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Topics - PetMudstone

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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.

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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.

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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.

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I like the mechanic where elves get offended when you try to trade items that use wood and dead animal products. It's quite flavorful. However, it also gets quite tedious.

The main issue in my experience has been with decorated items. While items made out of wood or animal products are obvious, decorated items only have symbols saying that they are decorated without any indicator of what they are decorated with. Miss a single offending item as well and you ruin all chances of trading with elves for that season. I have legitimately save-scummed because I would inevitably accidentally pick a random pick that was decorated with shell or something and the elves would get indignant and leave.

I believe this would be alleviated by highlighting offensive goods a particular color much like how items with export bans are highlighted. Furthermore, it would be nice if there was a confirmation prompt if you were trying to sell something that the elves would get angry at that also let you unmark all the offending items.

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DF Modding / How possible is it to "patch" RAW files as of 0.50.x?
« on: December 13, 2022, 01:03:47 am »
From what I've seen, it is now possible to simply select creatures and adjust tokens on 'em without having to completely replace the files that hold 'em.

This does make me wonder though, how far does this "patching" system go at the moment? Am I able to select individual castes? Can I also select stuff like weapons and entities to remove and append tokens? For instance, if I wanted to adjust the minimum size requirement for great axes and also give them to dwarven civilizations.

I ask because the possibility of having patch operation stuff like this is very exciting to me and because there isn't too much documentation on the added systems for it at present.

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