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Messages - PetMudstone

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1
DF Modding / Re: [Premium] Easiest way to overwrite sounds with a mod?
« on: January 18, 2023, 04:14:32 pm »
Sadly, it isn't possible to add new sound files via mods yet. You can change when vanilla sounds play from what I've seen, but adding wholly new sounds/replacing existing sound files isn't possible. From what Toady One has said though there is planned to be further support in the future.

Relevant message below. Bolding is by me.


Sound just isn't that moddable yet, the format there isn't really complete.  It doesn't know how to use non-vanilla files, doesn't have a place to put them.  I wanted to get something in there so that saves could be a little bit compatible with more support later, by having any objects at all to work with.


2
DF Suggestions / Re: mandate manager
« on: January 18, 2023, 02:08:16 pm »
It would be, yes. It would also go nicely with elaboration on what each mandate is in the announcements section.

3
That's a good idea too actually. Speaking of previous configurations, it would also be helpful to be able to load modlists from existing saves.

4
DF Suggestions / Re: More realistic tree diversity
« on: January 16, 2023, 03:34:35 pm »
+1

The ability to adjust frequency for plants similar to how you can already do so for creatures and ores would be a good addition. Outside of making fruit trees less oddly common it would also let you make super valuable plants that are also appropriately rare.

5
There are a few things I would like to see in the world generation mod selection menu that would remove some hassle from adding mods to a world.

  • Add a search bar: Self explanatory. Having to scroll through the mod list to find what you want gets tedious based on how many mods are present. Just being able to type the name of the mod would be a great help.
  • Ability to sort (unloaded) mods in alphabetical order: At present the way unloaded mods are sorted in the left section doesn't make intuitive sense outside of installed mods being on the top. Alphabetical sorting would help with this.
  • Highlight unloaded mods based on loaded mods' requirements or conflicts: It would be nice if unloaded mods that conflicted with loaded ones were also highlighted orange. Similarly, it would be helpful if unloaded mods that were requirements for loaded mods were also highlighted. Perhaps yellow would work?
  • Ability to save and load modlists: Even with all the improvements above, it would still be preferable to use modlists when one wanted to reuse a list of mods whenever one created a new world.

Feel free to share critiques and other suggestions below.

6
DF Modding / Re: What's the best way to make soil collectible?
« on: January 16, 2023, 12:44:12 am »
Looks like soil collection only works with FIRED_MAT material reaction products, and nothing else. Still very much worth noting however.

7
DF Modding / Re: What's the best way to make soil collectible?
« on: January 15, 2023, 04:44:26 pm »
Thanks for the response, I'll test with random reaction classes and come back when I have time.

8
DF Modding / What's the best way to make soil collectible?
« on: January 13, 2023, 02:59:45 pm »
I've been interested in making soil collectible for various projects. I'm not really sure what's the best way to do so though. I know soil and clay are collectible but I'm not exactly sure how that functions.

9
DF Modding / Patches to creatures don't seem to propagate to variations.
« on: January 08, 2023, 03:57:39 am »
While messing around with the new [SELECT_CREATURE] token, I noticed that changes I made to creatures didn't carry over to variations of these creatures.

For example, I had given bark scorpions mouths alongside a bite attack. I then went to give the bark scorpion man a creature variation token that also gave it a bite attack. When I briefly made a world with my mod to test though, I noticed that errorlog.txt said that the mouth attack couldn't be applied cuz there was no valid body part.

I'm not able to definitively see cuz of the lack of the Object Testing Arena, but I would assume this is because the bark scorpion man lacks a mouth. My guess this is because changes done vi [SELECT_CREATURE] are applied after creature variations are all applied.

This means that the bark scorpion man doesn't get the mouth because ya know, the bark scorpion it inherits tags from doesn't have one at the time. When I give the bark scorpion the mouth via a patch, the bark scorpion man has already run all its variation stuff and so won't inherit the mouth.

While I could work around all this by selecting the creature variations and giving them all the new tokens I gave to their parents, this would be very tedious. And I wouldn't know how to cleanly work with giving new body parts to animal men due to all the tag conversion going on.

10
DF Suggestions / Re: Allow modding gender/sex/pronouns
« on: January 07, 2023, 01:02:37 am »
I was indeed aware of the orientation tokens, yes. I can't recall how it works off the top of my head exactly. I just didn't elaborate on it. I do feel like the orientation token stuff that exists currently wouldn't be sufficient for representing how attraction (sexual and romantic) works for humans and presumably other sapients once gender identities and expression become more developed.

It definitely would be cool to have parthenogenesis and hermaphroditism. I've actually thought about the latter before, specifically in regards to sequential hemphroditism. While this wouldn't matter for most of the mundane animals already in the game, it would certainly would present more cool options for both the devs and for modders. Simultaneous hermaphroditism would also be cool.

11
DF Suggestions / Re: Allow modding gender/sex/pronouns
« on: January 06, 2023, 04:56:36 pm »
It can be annoying in certain scenarios, adding nothing except forcing us to keep extra FPS hogs. Imagine a world in which Armork bless us with 3 pronouns for livestock: male breeder, female breeder and steak.

I imagine that for non-sapient creatures like cows, sexual orientation would be simplified and gender wouldn't exist, only sex would. Basically the same system we have now.

12
Mod Releases / Re: Silk Eggs 50.04
« on: January 06, 2023, 01:58:05 pm »
I mentioned this on the Steam Workshop page, but the mod doesn't work due to a variety of errors in raws. However, I was able to tinker everything into functioning and successfully tested the mod in a quick world I made. I shall elaborate on what needs to be done to properly get everything working below.

Firstly, creature_silkegg.txt has object token set as [OBJECT_CREATURE] when it should be [OBJECT:CREATURE]. This means the actual contents of the file don't get loaded in the first place.

After fixing that, the creatures don't have materials properly set for them so the game throws errors. This also means that eggs aren't actually made of silk and so won't be used in the accompanying reaction. I fixed this by putting the following tokens under the relevant creatures.
Code: [Select]
[USE_MATERIAL_TEMPLATE:SILK:SILK_TEMPLATE]
[USE_MATERIAL_TEMPLATE:EGG_WHITE:EGG_WHITE_TEMPLATE]
[USE_MATERIAL_TEMPLATE:EGG_YOLK:EGG_YOLK_TEMPLATE]

Note: Giant cave spiders and giant brown recluses already have silk so you don't need to define it again.

Finally, in reaction_silkegg.txt the SKILL token tries to use the nonexistent SPINNING skill where it should use SPINNER.

After all those changes (and modding GCS to be dwarf pets) I was able to have silk eggs spun into thread.

13
Yeah, devout polytheism is pretty annoying and I'd really like to not have to micro my dwarves in order to deal with their intense beliefs. Personally I feel like it would also work if dwarves couldn't be especially devoted to multiple gods and could only be super into one. They could still worship other gods but they wouldn't care as much about them as they do a particular god.

I also feel like the act of worshipping itself might take a bit too long, or that at the very least dwarves in a worship session should tour multiple temples/pray to multiple dieties instead of spending all their session time in a single one.

Also, link to the aforementioned post here: http://www.bay12forums.com/smf/index.php?topic=154760.0

14
DF Modding / Re: [PREMIUM][50.0+]Sprite Making Discussion
« on: January 03, 2023, 06:39:20 pm »
Not figured out how to get items to take the color from materials yet.

To quote myself from elsewhere.

In "vanilla_descriptors_graphics", graphics\palette_default.txt defines all the palettes associated with colors in-game. This includes the "grayscale" palette that gets recolored based on material color token.

vanilla_descriptors_graphics\graphics\images\palettes.png contains all the palettes associated with colors. In both the .txt file and the .png the topmost palette is the "grayscale" one. Note that there are two halfs to each palette row. The left half is associated with wood items, and the right half is associated with metals, stone, just about everything else.

Anyhow, you use the "DEFAULT" palette/row at the top of the .png file and sprites you make using it should be recolored based on material color definition. I'm not completely sure of its limitations, but it should work. Isn't anything in graphics raws that needs to be changed to accomodate "grayscale" sprites as far as I can tell.

15
DF General Discussion / Re: Future of the Fortress
« on: January 03, 2023, 04:44:44 pm »

What determines if an image used in game uses palettes for material color or not? Will modders have a way to set their graphics as palette colored? I haven't been able to figure out how to palette cheese.


In "vanilla_descriptors_graphics", graphics\palette_default.txt defines all the palettes associated with colors in-game. This includes the "grayscale" palette that gets recolored based on material color token.

vanilla_descriptors_graphics\graphics\images\palettes.png contains all the palettes associated with colors. In both the .txt file and the .png the topmost palette is the "grayscale" one. Note that there are two halfs to each palette row. The left half is associated with wood items, and the right half is associated with metals, stone, just about everything else.

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