[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] [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:[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]
[PLUS_TL_GROUP:BY_CATEGORY:CHEEK:CHEEK_WHISKERS] [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]
[REAGENT:B:1:BAG:NONE:NONE:NONE][EMPTY][PRESERVE_REAGENT]
Two more questions: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:
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?
entity_example
[OBJECT:ENTITY]
[SELECT_ENTITY:MOUNTAIN]
[PERMITTED_REACTION:FREE_ADAMANTINE_THREAD]
[PERMITTED_REACTION:FREE_ADAMANTINE_WAFERS]
Did you add an info.txt file to your mod?
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
[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.]
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.
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.
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
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
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: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)
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.
Gonna try that and other things.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: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)Spoiler (click to show/hide)
just be aware that you cannot use Kitfox assets in released mods.Surely linking to the default graphics is allowed??
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.
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: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)Spoiler (click to show/hide)
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)Gonna try that and other things.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: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)Spoiler (click to show/hide)
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??
LOSE job:architect (???)
just be aware that you cannot use Kitfox assets in released mods.
There's a note in the raws somewhere that the graphics are copyrighted.QuoteLOSE job:architect (???)Spoiler (click to show/hide)Quotejust 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
Any idea how to unload vanilla stuff like Buildings, Items etc?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:
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.
item_example
[OBJECT:ITEM]
[CUT_ITEM:ITEM_WEAPON_PICK]
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
0005105: Products from certain creatures listed multiple times in stockpile menu due to variations (e.g. bark scorpion venom)
There's a note in the raws somewhere that the graphics are copyrighted.QuoteLOSE job:architect (???)Spoiler (click to show/hide)Quotejust 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
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.
Any idea how to unload vanilla stuff like Buildings, Items etc?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:
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.
item_example.txtCode: [Select]item_example
[OBJECT:ITEM]
[CUT_ITEM:ITEM_WEAPON_PICK]
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"?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.
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.
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.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.
MODSKILL## from 01 to 10 have been addedAh, interesting.
When you do that, it creates duplicate errors. So not ideal.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:
I guess it's a weird limitation of this release.
Yep, I'm wondering if it will be helpful to post a list that goes listThat sort of thing can be generated quite easily using Regex. I may do that in a bit.
[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!
I have only used CUT_CREATURE, CUT_ITEM, CUT_ENTITY and CUT_INORGANIC for now. Once I discover them all, I will share.
I am trying to upload a mod to steam but am getting the following error when I click publish: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.
Item submission failed: limit exceeded.
I am trying to upload a mod to steam but am getting the following error when I click publish: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.
Item submission failed: limit exceeded.
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?
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.Tarn posted a roadmap over at Steam with 50.02 update:
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?
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.
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.
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 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)
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;
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
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).
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...
GO_TO_TAG
GO_TO_START
GO_TO_END
I noticed these tags in a string dump, any idea what they do?Code: [Select]GO_TO_TAG
GO_TO_START
GO_TO_END
Does anyone know what the new material template tokens do? SCALE, FEATHER, MEAT_CATEGORY etc?
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.
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
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.
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
just be aware that you cannot use Kitfox assets in released mods.
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
Is there any explanation regarding the new CUT tags introduced in v50?
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.In other words only one [OBJECT:] tag can appear in any file?
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?
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.
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.
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.
You should update the wiki with that sneaky tidbit. Sounds valuable to know.
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.
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.
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.
Craftsmen can make this item from bones. Randomly generated outfits don't include bone armor.
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.
[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 Also, the problems with bone trousers you're getting are explained on the wiki page:QuoteCraftsmen 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.
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]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]
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.
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.
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.
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.
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.
Quoteone 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.
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.
To be specific: SELECT_ and CUT_ work no matter where they're put. Starting a file withCode: [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.
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.
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.
@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.
[CONDITION_CASTE:MALE]
[CONDITION_CASTE:MALEALSO]
[CONDITION_CASTE:MALEOMEGA]
and it'll work fine
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.
Much obligedHas 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
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.
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.
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