raw Changes Superthread
Post by: Man0warable on December 07, 2022, 04:28:02 am
Two more questions:
1. How do we overwrite vanilla files? Does just naming a txt file the identical vanilla name anywhere in our mod folder overwrite it or do we need a specific folder structure?
2. Do we need to copy/paste the vanilla images if we are using them in our mod files or can we just reference them in our graphics file?
No, you don't need to copy vanilla files. As for the first question, using an identical file name to replace a vanilla file doesn't seem to work. However, you should only need to do this if you truly need to replace the entire file. To avoid unnecessary mod conflicts, you can use the tag [SELECT_XX] where 'XX' is the existing tag that you wish to edit. Here is an example for adding permitted reactions to the dwarf civ:

entity_example.txt
Code: [Select]
entity_example

[OBJECT:ENTITY]

[SELECT_ENTITY:MOUNTAIN]
[PERMITTED_REACTION:FREE_ADAMANTINE_THREAD]
[PERMITTED_REACTION:FREE_ADAMANTINE_WAFERS]
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Man0warable on December 07, 2022, 06:22:14 am
So far, I've learned that to fully replace an existing entry you must first use [CUT_XX] to remove it before specifying the replacement. I haven't figured out how to modify something like position names without fully replacing the entire civ. I hope this is something that can be done.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop] Raw Changes Superthread
Post by: brolol.404 on December 07, 2022, 08:31:45 am

Thanks. Where do we put the mod folder? It doesn't show up in game when I put the mod folder in: Steam\steamapps\common\Dwarf Fortress\data\installed_mods

I assume it should be in the mod list: create new world > mods
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop] Raw Changes Superthread
Post by: Flying Teasets on December 07, 2022, 09:26:03 am

Thanks. Where do we put the mod folder? It doesn't show up in game when I put the mod folder in: Steam\steamapps\common\Dwarf Fortress\data\installed_mods

I assume it should be in the mod list: create new world > mods
Did you add an info.txt file to your mod?

From modding_guide: (https://bay12games.com/dwarves/modding_guide.html)
Code: [Select]
[ID:vanilla_items]
[NUMERIC_VERSION:5001]
[DISPLAYED_VERSION:50.01]
[EARLIEST_COMPATIBLE_NUMERIC_VERSION:5001]
[EARLIEST_COMPATIBLE_DISPLAYED_VERSION:50.01]
[AUTHOR:Bay 12 Games]
[NAME:Vanilla Items]
[DESCRIPTION:These are the default Dwarf Fortress items.]
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: brolol.404 on December 07, 2022, 01:09:47 pm
The info file worked thanks. Now I just have to figure out why my buildings are invisible.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Flying Teasets on December 07, 2022, 01:11:09 pm
The info file worked thanks. Now I just have to figure out why my buildings are invisible.
Are they just invisible? Mine aren't there at all.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: brolol.404 on December 07, 2022, 01:39:07 pm
The info file worked thanks. Now I just have to figure out why my buildings are invisible.
Are they just invisible? Mine aren't there at all.

Yeah. They are invisible. The pawns still build it and it can be interacted with and used if you can find the square on the map.

I tried using the trade depot as the model for now, but it doesn't show up.

Spoiler (click to show/hide)
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Immortal-D on December 07, 2022, 01:47:37 pm
From what I can see, the only raws available for workshops now is 'building_custom' found in 'vanilla buildings folder' with the soap maker and screw press.  However, all workshops have a block of text in the graphics file found in 'vanilla buildings graphics folder'.  Has anyone been able to add a new workshop?  I have also tried adding a simple reaction to an existing workshop, to no avail;

[REACTION:GEM_ARMORSTAND]
   [NAME:Make armorstand from 4 gems]
   [BUILDING:JEWELER:CUSTOM_A]
   [REAGENT:A:4:ROUGH:NONE:NONE:NONE]
   [PRODUCT:100:1:ARMORSTAND:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [SKILL:CUTGEM]
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop] Raw Changes Superthread
Post by: Man0warable on December 07, 2022, 02:27:38 pm

Thanks. Where do we put the mod folder? It doesn't show up in game when I put the mod folder in: Steam\steamapps\common\Dwarf Fortress\data\installed_mods

I assume it should be in the mod list: create new world > mods
Do not put mods in that folder! Put them in '\steamapps\common\Dwarf Fortress\Mods'. The installed_mods folder is for mods that you have enabled through that mods menu. It's kind of a weird system, but I assume it was done this way to ensure save files can load the appropriate version of a mod in case that mod gets updated. Make sure to read this: https://bay12games.com/dwarves/modding_guide.html
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Man0warable on December 07, 2022, 03:16:48 pm
The info file worked thanks. Now I just have to figure out why my buildings are invisible.
Are they just invisible? Mine aren't there at all.

Yeah. They are invisible. The pawns still build it and it can be interacted with and used if you can find the square on the map.

I tried using the trade depot as the model for now, but it doesn't show up.

Spoiler (click to show/hide)
The graphics file ids are defined by tile_page_buildings.txt. Many building graphics consist of a base foundation graphic and an overlay. Also, all custom workshop ids must be prefixed by 'WORKSHOP_CUSTOM:' or 'WORKSHOP_CUSTOM_OVERLAY:' when defining graphics. If you are wanting to use the vanilla trade depot model, then this should work:
Spoiler (click to show/hide)
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Strik3r on December 07, 2022, 03:21:39 pm
just be aware that you cannot use Kitfox assets in released mods.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: IncompetentFortressMaker on December 07, 2022, 03:24:27 pm
The ARCHITECT job and UNDEAD_CANDIDATE tag, as well as LAND_HOLDER_TRIGGER, have either been removed completely or disabled. Attempting to put them in entities results in the following errors:
Code: (errorlog snippet) [Select]
Unrecognized Unit Type Token: ARCHITECT
IBAM_NARKENSHA:Unrecognized Entity Token: UNDEAD_CANDIDATE
IBAM_NARKENSHA:Unrecognized Entity Token: LAND_HOLDER_TRIGGER
^ the above is a snippet from the errorlog the game generates for a mod of mine that I'm attempting to update.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Flying Teasets on December 07, 2022, 03:35:01 pm
The info file worked thanks. Now I just have to figure out why my buildings are invisible.
Are they just invisible? Mine aren't there at all.

Yeah. They are invisible. The pawns still build it and it can be interacted with and used if you can find the square on the map.

I tried using the trade depot as the model for now, but it doesn't show up.

Spoiler (click to show/hide)
The graphics file ids are defined by tile_page_buildings.txt. Many building graphics consist of a base foundation graphic and an overlay. Also, all custom workshop ids must be prefixed by 'WORKSHOP_CUSTOM:' or 'WORKSHOP_CUSTOM_OVERLAY:' when defining graphics. If you are wanting to use the vanilla trade depot model, then this should work:
Spoiler (click to show/hide)
Gonna try that and other things.

Can mods have multiple bylines yet?

just be aware that you cannot use Kitfox assets in released mods.
Surely linking to the default graphics is allowed??
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: brolol.404 on December 07, 2022, 03:43:49 pm
Quote from: Immortal-D on Today at 01:47:37 pm
From what I can see, the only raws available for workshops now is 'building_custom' found in 'vanilla buildings folder' with the soap maker and screw press.  However, all workshops have a block of text in the graphics file found in 'vanilla buildings graphics folder'.  Has anyone been able to add a new workshop?  I have also tried adding a simple reaction to an existing workshop, to no avail;

[REACTION:GEM_ARMORSTAND]
   [NAME:Make armorstand from 4 gems]
   [BUILDING:JEWELER:CUSTOM_A]
   [REAGENT:A:4:ROUGH:NONE:NONE:NONE]
   [PRODUCT:100:1:ARMORSTAND:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [SKILL:CUTGEM]

My buildings and reactions from the non steam version work, but my buildings are invisible.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Meph on December 07, 2022, 03:47:53 pm
Did you add something to tile_page_buildings.txt in vanilla_buildings_graphics/graphics, as well as sprites somewhere?
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: brolol.404 on December 07, 2022, 03:52:35 pm
Did you add something to tile_page_buildings.txt in vanilla_buildings_graphics/graphics, as well as sprites somewhere?
Hey Meph! Sorry, I didn't see the latest replies to my post. I am out now, but will test it out later and see if I can get it to work.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: brolol.404 on December 07, 2022, 06:20:16 pm
The info file worked thanks. Now I just have to figure out why my buildings are invisible.
Are they just invisible? Mine aren't there at all.

Yeah. They are invisible. The pawns still build it and it can be interacted with and used if you can find the square on the map.

I tried using the trade depot as the model for now, but it doesn't show up.

Spoiler (click to show/hide)
The graphics file ids are defined by tile_page_buildings.txt. Many building graphics consist of a base foundation graphic and an overlay. Also, all custom workshop ids must be prefixed by 'WORKSHOP_CUSTOM:' or 'WORKSHOP_CUSTOM_OVERLAY:' when defining graphics. If you are wanting to use the vanilla trade depot model, then this should work:
Spoiler (click to show/hide)

Awesome! This worked thanks! For some reason isn't showing the final graphical step (and shows the under construction graphic for the completed building), but it still works as a building and is visible.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Untrustedlife on December 07, 2022, 06:23:32 pm
the graphic token ADD_COLOR no longer works. It doesn't error out but it treats it as AS_IS now.

Learned this while porting Monsters Of Majesty to premium.
https://steamcommunity.com/sharedfiles/filedetails/?id=2898482156
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Untrustedlife on December 07, 2022, 06:52:59 pm
The info file worked thanks. Now I just have to figure out why my buildings are invisible.
Are they just invisible? Mine aren't there at all.

Yeah. They are invisible. The pawns still build it and it can be interacted with and used if you can find the square on the map.

I tried using the trade depot as the model for now, but it doesn't show up.

Spoiler (click to show/hide)
The graphics file ids are defined by tile_page_buildings.txt. Many building graphics consist of a base foundation graphic and an overlay. Also, all custom workshop ids must be prefixed by 'WORKSHOP_CUSTOM:' or 'WORKSHOP_CUSTOM_OVERLAY:' when defining graphics. If you are wanting to use the vanilla trade depot model, then this should work:
Spoiler (click to show/hide)
Gonna try that and other things.

Can mods have multiple bylines yet?

just be aware that you cannot use Kitfox assets in released mods.
Surely linking to the default graphics is allowed??
I would be weirded out if it wasnt, especially for those who aren't art inclined, as long as you aren't actually copying the file and saying its yours, just setting it up  to use the vanilla art. (Eg by just having your creature use the vanilla asset links)
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Deon on December 07, 2022, 07:33:49 pm
Any idea how to unload vanilla stuff like Buildings, Items etc?

CUT_ENTITY seems to work, but not CUT_BUILDING, CUT_WORKSHOP or CUT_BUILDING_WORKSHOP.

I also can't seem to SELECT_ or CUT_ Material and Tissue templates, as well as bodies/body detail plans.

Any advice would be welcome, I don't want to force people to manually unload vanilla raws on worldgen.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Salmeuk on December 07, 2022, 08:23:55 pm
Quote
LOSE job:architect (???)

Spoiler (click to show/hide)

Quote
just be aware that you cannot use Kitfox assets in released mods.

is there an official rule or statement on this? I looked through discord but found nothing
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Shonai_Dweller on December 07, 2022, 08:24:33 pm
What's the gist of bug 5105? (Bug tracker is down so can't check).
Just want to make sure my own critters don't have the same bug because I copied one of these at some point.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Shonai_Dweller on December 07, 2022, 08:26:09 pm
Quote
LOSE job:architect (???)

Spoiler (click to show/hide)

Quote
just be aware that you cannot use Kitfox assets in released mods.

is there an official rule or statement on this? I looked through discord but found nothing
There's a note in the raws somewhere that the graphics are copyrighted.
I mean, they're behind a paywall, it's not likely they'd just allow you to give them away for free to people who don't own the game.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Man0warable on December 07, 2022, 08:40:02 pm
Any idea how to unload vanilla stuff like Buildings, Items etc?

CUT_ENTITY seems to work, but not CUT_BUILDING, CUT_WORKSHOP or CUT_BUILDING_WORKSHOP.

I also can't seem to SELECT_ or CUT_ Material and Tissue templates, as well as bodies.

Any advice would be welcome, I don't want to force people to manually unload vanilla raws on worldgen.
CUT and SELECT use the object type defined at the top of the file. So, with [OBJECT:ITEM] you would use [CUT_ITEM:XX]. Crucially, the item id is what comes after the last colon in the tag. Here is an example for removing picks from the game:

item_example.txt
Code: [Select]
item_example

[OBJECT:ITEM]

[CUT_ITEM:ITEM_WEAPON_PICK]
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Ziusudra on December 07, 2022, 08:43:07 pm
What's the gist of bug 5105? (Bug tracker is down so can't check).
You can still get to the issues directly - https://www.bay12games.com/dwarves/mantisbt/view.php?id=5105
Quote
0005105: Products from certain creatures listed multiple times in stockpile menu due to variations (e.g. bark scorpion venom)
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Untrustedlife on December 07, 2022, 09:16:53 pm
Quote
LOSE job:architect (???)

Spoiler (click to show/hide)

Quote
just be aware that you cannot use Kitfox assets in released mods.

is there an official rule or statement on this? I looked through discord but found nothing
There's a note in the raws somewhere that the graphics are copyrighted.
I mean, they're behind a paywall, it's not likely they'd just allow you to give them away for free to people who don't own the game.

Is it fair to assume that If  i dont actually include the graphics in my mod, that i can use them EG:
Using them as such with tokens:
[CREATURE_GRAPHICS:RAT_HUGE]
     [DEFAULT:CREATURES_UNDERGROUND:0:16:ADD_COLOR]
       [CHILD:CREATURES_UNDERGROUND:1:16:ADD_COLOR:DEFAULT]
    [ANIMATED:CREATURES_UNDERGROUND:2:16:ADD_COLOR]
       [CHILD:CREATURES_UNDERGROUND:3:16:ADD_COLOR:ANIMATED]
      [CORPSE:CREATURES_UNDERGROUND:4:16:ADD_COLOR]
       [CHILD:CREATURES_UNDERGROUND:5:16:ADD_COLOR:CORPSE]

But not including the actual sprite sheet in the mod because i can access them just fine without a sprite sheet in the mod as long as the mod is loaded in DF premium and being loaded in df premium is what its intended for.
I would never redistribute the actual sprites. But I just make my creatures use the existing ones via tokens.
When I add my own sprite sheet i'll be using my own art.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Deon on December 07, 2022, 09:23:49 pm
Any idea how to unload vanilla stuff like Buildings, Items etc?

CUT_ENTITY seems to work, but not CUT_BUILDING, CUT_WORKSHOP or CUT_BUILDING_WORKSHOP.

I also can't seem to SELECT_ or CUT_ Material and Tissue templates, as well as bodies.

Any advice would be welcome, I don't want to force people to manually unload vanilla raws on worldgen.
CUT and SELECT use the object type defined at the top of the file. So, with [OBJECT:ITEM] you would use [CUT_ITEM:XX]. Crucially, the item id is what comes after the last colon in the tag. Here is an example for removing picks from the game:

item_example.txt
Code: [Select]
item_example

[OBJECT:ITEM]

[CUT_ITEM:ITEM_WEAPON_PICK]

That I realised. I use CUT_ITEM everywhere.

However as I mentioned, sadly I cannot find the way to cut these:

Quote
CUT_BUILDING, CUT_WORKSHOP or CUT_BUILDING_WORKSHOP.

I also can't seem to SELECT_ or CUT_ Material_template and Tissue_template, as well as body and body_detail_plan.

Are they "uncuttable"?
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Man0warable on December 07, 2022, 09:57:13 pm
Are they "uncuttable"?
You can only CUT and SELECT things that are in the raws. Since most vanilla buildings are not in the raws, you can't edit them as they are hardcoded. We will have to wait for DFHack in order to edit those things.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Deon on December 07, 2022, 11:31:09 pm
Are they "uncuttable"?
You can only CUT and SELECT things that are in the raws. Since most vanilla buildings are not in the raws, you can't edit them as they are hardcoded. We will have to wait for DFHack in order to edit those things.

Soap maker is in the raws. It cannot be cut the same way as items are.
STONE_TEMPLATE is in the raws, but CUT_MATERIAL_TEMPLATE:STONE_TEMPLATE doesn't work.

That's what I mean.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Man0warable on December 07, 2022, 11:54:22 pm
Are they "uncuttable"?
You can only CUT and SELECT things that are in the raws. Since most vanilla buildings are not in the raws, you can't edit them as they are hardcoded. We will have to wait for DFHack in order to edit those things.

Soap maker is in the raws. It cannot be cut the same way as items are.
STONE_TEMPLATE is in the raws, but CUT_MATERIAL_TEMPLATE:STONE_TEMPLATE doesn't work.

That's what I mean.
The only way I can find to edit those is to add an entry in your mod with the same id. Since there are only 2 buildings in the raws, that isn't much of an issue. Just repurpose the ids. You can do the same with templates. Hopefully, some comprehensive documentation on this new modding system will get posted somewhere.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Deon on December 08, 2022, 12:52:56 am
When you do that, it creates duplicate errors. So not ideal.

I guess it's a weird limitation of this release.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Shonai_Dweller on December 08, 2022, 01:40:34 am
ALCHEMY and ALCHEMIST are no longer recognized tokens.
Kind of inevitable I guess. I found it kind of handy to have them lying around in the background.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Deon on December 08, 2022, 01:48:15 am
DESIGNBUILDING as well.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Putnam on December 08, 2022, 02:30:47 am
MODSKILL## from 01 to 10 have been added
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Shonai_Dweller on December 08, 2022, 04:15:38 am
MODSKILL## from 01 to 10 have been added
Ah, interesting.
Do they have an associated Job name? MODJOB## or something?
Making a custom workshop and BUILD_LABOR: needs that rather than the skill apparently.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Man0warable on December 08, 2022, 08:37:24 am
When you do that, it creates duplicate errors. So not ideal.

I guess it's a weird limitation of this release.
So far, in my testing, this is only the case with tags that allow duplicates such as [ENTITY:XX]. For instance, I can change the name of the Soap Maker's Workshop using this example without creating a duplicate:

Spoiler (click to show/hide)

Toady had, at some point, wanted to implement an auto cutting system for duplicate tags. It is unclear if this was ever done.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Deon on December 08, 2022, 10:09:33 am
Materials and bodies and body detail plans do cause duplicates.

Weirdly enough, it loads first time nice, but when you reload save, it creates a bunch of weird errors and sometimes crashes. So I would allow duplicates altogether.

As for me, all I do is cut creatures/entities/plants (havent tried plants yet, hopefully it works) and add prefix to my materials/bodies like GENESIS_STONE_TEMPLATE and it works fine. It does potentionally load more materials than needed, but once I am done with total conversion, I can just completely replace them.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: kiiranaux on December 08, 2022, 11:02:25 am
Deon, care to post the code for cutting all (creature, etc) in a spoiler? I can add that to the front page.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Deon on December 08, 2022, 11:55:17 am
I have only used CUT_CREATURE, CUT_ITEM, CUT_ENTITY and CUT_INORGANIC for now. Once I discover them all, I will share.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: kiiranaux on December 08, 2022, 01:20:55 pm
Yep, I'm wondering if it will be helpful to post a list that goes list

 [CUT_CREATURE:WORM]
 [CUT_CREATURE:SPIDER]
 [CUT_CREATURE:PIG]
 [CUT_CREATURE:DWARF]
...x100 etc

 [CUT_INORGANIC:HEMATITE]
 [CUT_INORGANIC:COBALTITE]
x100 etc

 [CUT_ITEM:SWORD]
 [CUT_ITEM:HAMMER]
 [CUT_ITEM:AXE]
etc

Since total conversions and extensive mods like highfantasy touch literally every file, it's actually quicker for me to cut everything than to use the insert code, for now. I'm offering to split the work so we don't duplicate efforts!

Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Man0warable on December 08, 2022, 03:10:51 pm
Yep, I'm wondering if it will be helpful to post a list that goes list

 [CUT_CREATURE:WORM]
 [CUT_CREATURE:SPIDER]
 [CUT_CREATURE:PIG]
 [CUT_CREATURE:DWARF]
...x100 etc

 [CUT_INORGANIC:HEMATITE]
 [CUT_INORGANIC:COBALTITE]
x100 etc

 [CUT_ITEM:SWORD]
 [CUT_ITEM:HAMMER]
 [CUT_ITEM:AXE]
etc

Since total conversions and extensive mods like highfantasy touch literally every file, it's actually quicker for me to cut everything than to use the insert code, for now. I'm offering to split the work so we don't duplicate efforts!
That sort of thing can be generated quite easily using Regex. I may do that in a bit.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Man0warable on December 08, 2022, 03:49:02 pm
Here are some CUT lists, I'll post more as Deon finds more valid CUT_ tags or as I find some.

CUT_CREATURE
Spoiler (click to show/hide)

CUT_ITEM
Spoiler (click to show/hide)

CUT_ENTITY
Spoiler (click to show/hide)

CUT_INORGANIC
Spoiler (click to show/hide)

CUT_PLANT
Spoiler (click to show/hide)
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Man0warable on December 08, 2022, 04:04:04 pm
CUT_REACTION
Spoiler (click to show/hide)

CUT_INTERACTION
Spoiler (click to show/hide)
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: brolol.404 on December 08, 2022, 07:03:17 pm
I am trying to upload a mod to steam but am getting the following error when I click publish:

Item submission failed: limit exceeded.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Putnam on December 08, 2022, 07:12:52 pm
I have only used CUT_CREATURE, CUT_ITEM, CUT_ENTITY and CUT_INORGANIC for now. Once I discover them all, I will share.

String dump has:

CUT_CREATURE
CUT_ENTITY
CUT_INTERACTION
CUT_ITEM
CUT_WORD
CUT_TRANSLATION
CUT_SYMBOL
CUT_INORGANIC
CUT_PLANT
CUT_MUSIC
CUT_REACTION
CUT_SOUND

And SELECT_ tokens for each of these.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Man0warable on December 08, 2022, 07:21:58 pm
I am trying to upload a mod to steam but am getting the following error when I click publish:

Item submission failed: limit exceeded.
Only time I have seen that error on workshop is when trying to upload a thumbnail that is too big. Not sure if that is even possible here.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Putnam on December 08, 2022, 07:26:14 pm
Yeah, thumbnail image can't be more than 2 MB.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Man0warable on December 08, 2022, 07:47:58 pm
The rest of the CUT lists:

CUT_TRANSLATION
Spoiler (click to show/hide)

CUT_SYMBOL
Spoiler (click to show/hide)

CUT_MUSIC
Spoiler (click to show/hide)

CUT_SOUND
Spoiler (click to show/hide)

CUT_WORD
https://gist.github.com/jllllll/ebf71c778a303df5e67fdd79ec219c46
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: kiiranaux on December 08, 2022, 09:16:15 pm
Thanks Man0warable, getting that to the front now.

Frontpage is current to what we've found.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Immortal-D on December 08, 2022, 10:59:12 pm
The raws available in Steam appear to be very limited, and inconsistent.  For example, the workshop used to make stone furniture from boulders is now 'Stone Cutter', but is still referenced with 'Building:Mason' and uses the skill 'Masonry', even though the masonry skill ingame is now functionally the old architect skill.  Actual crafting is done by skill 'stone carver'.  I'm also not sure if furniture material can even be changed now due to the new graphics.  I've tried adding a bed & armor stand with reagent 'rough' (gemstones) and 'bone' (bones), but neither even show up in the workshop menu.  I don't expect anyone to know offhand, but I think this all constitutes new information.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: brolol.404 on December 08, 2022, 11:30:36 pm
I am trying to upload a mod to steam but am getting the following error when I click publish:

Item submission failed: limit exceeded.
Only time I have seen that error on workshop is when trying to upload a thumbnail that is too big. Not sure if that is even possible here.

Awesome thanks. I scaled it down and it worked.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: kiiranaux on December 09, 2022, 12:16:08 am
Taking notes Immortal-D.

Anyone found the Unit Type Token associated with MODSKILL##, for defining custom profession names?
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Telgin on December 09, 2022, 12:32:49 am
A little off topic, but is there any equivalent to the old object testing arena?  I don't see anything obvious while poking through the menus.

If not, what's the workflow to build mods now?  I read that the game will reload changes to mods that you make in the installed_mods folder, but is our only option to build a mod, generate a new world, start a fort and tweak things while hoping that it doesn't lead to save incompatibility or crashes?
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Putnam on December 09, 2022, 01:22:18 am
A little off topic, but is there any equivalent to the old object testing arena?  I don't see anything obvious while poking through the menus.

If not, what's the workflow to build mods now?  I read that the game will reload changes to mods that you make in the installed_mods folder, but is our only option to build a mod, generate a new world, start a fort and tweak things while hoping that it doesn't lead to save incompatibility or crashes?

Arena's planned soon, likely far before adventure mode
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Shonai_Dweller on December 09, 2022, 02:22:16 am
A little off topic, but is there any equivalent to the old object testing arena?  I don't see anything obvious while poking through the menus.

If not, what's the workflow to build mods now?  I read that the game will reload changes to mods that you make in the installed_mods folder, but is our only option to build a mod, generate a new world, start a fort and tweak things while hoping that it doesn't lead to save incompatibility or crashes?
Tarn posted a roadmap over at Steam with 50.02 update:

Quote
Q: Will there be adventure mode? Classic mode? Arena?

Yep, yep, and yep, but in the order of: Classic (quite soon), Arena (soonish), and then (much further away because it has a lot more left to do) Adventure. When Classic’s done, it will also be available as a stand-alone, free download, on the Bay 12 website.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Manadras on December 09, 2022, 10:42:13 am
Anyone know how to add the Audible Alerts to an ongoing game? Editing vanilla sounds_standard (by adding the entries from Audible Alerts) doesn't seem to work.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Man0warable on December 09, 2022, 10:54:18 am
Anyone know how to add the Audible Alerts to an ongoing game? Editing vanilla sounds_standard (by adding the entries from Audible Alerts) doesn't seem to work.

The save keeps track of what mods were enabled during worldgen. The only way I know of to add a new mod to the save is to add the mod's files to a mod the save wants to load in installed_mods. I haven't tried this, but since the vanilla files are treated as mods now, you can probable just add the mod files to one of the vanilla folders (not edit the files).
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Manadras on December 09, 2022, 11:12:16 am
Anyone know how to add the Audible Alerts to an ongoing game? Editing vanilla sounds_standard (by adding the entries from Audible Alerts) doesn't seem to work.

The save keeps track of what mods were enabled during worldgen. The only way I know of to add a new mod to the save is to add the mod's files to a mod the save wants to load in installed_mods. I haven't tried this, but since the vanilla files are treated as mods now, you can probable just add the mod files to one of the vanilla folders (not edit the files).

Yeah thats the problem, I didn't have any mods enabled on world gen that I could use for that purpose. I made some edits to the vanilla creatures_standard and they show up in my existing game, so I don't know. I guess I will have to learn to watch the alert feed like a hawk.

I tried putting the mod's sounds_additional.txt into "Dwarf Fortress\data\vanilla\vanilla_music\objects" along with sounds_standard.txt, and I tried to combine all entires into sound_standard, but no dice.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Immortal-D on December 09, 2022, 03:39:23 pm
I got the custom material working for basic items.  Not sure if setting a required skill is possible now, since Dwarves appear able to do all jobs regardless.  The graphics seem to automatically respect the reagent;
(https://steamuserimages-a.akamaihd.net/ugc/1996813895764235147/D96422F226BF07C388DEA9ABF3D37DBC01B6ACB8/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=#000000&letterbox=false)
(https://steamuserimages-a.akamaihd.net/ugc/1996813895764235133/5409DB928A00A7B856F7A050CE1F3FEE1D8E0535/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=#000000&letterbox=false)

Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: kiiranaux on December 09, 2022, 04:16:41 pm
Nice work. Did you have to do anything special for that?

Also, stringdumpers - still looking for the Unit Type Token associated with MODSKILL##, for defining custom profession names
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Man0warable on December 09, 2022, 04:26:54 pm
I got the custom material working for basic items.  Not sure if setting a required skill is possible now, since Dwarves appear able to do all jobs regardless.  The graphics seem to automatically respect the reagent;
(https://steamuserimages-a.akamaihd.net/ugc/1996813895764235147/D96422F226BF07C388DEA9ABF3D37DBC01B6ACB8/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=#000000&letterbox=false)
(https://steamuserimages-a.akamaihd.net/ugc/1996813895764235133/5409DB928A00A7B856F7A050CE1F3FEE1D8E0535/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=#000000&letterbox=false)

If I'm not mistaken, material colors are defined by the tag [STATE_COLOR:XX:XX]. Then the color that is actually displayed is defined in \vanilla_descriptors_graphics\graphics\palette_default.txt. If the color you want isn't there, you should be able to create your own custom colors. According to the file, 255 palette colors are the max supported by the game and that file defines 116 colors. So that leaves 138 or 139 custom colors across all mods that can be added.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Immortal-D on December 09, 2022, 04:53:19 pm
Nice work. Did you have to do anything special for that?
Not specifically, it's more about knowing what not to include.  Custom hotkey does not work (I need to try without 'custom'), and reaction class is no longer needed.  From my example picture;

[REACTION:MAKE_GEM_BARREL]
   [NAME:make barrel from 4 gems]
   [BUILDING:MASON:CUSTOM_SHIFT_B]
   [REAGENT:A:1:ROUGH:NONE:NONE:NONE]
   [PRODUCT:100:1:BARREL:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [SKILL:CUTGEM]

The new building where you make furniture is called 'Stoneworker', but is still defined by 'MASON'.  Last thing I've found, the entity file is changed as follows;

entity_patch_modname

[OBJECT:ENTITY]

[SELECT_ENTITY:MOUNTAIN]
   [PERMITTED_REACTION:MAKE_GEM_BARREL]
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Putnam on December 09, 2022, 05:02:56 pm
Nice work. Did you have to do anything special for that?

Also, stringdumpers - still looking for the Unit Type Token associated with MODSKILL##, for defining custom profession names

There isn't a unit type nor a labor, so far as I can tell, which is not ideal
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: a52 on December 09, 2022, 06:45:17 pm
Anyone know how to add the Audible Alerts to an ongoing game? Editing vanilla sounds_standard (by adding the entries from Audible Alerts) doesn't seem to work.

The save keeps track of what mods were enabled during worldgen. The only way I know of to add a new mod to the save is to add the mod's files to a mod the save wants to load in installed_mods. I haven't tried this, but since the vanilla files are treated as mods now, you can probable just add the mod files to one of the vanilla folders (not edit the files).

I'm very curious where that marker is actually kept -- it would be a lot easier to edit that and simply check mods on or off than to add stuff to the vanilla folder and hope it's not removed on update. Unfortunately save folders contain nothing but binaries, so without a bespoke editor it's impossible to tell...
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Man0warable on December 09, 2022, 07:22:02 pm
Anyone know how to add the Audible Alerts to an ongoing game? Editing vanilla sounds_standard (by adding the entries from Audible Alerts) doesn't seem to work.

The save keeps track of what mods were enabled during worldgen. The only way I know of to add a new mod to the save is to add the mod's files to a mod the save wants to load in installed_mods. I haven't tried this, but since the vanilla files are treated as mods now, you can probable just add the mod files to one of the vanilla folders (not edit the files).

I'm very curious where that marker is actually kept -- it would be a lot easier to edit that and simply check mods on or off than to add stuff to the vanilla folder and hope it's not removed on update. Unfortunately save folders contain nothing but binaries, so without a bespoke editor it's impossible to tell...

The game has an option for compressing saves that is on by default. With this off, it is pretty easy to tell where in world.dat the loaded mods are stored. The issue is that editing this would require either a dedicated tool, or hex editing.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Putnam on December 13, 2022, 05:46:09 am
I forgot to mention the following token:

[LOG_CURRENT_ENTRY]

It works for all object types that SELECT and CUT work with, and prints the entire entry that contains it into a file. Just in case you want to know exactly what SELECT_CREATURE is doing.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Eric Blank on December 13, 2022, 01:43:41 pm
Ooh that's super useful! Thanks Putnam!
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Man0warable on December 13, 2022, 03:10:00 pm
I noticed these tags in a string dump, any idea what they do?
Code: [Select]
GO_TO_TAG
GO_TO_START
GO_TO_END
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: TurboDwarf on December 13, 2022, 03:23:37 pm
I think those are related to creature variation templates, and not anything new in 50.x.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: voliol on December 13, 2022, 04:29:41 pm
Yeah, the GO_TO tokens are old. They relate to where tokens are added, which was mostly relevant with COPY_TAGS_FROM before, but should now have some use with SELECT_CREATURE as well.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Putnam on December 14, 2022, 12:50:09 am
I noticed these tags in a string dump, any idea what they do?
Code: [Select]
GO_TO_TAG
GO_TO_START
GO_TO_END

https://dwarffortresswiki.org/index.php/DF2014:Creature_token#GO_TO_END
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: chipathingy on December 14, 2022, 12:53:37 am
Does anyone know what the new material template tokens do? SCALE, FEATHER, MEAT_CATEGORY etc?
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Putnam on December 14, 2022, 01:19:05 am
Does anyone know what the new material template tokens do? SCALE, FEATHER, MEAT_CATEGORY etc?

Material templates are materials, there's no actual real difference between the two--anyway.

In order, they are:

CARTILAGE FEATHER SCALE HAIR NERVOUS_TISSUE HOOF CHITIN ANTLER

These just set a flag in the material flags. Not sure if anything actually uses those, natch.

MEAT_CATEGORY is probably for graphics. These I'm less sure.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: MC on December 16, 2022, 08:25:27 am
So if I'm reading this correctly (and I didn't screw up my prior attempts in some other way) you can't SELECT and CUT creature variations the same as with other things? How exactly are you supposed to modify them then outside of straight up redefining every single creature individually? I guess that isn't too hard to do but god is that inefficient.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: kiiranaux on December 16, 2022, 11:48:59 am
For now, you can just duplicate (and therefore overwrite) the file c_variation_default and hope that doesn't cause some errorlog. I've already asked about this in Future of the Fortress and hopefully we have a fix next month.

My mods are going to require the consumer to unload the creature folder until c_variation_ is fixed. I don't want any other sources of errorlogs. Creatures are just caught in the crossfire for now, even though we have select/cut options for creature files.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Chariot on December 17, 2022, 12:02:59 am
The new skill token for the new Stone Carver job is CARVE_STONE, incase anyone wants to update their old masonry reactions.

Dunno why it isn't STONE_CARVER, but after that gave an error I just tried a bunch of variations until CARVE_STONE worked.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Trainzack on December 20, 2022, 02:13:45 am
The wiki has been updated for 50.03, so we can finally place this learned wisdom into the wiki for future reference.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: kiiranaux on December 20, 2022, 08:02:28 pm
Thank goodness. We've documented a lot of f things like retired tags that throw errors.

FWIW I will not be updating the wiki personally with this... call out if you are doing so and tag this thread as your source if needed in changelogs. We put a lot of work into this.

Edit: one more new find - the file embark_profiles.txt is the last remaining file that must still be created/placed in the root folder. Its location is Dwarf Fortress -> Prefs. The syntax is unchanged, but keep in mind anything that has changed )such as ALCHEMY
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Bihlbo on December 20, 2022, 11:45:05 pm
How do you find out what the tags are for the vanilla workshops? For instance, the Craftsdwarf workshop (CRAFTSMAN) has a category called "rock" but when trying to make a new reaction use [CATEGORY:rock] it creates a second "rock" category that doesn't contain the vanilla reactions.

I figured this was a good place to ask, since you lot have done some absolute wizardry that I haven't the foggiest idea how to accomplish.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Putnam on December 21, 2022, 12:00:36 am
How do you find out what the tags are for the vanilla workshops? For instance, the Craftsdwarf workshop (CRAFTSMAN) has a category called "rock" but when trying to make a new reaction use [CATEGORY:rock] it creates a second "rock" category that doesn't contain the vanilla reactions.

I figured this was a good place to ask, since you lot have done some absolute wizardry that I haven't the foggiest idea how to accomplish.

The rock stuff you see in the vanilla workshop isn't reactions and therefore does not actually use a reaction category
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Bihlbo on December 21, 2022, 12:17:20 am
How do you find out what the tags are for the vanilla workshops? For instance, the Craftsdwarf workshop (CRAFTSMAN) has a category called "rock" but when trying to make a new reaction use [CATEGORY:rock] it creates a second "rock" category that doesn't contain the vanilla reactions.

The rock stuff you see in the vanilla workshop isn't reactions and therefore does not actually use a reaction category

Thank you. I'm guessing my other idea for a mod, which is to recategorize the Craftsdwarf workshop, isn't possible for that reason. For instance, I wanted to made a category called "mechanics & military" that pulled the training weapons, trap weapons, corkscrew, and pipe (etc) to a new category. But, that would require editing (or at least adding a tag to) all of those reactions. If they aren't reactions, no dice.

If you don't mind telling me how you learned that "The rock stuff you see in the vanilla workshop isn't reactions," I'd sure like to know. I'd rather be able to research things myself than having to ask loads of questions.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Putnam on December 21, 2022, 03:54:24 am
If you don't mind telling me how you learned that "The rock stuff you see in the vanilla workshop isn't reactions," I'd sure like to know. I'd rather be able to research things myself than having to ask loads of questions.

Every single reaction in vanilla is in vanilla/vanilla_reactions. Any workshop activity in the game that is not in those files is not a reaction
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Bihlbo on December 21, 2022, 02:43:06 pm
If you don't mind telling me how you learned that "The rock stuff you see in the vanilla workshop isn't reactions," I'd sure like to know. I'd rather be able to research things myself than having to ask loads of questions.

Every single reaction in vanilla is in vanilla/vanilla_reactions. Any workshop activity in the game that is not in those files is not a reaction

Well shoot, that's obvious enough that I should be embarrassed.  ;D :P
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: jipehog on December 22, 2022, 03:05:09 am
Is there any explanation regarding the new CUT tags introduced in v50?
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Fatace on December 22, 2022, 11:55:23 am
just be aware that you cannot use Kitfox assets in released mods.

Where was this mentioned? Ive been searching DF files about this and there is no mention? Surely this is allowed as long as mods do not profit from it while using texture holders till unique textures are made? Even if this was the case, I dont think Kitfox cares for mods using them considering half the mods on Steam that use textures are using pallet swaps/retextures.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: jipehog on December 22, 2022, 12:30:06 pm
If the devs didn't care about people using asserts from the premium pack they would have released them for free.. That said I suspect the warning here is mainly aimed at those who want to use them outside of steamworkshop
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Fatace on December 22, 2022, 02:27:13 pm
If the devs didn't care about people using asserts from the premium pack they would have released them for free.. That said I suspect the warning here is mainly aimed at those who want to use them outside of steamworkshop

Well yeah obviously using the textures outside of DF shouldnt be allowed lol.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: jipehog on December 22, 2022, 02:36:19 pm
There are two versions of DF, the paid premium and the free classic (released just now). The later doesn't include the premium texture pack.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Putnam on December 22, 2022, 03:07:18 pm
Is there any explanation regarding the new CUT tags introduced in v50?

They simply remove the object from the loaded objects, not much more to it
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: voliol on December 23, 2022, 11:27:59 am
Some stuff I don't see in the list:
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: natemiddleman on December 23, 2022, 12:37:28 pm
I don't understand how CUT_X is supposed to work. Nothing happens when I try any of the following. Help please.

[OBJECT:INORGANIC]
[CUT_INORGANIC:IRON]

[OBJECT:ITEM]
[CUT_ITEM:ITEM_WEAPON_PICK]
[CUT_ITEM:ITEM_WEAPON_AXE_GREAT]
[CUT_ITEM:ITEM_WEAPON_AXE_BATTLE]

[OBJECT:CREATURE]
[CUT_CREATURE:SHEEP]
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Telgin on December 23, 2022, 01:55:28 pm
I've used [CUT_CREATURE] with that syntax and it worked fine.  You say nothing happens, so you still get sheep in game despite putting that in a mod and enabling the mod during world generation?
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: ZM5 on December 23, 2022, 03:14:14 pm
There any info available on the music tokens and how it works? Been wanting to try and make some music packs.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Putnam on December 23, 2022, 07:45:52 pm
I don't understand how CUT_X is supposed to work. Nothing happens when I try any of the following. Help please.

[OBJECT:INORGANIC]
[CUT_INORGANIC:IRON]

[OBJECT:ITEM]
[CUT_ITEM:ITEM_WEAPON_PICK]
[CUT_ITEM:ITEM_WEAPON_AXE_GREAT]
[CUT_ITEM:ITEM_WEAPON_AXE_BATTLE]

[OBJECT:CREATURE]
[CUT_CREATURE:SHEEP]

Likely the problem is your file format. Files containing inorganic entries or cutting inorganic entries must start with inorganic and must have their first line start with inorganic, same goes for every other kind of file.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: jipehog on December 24, 2022, 08:26:52 am
Likely the problem is your file format. Files containing inorganic entries or cutting inorganic entries must start with inorganic and must have their first line start with inorganic, same goes for every other kind of file.
In other words only one [OBJECT:] tag can appear in any file?
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Putnam on December 24, 2022, 09:43:58 am
Likely the problem is your file format. Files containing inorganic entries or cutting inorganic entries must start with inorganic and must have their first line start with inorganic, same goes for every other kind of file.
In other words only one [OBJECT:] tag can appear in any file?

Yeah, same as it ever was. This doesn't really go in this thread much, this is how the raws have been for 16 years at least, but then people always go to the latest forum posts to get info, so it's probably fine.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Bihlbo on December 26, 2022, 08:22:12 am
Tonight I did a deep dive into how SELECT really functions, and what I need to know to use it properly. I came to two conclusions:

Edit: All of this was wrong, but I'm glad I spent the time to learn about it, and talk about it here. I sure appreciate having a community to talk to about these things!  :D
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: voliol on December 26, 2022, 01:08:18 pm
@Bihlbo

1. Yeah generalized creature variations would be about what we need. They still have some weaknesses that warrant a suggestion thread (how do you edit a creature's attack? How do you edit the creature variations themselves, e.g. give all giant animals CRAZED), but relative to how they're used in the vanilla raws they can do a lot.

2. I'd wager Mr. Crabman and Ralpha know the most about this (other than Putnam maybe, if they've read the code) thanks to their markup efforts. SELECT perhaps works similar to COPY_TAGS_FROM, where the tags are added to the end, unless you use the GO_TO tokens.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Flying Teasets on December 27, 2022, 09:21:48 am
Doe adding PERSONALITY tokens to animals work in 50.4?
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: kiiranaux on December 27, 2022, 02:04:01 pm
Tonight I did a deep dive into how SELECT really functions, and what I need to know to use it properly. I came to two conclusions:
  • We need a tool that removes a tag/token that the game has already loaded from the vanilla raws. Something similar to how the [CV_REMOVE_TAG:] token works (e.g. [REMOVE_TAG:EDIBLE_COOKED] instead of cutting the entire dwarven wine segment out of the plump helmet raw, just to redefine it with a token edited out). Without this tool, mod incompatibility is going to swiftly become an issue. I've seen other games solve that issue by mod authors including something in their description that tells what is being changed so players know how to solve incompat problems. One little tool and we won't have to do that here!
  • The SELECT tool requires understanding of the hierarchy of how raws are recognized by the game's code. However, since knowing this hierarchy has never before been important when modding previous versions, there's nothing on the wiki that explains or defines it. We should start treating that hierarchy as important enough to make it very clear on the wiki for v50. I'd start doing this myself, but I don't know wiki markup or what this hierarchy actually looks like. Usually you can infer it from indentation, but I've seen examples where that falls apart.

Re #2: Something critical I've learned while editing Highfantasy is that the game seems to prefer CUT_ tags to take place in a file named the same as the vanilla file hosting the object to be CUT. This is insane, and probably relates to "understanding of the hierarchy of how raws are recognized by the game's code." I was getting insidious list-shift errors until I made this change, for item_weapon specifically.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: kiiranaux on December 27, 2022, 04:09:43 pm
Here's another sneaky one. With the change to initial trade caravans not using wagons, if a civilization uses a custom pack animal via ALWAYS_PACK, you must manually add a CAPACITY to the raws of that creature itself. Capacity defaults to null leading to empty caravans.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Bihlbo on December 27, 2022, 05:07:20 pm
Re #2: Something critical I've learned while editing Highfantasy is that the game seems to prefer CUT_ tags to take place in a file named the same as the vanilla file hosting the object to be CUT. This is insane, and probably relates to "understanding of the hierarchy of how raws are recognized by the game's code." I was getting insidious list-shift errors until I made this change, for item_weapon specifically.

Just to be clear, you're saying that if you have two files, one named item_weapon.txt and another item_weapon_nukes.txt, and both of them cut the same object to replace it with something else, the game chooses the replacement from item_weapon.txt over the other?
Just asking, because on my first reading I assumed something else, and to that I'd say that my file item_weapon_personal_tweaks.txt does a fine job of successfully cutting and replacing an object. I have a feeling you wouldn't disagree, because you probably have had the same experience. It would mystify me if you hadn't.
Or maybe you mean the first part of the filename needs to be the same? Like, I can't do CUT_ITEM_WEAPON:ITEM_WEAPON_WHIP in the file called backyard_bbq_recipes_by_grandpa.txt?

Here's another sneaky one. With the change to initial trade caravans not using wagons, if a civilization uses a custom pack animal via ALWAYS_PACK, you must manually add a CAPACITY to the raws of that creature itself. Capacity defaults to null leading to empty caravans.

You should update the wiki with that sneaky tidbit. Sounds valuable to know.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: kiiranaux on December 27, 2022, 07:04:37 pm
Or maybe you mean the first part of the filename needs to be the same? Like, I can't do CUT_ITEM_WEAPON:ITEM_WEAPON_WHIP in the file called backyard_bbq_recipes_by_grandpa.txt? Just asking, because on my first reading I assumed something else, and to that I'd say that my file item_weapon_personal_tweaks.txt does a fine job of successfully cutting and replacing an object. I have a feeling you wouldn't disagree, because you probably have had the same experience. It would mystify me if you hadn't.
Actually, I do mean the "something else". If we're having different experiences there must be more variables in play ! :O Here's my situation.

Spoiler (click to show/hide)

Quote
You should update the wiki with that sneaky tidbit. Sounds valuable to know.

I should update the wiki with multiple bits from this thread. Here's another one that's absolutely blowing my mind.

The plant token [CLUSTERSIZE:#] has been changed internally. Now, a plant's cluster size must be greater than or equal to 1 + the number of instances of [STOCKPILE_PLANT_GROWTH] in its raws, or else a plant WILL NOT be gatherable by citizens.
For example, the item Cabbage has both its default state, and one instance of the tag [STOCKPILE_PLANT_GROWTH], 1+1=2. If CLUSTERSIZE is set to 1, citizens cannot gather cabbage (they will try and fail). If cluster size is set to 2 or high, citizens can gather cabbage.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Bihlbo on December 28, 2022, 03:16:39 am
Actually, I do mean the "something else". If we're having different experiences there must be more variables in play ! :O Here's my situation.

Thanks for the explanation. Very interesting. Along with the mods I've downloaded, I'm running a mod that I just made for personal use. Every file for that mod is named the vanilla filename, with "_personal" appended to the end. No list shift errors like you describe, or at least I think that's the case. In my current game my dwarves like sleek boots and jagged caps, and some migrants arrived wearing silk low boots... maybe that's just an oddball culture or maybe that's an error, because I didn't add anything that would cause it.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Shonai_Dweller on December 28, 2022, 06:27:55 am
Here's another sneaky one. With the change to initial trade caravans not using wagons, if a civilization uses a custom pack animal via ALWAYS_PACK, you must manually add a CAPACITY to the raws of that creature itself. Capacity defaults to null leading to empty caravans.
Thanks! Will need that. Can't do without the annual hobbit caravan and their alligator mounts. Dwarves need their unicorn cheese.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Vanzetti on December 28, 2022, 12:55:36 pm
I just have to say, based on this thread: I love how Dwarf Fortress is both extensively moddable, yes the modding format is so arcane that you people sound like you are researching an alien spaceship.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Eric Blank on December 28, 2022, 03:09:14 pm
Honestly, if it was a real scripting language like LUA I never would have gotten into it. I just don't have the head for actual coding, but the df raw format makes sense.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: D_E on December 28, 2022, 03:43:37 pm
Out of curiosity, does anyone know if SLAIN_SPEECH is a creature-level token or a caste-level token?
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Bihlbo on December 28, 2022, 04:15:49 pm
Here's the latest from Area 51. Still having a problem that looks like list shift errors (still don't know if that's what it is). I had one item file that added a couple of things, and also cut shoes to redefine them with a couple of additional tags (it doesn't work to simply select the item name and add the BARRED tag; I had to cut the whole thing and redefine it). In the game, everything was fine, so I saved it after they made some bone shoes. But after reloading the save, all the shoes showed up without an icon, and though the material stayed the same, they were all now "jagged" high boots. That tells me the game is pulling divine equipment adjectives (https://dwarffortresswiki.org/index.php/Divine_equipment) and applying them to bone shoes, but it's also shifting shoes to high boots.

So, I changed the setup. I copied item_shoes.txt and pared the innards out to just the shoes I was editing and a CUT_ order. I made item_personal.txt go barefoot (no shoes in there now) and went in to test again with a new world. Same thing happened.

Time to test with a brand new mod. I'm going to see if this tictac can manipulate gravity. Maybe my mod is too complicated, and something somewhere else is causing the problem. New mod makes trousers craftable with bone. The item_pants.txt file selects pants and adds the BARRED tag (which says "this can be made of bone"). New world. Embark screen has no bone trou. Craftsdwarf workshop has no reaction for bone trou. Exit out, back to edit. Now the mod's item_pants.txt file cuts pants and adds them again, with the tag. No bone trou in embark, but in the craftsdwarf workshop, in the bone menu, I have the option to make bone trousers. Butcher the yak, make some pants (leather too, for comparison). Save to title menu, reload the save. Now the leather and the bone pants are jagged leather/bone greaves instead of mundane trousers. Glad it's consistent, but I wish I knew what I was doing wrong. At least I know it's not the same filename problem kiiranaux was having.

Create new world, this time with generation of divine materials turned off. Now bone trousers cannot be made, and on reload the fresh leather trousers did not change. So, contrary to how modding used to work and how I understood it to work, adding a tag to an item borks it. "I have improved my skill, this might be bliss."

Change to the test mod: it now adds a new item and doesn't touch existing trousers. PANTS2 is a paste of the trousers entry, but with the BARRED tag replacing LEATHER. New entity file makes PANTS2 common for dwarves. The trousers2 legwear is available in embark, but only in cloth (because it still has the SOFT token). Some dwarves are wearing a pair, in cloth. "Make bone trousers2" shows up in the bone category in crafts 'shop (without needing to make a custom reaction for it, mind you), and it takes 3 bones to make a pair. Made leather trou too, for comparison, but trousers2 aren't craftable in the leatherworker 'shop. Save to title screen, load the save, and the bone trousers2 have not been changed to a divine product.

Conclusions: You cannot add a tag to a clothing item by doing a SELECT_ITEM_X followed by NEW_TAG. You can CUT_ a clothing item and remake it with an additional tag, but on loading, the game gets very confused and thinks it is That Which Should Not Be, making all copies of the item you cut and redefine into a divine model, without any visuals attached. So, don't make a new clothing item with the same name as an item in the vanilla raws, even after you cut out that item.

Guesses: The game sees an item, and then it sees what materials can be used to make it, then fits it in to the standard crafting menus and makes the icon for the item match the material's color. But, if the game has to do this a second time when loading the game, and your version of the item doesn't match vanilla raw information for that item, then it treats your version of the item as though an angel made it.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Putnam on December 28, 2022, 07:45:46 pm
Tonight I did a deep dive into how SELECT really functions, and what I need to know to use it properly. I came to two conclusions:
  • We need a tool that removes a tag/token that the game has already loaded from the vanilla raws. Something similar to how the [CV_REMOVE_TAG:] token works (e.g. [REMOVE_TAG:EDIBLE_COOKED] instead of cutting the entire dwarven wine segment out of the plump helmet raw, just to redefine it with a token edited out). Without this tool, mod incompatibility is going to swiftly become an issue. I've seen other games solve that issue by mod authors including something in their description that tells what is being changed so players know how to solve incompat problems. One little tool and we won't have to do that here!
  • The SELECT tool requires understanding of the hierarchy of how raws are recognized by the game's code. However, since knowing this hierarchy has never before been important when modding previous versions, there's nothing on the wiki that explains or defines it. We should start treating that hierarchy as important enough to make it very clear on the wiki for v50. I'd start doing this myself, but I don't know wiki markup or what this hierarchy actually looks like. Usually you can infer it from indentation, but I've seen examples where that falls apart.

Re #2: Something critical I've learned while editing Highfantasy is that the game seems to prefer CUT_ tags to take place in a file named the same as the vanilla file hosting the object to be CUT. This is insane, and probably relates to "understanding of the hierarchy of how raws are recognized by the game's code." I was getting insidious list-shift errors until I made this change, for item_weapon specifically.

Absolutely not, what? I haven't had this problem or anything even resembling it. I suspect you're doing something really weird.

The hierarchy is new in v50 and is exactly as you see in-game: mods are loaded in order, top to bottom. You can change the load order on save load. There are mod info tokens allowing you to force certain mods to be loaded before or after others. Raws within mods are loaded in alphabetical order. Nothing more to it than that.

Also, the problems with bone trousers you're getting are explained on the wiki page:

Quote
Craftsmen can make this item from bones. Randomly generated outfits don't include bone armor.

The problems with reloading the world causing off-by-one errors or whatever is probably due to CUT_X being done in the wrong order and thus duplicated raws (what y'all are calling "list shifting", it's been a known thing for years lol) happening, which is odd. Perhaps you're putting your mod before the vanilla items in the load order, which would cause obvious problems.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Bihlbo on December 28, 2022, 09:06:21 pm
The hierarchy is new in v50 and is exactly as you see in-game: mods are loaded in order, top to bottom. You can change the load order on save load. There are mod info tokens allowing you to force certain mods to be loaded before or after others. Raws within mods are loaded in alphabetical order. Nothing more to it than that.

When I was referring to the hierarchy, I had my macro lens on. Not file hierarchy, but hierarchy of tokens within one entry in the raw. For instance:
Code: [Select]
[PLANT:MUSHROOM_HELMET_PLUMP] --- Top level
[NAME:plump helmet][NAME_PLURAL:plump helmets][ADJ:plump helmet] --- 1st level subordinate to the top level
[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE] --- probably also 1st level sub
[MATERIAL_VALUE:2] --- 2nd level, subordinate to 1st level

At least, I'm guessing that's true. If I wanted to change the MATERIAL_VALUE here, I'd need to know that it's "within" that material template. I'm just inferring that it is, since I can't find anything that explains the hierarchy. The indentation helps, but there are a lot of raws without any indentation, or with spacing that may or may not be indicative of something.

Also, the problems with bone trousers you're getting are explained on the wiki page:

Quote
Craftsmen can make this item from bones. Randomly generated outfits don't include bone armor.

Sorry that I wasn't clear. I'm not at all having a problem with bone armor not showing up in randomly generated outfits. Yes, I mentioned that it wasn't showing up, but just as a detail to confirm that the random outfit aspect is working as expected. The problem I'm having with bone trousers is that the game turns them into jagged bone greaves (or some combination of adjective + not the object it should be) when a save is loaded.

The problems with reloading the world causing off-by-one errors or whatever is probably due to CUT_X being done in the wrong order and thus duplicated raws (what y'all are calling "list shifting", it's been a known thing for years lol) happening, which is odd. Perhaps you're putting your mod before the vanilla items in the load order, which would cause obvious problems.

Obvious enough that even I figured out I should always load my mod last.

Here's something I used for testing. Feel free to fire it up, save, and load to see what happens to the caps:
Code: [Select]
item_helm

[OBJECT:ITEM]

[CUT_ITEM_HELM:ITEM_HELM_CAP]

[ITEM_HELM:ITEM_HELM_CAP]
[NAME:cap:caps]
[METAL_ARMOR_LEVELS]
[LAYER:OVER]
[COVERAGE:50]
[LAYER_SIZE:10]
[LAYER_PERMIT:15]
[MATERIAL_SIZE:1]
[SOFT]
[LEATHER]
[BARRED] - this has been added
[SCALED] - this has been added
[HARD]
[METAL]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]
[SHAPED]

It actually works far better than what I expected, because it adds the option to make bone/shell caps to the appropriate menus in the appropriate workshop, without anything else required. I'm totally mystified as to why this causes such problems after the dwarves make the item and the game is loaded from a save.

What I've done to test this:

It's consistent and repeatable. Either I've done something wrong (not sure how, the item_helm.txt file is the only file in the objects folder), or I've discovered an unexpected behavior that is worth documenting.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Putnam on December 28, 2022, 09:50:39 pm
Just noticed the wiki had this added at some point:

(https://cdn.discordapp.com/attachments/629902895138996264/1057852828963581952/image.png)

Hope nobody's trying to do this, because it won't work and whoever added it should probably make sure the things they're claiming are what you "have to do" even work at all before adding them to the wiki.

To be specific: SELECT_ and CUT_ work no matter where they're put. Starting a file with
Code: [Select]
patch_ will simply make it not be loaded. The edit that added that claimed that I was the one providing the info, but I never said anything like that, eek.

Code: [Select]
[CUT_ITEM_HELM:ITEM_HELM_CAP]

It's just CUT_ITEM, you're duplicating raws by doing this, check your errorlog. If you were using SELECT_ITEM_HELM, that wouldn't work either, it's just SELECT_ITEM for all item types.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Bihlbo on December 29, 2022, 10:25:00 am
Code: [Select]
[CUT_ITEM_HELM:ITEM_HELM_CAP]

It's just CUT_ITEM, you're duplicating raws by doing this, check your errorlog. If you were using SELECT_ITEM_HELM, that wouldn't work either, it's just SELECT_ITEM for all item types.

Really? I seem to have gathered that the way cut and select worked was by adding that to the beginning of the entry you want to affect. For example, the post above which doesn't work (shoulda been a hint, I suppose). To me, it looked like [ENTITY:MOUNTAIN] gets selected by adding SELECT_ between the bracket and ENTITY. Or, [INORGANIC:ILMENITE] gets cut by adding CUT_ the same way. I suppose this means the [CUT_USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE] I've been using means nothing when read by the game. I thought it was a universal tool that could select and cut any particular thing, but I guess it's more like all the rest of the tokens: a list of tokens that are specifically defined, and limited to only what shows up on that list.

Thank you very much for making it clear that those examples brought me to the wrong conclusion. I'll make a clear glass statue in your honor.

What errorlog? How do I access this? I've heard of it, but assumed that it involved some 3rd-party software that I don't have installed.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Bihlbo on December 29, 2022, 10:55:33 am
I forgot to mention the following token:

[LOG_CURRENT_ENTRY]

It works for all object types that SELECT and CUT work with, and prints the entire entry that contains it into a file. Just in case you want to know exactly what SELECT_CREATURE is doing.

Does this produce an error log? How is the token used? Does it go before or after the file's OBJECT token? Where is the file? I'm guessing it would be in the mod folder, but maybe it's in the installed mods folder version of the mod, or maybe in its own special corner somewhere. edit: found it!
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Putnam on December 30, 2022, 01:21:03 am
Code: [Select]
[CUT_ITEM_HELM:ITEM_HELM_CAP]

It's just CUT_ITEM, you're duplicating raws by doing this, check your errorlog. If you were using SELECT_ITEM_HELM, that wouldn't work either, it's just SELECT_ITEM for all item types.

Really? I seem to have gathered that the way cut and select worked was by adding that to the beginning of the entry you want to affect. For example, the post above which doesn't work (shoulda been a hint, I suppose). To me, it looked like [ENTITY:MOUNTAIN] gets selected by adding SELECT_ between the bracket and ENTITY. Or, [INORGANIC:ILMENITE] gets cut by adding CUT_ the same way. I suppose this means the [CUT_USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE] I've been using means nothing when read by the game. I thought it was a universal tool that could select and cut any particular thing, but I guess it's more like all the rest of the tokens: a list of tokens that are specifically defined, and limited to only what shows up on that list.

Thank you very much for making it clear that those examples brought me to the wrong conclusion. I'll make a clear glass statue in your honor.

What errorlog? How do I access this? I've heard of it, but assumed that it involved some 3rd-party software that I don't have installed.

You should not be making guesses like these. I mentioned earlier in the thread every single cut/select token and, yes, they're all hardcoded.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Bihlbo on December 30, 2022, 01:11:33 pm
You should not be making guesses like these. I mentioned earlier in the thread every single cut/select token and, yes, they're all hardcoded.

So much of modding DF is guessing, experimenting, testing, and learning from your mistakes that if I stopped "making guesses like these" I'd just have to stop trying. Yes, I've read that list. You left the nature of how they are to be used, how they are defined and used by the game, and what the scope of this new CUT_ thing is supposed to cover all up to guesswork. Much like [LOG_CURRENT_ENTRY]. I've tried adding that to the beginning of a file, to the middle of an entry, etc. Still have no idea what it does. "It works for all object types that SELECT and CUT work with" doesn't mean anything to me. Or rather, I can think of about half a dozen things that could mean, which requires me to guess, experiment, and test to discover the truth.

I wish I could think like a programmer, I'd probably understand things better. But I don't.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Man0warable on December 31, 2022, 03:05:00 am
You should not be making guesses like these. I mentioned earlier in the thread every single cut/select token and, yes, they're all hardcoded.

So much of modding DF is guessing, experimenting, testing, and learning from your mistakes that if I stopped "making guesses like these" I'd just have to stop trying. Yes, I've read that list. You left the nature of how they are to be used, how they are defined and used by the game, and what the scope of this new CUT_ thing is supposed to cover all up to guesswork. Much like [LOG_CURRENT_ENTRY]. I've tried adding that to the beginning of a file, to the middle of an entry, etc. Still have no idea what it does. "It works for all object types that SELECT and CUT work with" doesn't mean anything to me. Or rather, I can think of about half a dozen things that could mean, which requires me to guess, experiment, and test to discover the truth.

I wish I could think like a programmer, I'd probably understand things better. But I don't.

The specifics of what CUT and SELECT do and how they are used was already discussed earlier in the thread. I myself even provided examples of both. As for LOG_CURRENT_ENTRY, a more explicit explanation for this can be found on the wiki:

Quote
one can use [LOG_CURRENT_ENTRY], which logs the full contents of the object in question to logs\current_entry.txt. This can be useful to make sure that the patch is doing what you think it is.

More details and examples on modding can be found here: https://dwarffortresswiki.org/index.php/Modding
That page contains all of the pertinent information that you need to mod Dwarf Fortress. This thread was made to centralize information on the new modding system as the wiki was not accepting info for the new version at the time. Now that the wiki has been updated, all info in this thread is being steadily migrated to it. Your efforts in learning the new modding system should be focused on reading the wiki rather than this thread. You can even download other mods and use their code as examples to learn from. As Putnam stated, there is no need for guesswork here.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Bihlbo on December 31, 2022, 03:54:42 am
Quote
one can use [LOG_CURRENT_ENTRY], which logs the full contents of the object in question to logs\current_entry.txt. This can be useful to make sure that the patch is doing what you think it is.

Thanks for answering part of my question, I appreciate it.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Putnam on December 31, 2022, 10:55:11 pm
I wrote that to the wiki actually, ha.

You should not be making guesses like these. I mentioned earlier in the thread every single cut/select token and, yes, they're all hardcoded.

So much of modding DF is guessing, experimenting, testing, and learning from your mistakes that if I stopped "making guesses like these" I'd just have to stop trying. Yes, I've read that list. You left the nature of how they are to be used, how they are defined and used by the game, and what the scope of this new CUT_ thing is supposed to cover all up to guesswork. Much like [LOG_CURRENT_ENTRY]. I've tried adding that to the beginning of a file, to the middle of an entry, etc. Still have no idea what it does. "It works for all object types that SELECT and CUT work with" doesn't mean anything to me. Or rather, I can think of about half a dozen things that could mean, which requires me to guess, experiment, and test to discover the truth.

I wish I could think like a programmer, I'd probably understand things better. But I don't.

Yeah, sorry, I gave the entire scope of CUT and SELECT. What I listed was every single one that can be used, there is no more. I thought that was implied. Similarly, the "ENTRY" in [LOG_CURRENT_ENTRY] refers to individual objects--CREATURE objects, ENTITY objects, ITEM objects etc., all the ones you can use SELECT and CUT with.

How they are to be used I... thought I did explain? [CUT_CREATURE:x] removes the creature from the raws as if it were never defined. [SELECT_CREATURE:x] lets you continue adding stuff to an existing creature just as if you were defining it in the first place. There is little more to it than that.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: kiiranaux on January 01, 2023, 05:04:20 pm

To be specific: SELECT_ and CUT_ work no matter where they're put. Starting a file with
Code: [Select]
patch_ will simply make it not be loaded. The edit that added that claimed that I was the one providing the info, but I never said anything like that, eek.


Thanks for the info Putnam. I personally have made no wiki edits this month.
Although this is an old topic, can you say more about what you DO need to start a file with? I've always been lax with making sure the file names match that first line (eg., "inorganic_rock_new") or whatever and if there are things that make the file not be read, like calling it patch_, I'd love to learn more about those.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Putnam on January 01, 2023, 07:16:01 pm
So far as I can tell, it just needs to start with the same start as the file title. Inorganic files need to start with inorganic_ or whatever, that's about it. I don't think it needs to match?
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Bihlbo on January 02, 2023, 02:13:53 pm
Yeah, sorry, I gave the entire scope of CUT and SELECT. What I listed was every single one that can be used, there is no more. I thought that was implied. Similarly, the "ENTRY" in [LOG_CURRENT_ENTRY] refers to individual objects--CREATURE objects, ENTITY objects, ITEM objects etc., all the ones you can use SELECT and CUT with.

How they are to be used I... thought I did explain? [CUT_CREATURE:x] removes the creature from the raws as if it were never defined. [SELECT_CREATURE:x] lets you continue adding stuff to an existing creature just as if you were defining it in the first place. There is little more to it than that.

What tripped me up is that I understood how modding worked in the previous two versions, having been at it a while, and that told me that select and cut aren't possible. Now they are! This is totally new, and does something never before done in DF. As such, I didn't guess that they'd be limited by previous modding knowledge and limitations. I imagined that it's possible these functions can alter tokens instead of being hard-coded tokens themselves, and that's what it looks like when (thanks to the [SELECT_ENTITY] token being structured the way it is) you go to select the dwarf by simply adding "SELECT_" between the open bracket and ENTITY:MOUNTAIN]. "Oh," I surmised, "cool, now you can select elements of an object and cut out the parts you want to remove, and select which part of it to edit, like [SELECT_CASTE:MALE] and [SELECT_MOLAR_MASS]. It'll be nice to use that as a GOTO tool." Seeing a list of CUT_ tokens in the context of this thread looked like no more than, "These are the attempts I've tried, and found to work," not "These are the tokens that exist, sorry that there aren't any more than this." So, just a simple misunderstanding fueled by my over-active imagination, and I'm exceedingly grateful that you corrected me. I was just... waaay off.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: kiiranaux on January 02, 2023, 06:08:47 pm
Just noting for all of us that the wiki needs updates for how to modify those dang layered creature graphics.
here's what i've found so far, for using the vanilla layered sprites to display SOMETHING for new modded things.

Adding an additional recognized metal: you need a whole new tag []
Adding an additional recognized weapon: you add the weapon after the existing weapon using :______]
Adding an additional recognized skin color: you add the skin color after existing skin colors using :____]
Adding an additional recognized gender/caste: (not sure which yet - neither is throwing an error. More testing req'd)

Tomorrow i'll look add adding new castes beyond male/female
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Putnam on January 02, 2023, 11:19:54 pm
Yeah, sorry, I gave the entire scope of CUT and SELECT. What I listed was every single one that can be used, there is no more. I thought that was implied. Similarly, the "ENTRY" in [LOG_CURRENT_ENTRY] refers to individual objects--CREATURE objects, ENTITY objects, ITEM objects etc., all the ones you can use SELECT and CUT with.

How they are to be used I... thought I did explain? [CUT_CREATURE:x] removes the creature from the raws as if it were never defined. [SELECT_CREATURE:x] lets you continue adding stuff to an existing creature just as if you were defining it in the first place. There is little more to it than that.

What tripped me up is that I understood how modding worked in the previous two versions, having been at it a while, and that told me that select and cut aren't possible. Now they are! This is totally new, and does something never before done in DF. As such, I didn't guess that they'd be limited by previous modding knowledge and limitations. I imagined that it's possible these functions can alter tokens instead of being hard-coded tokens themselves, and that's what it looks like when (thanks to the [SELECT_ENTITY] token being structured the way it is) you go to select the dwarf by simply adding "SELECT_" between the open bracket and ENTITY:MOUNTAIN]. "Oh," I surmised, "cool, now you can select elements of an object and cut out the parts you want to remove, and select which part of it to edit, like [SELECT_CASTE:MALE] and [SELECT_MOLAR_MASS]. It'll be nice to use that as a GOTO tool." Seeing a list of CUT_ tokens in the context of this thread looked like no more than, "These are the attempts I've tried, and found to work," not "These are the tokens that exist, sorry that there aren't any more than this." So, just a simple misunderstanding fueled by my over-active imagination, and I'm exceedingly grateful that you corrected me. I was just... waaay off.

I'm a dev now and was speaking from a position of using the string dump and having been the first to test CUT and SELECT at all, haha. I'm not exactly making that obvious here, I think.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: kiiranaux on January 03, 2023, 04:36:27 pm
@Putnam can you shed some light on the following - does the new layered graphic tag CONDITION_CASTE allow more than one caste after the :, or can you define multiple [CONDITION_CASTE:_____] in a row additively, or neither?

Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Putnam on January 04, 2023, 10:41:24 am
@Putnam can you shed some light on the following - does the new layered graphic tag CONDITION_CASTE allow more than one caste after the :, or can you define multiple [CONDITION_CASTE:_____] in a row additively, or neither?

EDIT: Neither one appears to throw an error, which implies that it's (the former), because if (the former) then (the latter) would just man overwriting and will still not throw an error. Whereas if it were (the latter), then instances of (the former) would throw an error.

So do it like this. [CONDITION_CASTE:MALE:MALEALSO:MALEOMEGA:MALEPURPLE] etc.



Looks like you can't do that, but you can do this:
Code: [Select]
[CONDITION_CASTE:MALE]
[CONDITION_CASTE:MALEALSO]
[CONDITION_CASTE:MALEOMEGA]
and it'll work fine
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Bihlbo on January 06, 2023, 07:42:53 pm
Has the LITTERSIZE tag been re-added to the game? Or is it still removed (http://www.bay12forums.com/smf/index.php?topic=168353.msg7654167#msg7654167)?

The only way I can think to test would be to give a creature a huge littersize, then play for a year or so to see if they have 2 offspring or 200. Please save me a few hours.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Putnam on January 06, 2023, 07:44:14 pm
Has the LITTERSIZE tag been re-added to the game? Or is it still removed (http://www.bay12forums.com/smf/index.php?topic=168353.msg7654167#msg7654167)?

The only way I can think to test would be to give a creature a huge littersize, then play for a year or so to see if they have 2 offspring or 200. Please save me a few hours.

Checked in the code, seems to be there
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Bihlbo on January 06, 2023, 10:25:04 pm
Has the LITTERSIZE tag been re-added to the game? Or is it still removed (http://www.bay12forums.com/smf/index.php?topic=168353.msg7654167#msg7654167)?

The only way I can think to test would be to give a creature a huge littersize, then play for a year or so to see if they have 2 offspring or 200. Please save me a few hours.

Checked in the code, seems to be there
Much obliged
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Asin on January 08, 2023, 03:13:15 pm
A question. Does these mod structure changes affect Classic too? It has been a long time since I've done any real modding, and the new structure feels a tad strange for someone such as I.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Shonai_Dweller on January 08, 2023, 06:13:36 pm
A question. Does these mod structure changes affect Classic too? It has been a long time since I've done any real modding, and the new structure feels a tad strange for someone such as I.
"Classic" and "Steam" are exactly the same game, so yeah.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Tiler on January 09, 2023, 06:34:30 pm
You used to be able to somewhat disable vanilla professions / buildings by not including them in the modded entity, but with the labor changes it does not appear to be possible anymore. I've cut out MASON and STONECRAFTER from PERMITTED_JOB in a custom entity and it hasnt had any obvious effect in fortress mode (although it does seem to properly restrict access to stone related objects for the civilization itself).

I remember it being a little kludgy but somewhat workable before as a means to restrict access to things in fortress mode.

I had hoped to also cut out magma furnaces / smelters but that also seems impossible.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Putnam on January 09, 2023, 08:55:04 pm
You used to be able to somewhat disable vanilla professions / buildings by not including them in the modded entity, but with the labor changes it does not appear to be possible anymore. I've cut out MASON and STONECRAFTER from PERMITTED_JOB in a custom entity and it hasnt had any obvious effect in fortress mode (although it does seem to properly restrict access to stone related objects for the civilization itself).

I remember it being a little kludgy but somewhat workable before as a means to restrict access to things in fortress mode.

I had hoped to also cut out magma furnaces / smelters but that also seems impossible.

STONE_CARVER is what you're looking for now
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Tiler on January 10, 2023, 04:27:04 am
You used to be able to somewhat disable vanilla professions / buildings by not including them in the modded entity, but with the labor changes it does not appear to be possible anymore. I've cut out MASON and STONECRAFTER from PERMITTED_JOB in a custom entity and it hasnt had any obvious effect in fortress mode (although it does seem to properly restrict access to stone related objects for the civilization itself).

I remember it being a little kludgy but somewhat workable before as a means to restrict access to things in fortress mode.

I had hoped to also cut out magma furnaces / smelters but that also seems impossible.

STONE_CARVER is what you're looking for now

Ah, I was updating older raw files I had so STONE_CARVER wasn't in there anyways.
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Viax on April 05, 2023, 11:52:14 am
i want to craft bows and arrows, been trying with various mods and combining some things like:
[WEAPON:ITEM_WEAPON_AXE_GREAT]
   [WEAPON:ITEM_WEAPON_MAUL]
   [WEAPON:ITEM_WEAPON_PIKE]
   [WEAPON:ITEM_WEAPON_HALBERD]
   [WEAPON:ITEM_WEAPON_SWORD_LONG]
   [WEAPON:ITEM_WEAPON_SWORD_2H]
   [WEAPON:ITEM_WEAPON_WHIP]
   [WEAPON:ITEM_WEAPON_FLAIL]
   [WEAPON:ITEM_WEAPON_MORNINGSTAR]
   [WEAPON:ITEM_WEAPON_SCIMITAR]
   [WEAPON:ITEM_WEAPON_SCOURGE]
   [WEAPON:ITEM_WEAPON_DAGGER_LARGE]
   [WEAPON:ITEM_WEAPON_BOW]
      [AMMO:ITEM_AMMO_ARROWS]
   [WEAPON:ITEM_WEAPON_BLOWGUN]
      [AMMO:ITEM_AMMO_BLOWDARTS]

But still doesn't work :(
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Telgin on April 06, 2023, 01:45:03 pm
I didn't have any problems adding bows and arrows to a custom entity in my mod, so that shouldn't be the problem.  What issue are you seeing?  You can't add them during embark when playing as a civilization using that entity?  Or can you not make bows or arrows in a fort?
Title: Re: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread
Post by: Viax on April 19, 2023, 01:58:06 pm
it had been another mod which was supposed to make game adjusted to play in lower population size. Now i am thinking how to change deity of my dwarfs..