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Messages - brolol.404

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1
DF Modding / Re: What's going on in your modding?
« on: December 09, 2022, 12:46:54 pm »
I was going to port over Human Fortress and Goblin Fortress, but it looks like All Races Playable already made it onto the workshop.

Instead I think I am going to turn those mods into something else.

The ones on the workshiop have pretty limited features. I would suggest still port over those two.

I ported over Human Fortress, but renamed it Age of Man as someone else has already uploaded a mod called Human Fortress. Age of Man has some changes on the steam version though, mainly that all other races have been removed from game.

2
Mod Releases / Re: [47.04] Human Fortress v3.0
« on: December 09, 2022, 12:45:17 pm »
A mod was posted to steam called Human Fortress a few hours before mine, so I changed the name of this mod on steam to Age of Man to avoid confusion. A new name makes sense anyway due to the removal of the other races.

3
DF Modding / Re: Copper Dogs graphics [help]
« on: December 09, 2022, 12:29:15 pm »
Also, I haven't figured out custom sprites, but if you do, feel free to use these if you want. I just recolored the default dog.


4
DF Modding / Re: Copper Dogs graphics [help]
« on: December 09, 2022, 12:17:06 pm »
Hey! I think you just need a new folder called images and in that folder the file:

Spoiler (click to show/hide)

5
Mod Releases / Re: [47.04] Human Fortress v3.0
« on: December 08, 2022, 11:41:04 pm »
I got this mod ported over to steam with the following changes:

Spoiler (click to show/hide)

I did make graphics for the five custom workshops which are in the current steam version.
I may add some of the above features back once I figure out the steam version better.

6
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.

7
I am trying to upload a mod to steam but am getting the following error when I click publish:

Item submission failed: limit exceeded.

8
Is there a way to put buildings in there own custom category on the build menu?

9
DF Modding / Re: What's going on in your modding?
« on: December 07, 2022, 08:55:17 pm »
I was going to port over Human Fortress and Goblin Fortress, but it looks like All Races Playable already made it onto the workshop.

Instead I think I am going to turn those mods into something else.

The ones on the workshiop have pretty limited features. I would suggest still port over those two.

I am working on porting Human Fortress over as a mod that replaces all civs with my humans. I should have it done by the end of the week once I finish the art for all of the workshops.

I am not sure on my plans for Goblin Fortress. I may port that one over after.

10
Meph/Putnam, since you guys know whats going on, would either of you be willing to explain each step/file in the process of attaching the graphical images to the workshops? I'm still struggling to get mine to show up.

I've done only a couple rudimentsry ones so far, i havent gotten any of them to work, did some retexturing of games in the past like skyrim and Oblivion, but I don't know much about drawing pixel art

check tile_page_buildings.txt (that points to the image file)
then graphics_workshops.txt (that uses the file above to define the graphic)


11
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.

12
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.

13
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.

14
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)

15
The info file worked thanks. Now I just have to figure out why my buildings are invisible.

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