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Messages - Steampunkgears

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1
DF Gameplay Questions / Re: How to cook onions?
« on: July 21, 2022, 06:22:46 pm »
I have been doing a lot of custom modding lately but mainly with animals. I'm now interested in this topic and will see what I can dig up. If I do find anything I will be sure to edit this message.

Edit:
 After looking through the files and wiki, there has been an active attempt (if not still updated) to make a lot of plants more realistic to seasons/growth and parts. I compared to the original config files and to be honest the updated ones on the wiki make way more sense to me than the original data. The original data is kind of messy but it does make sense to me somewhat.

 I went ahead and applied the changes to my game files for onions and potatoes. If I get the chance to plant onions and see if it works then I will post here again. Supposedly the changes make it to where onion seeds are obtainable.
If you are interested in trying the same thing its pretty easy to make the changes but that is up to you. I know people don't like to deviate from the base game. The way I see it is if its not working right then what harm is there in fixing it for personal immersion/enjoyment.

This page explains what the purpose and goal of the modifications: https://dwarffortresswiki.org/index.php/Modification:Expanded_Plants

This page is for the onions: https://dwarffortresswiki.org/index.php/Modification:Expanded_Plants/Plants/Onion

2
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 21, 2022, 04:55:53 pm »
Hey there,
 I set out with a pretty modest ambition and wanted to share my progress. The embark site is one of my favorite types being that a river has a deep waterfall and it forks off. This makes it easy to dig a secondary trench and have a natural mote. The waterfall goes down about 13-14z levels. The world I created is a large one and has a high number of civs but with a low density. There are more beasts in the world which would make things fun. My group "The Armored Swords" set out and established their fort "The Black Anvil" in the year 125.

 One of my primary goals is to establish a giant eagle breeding system and train giant war eagles. (This was done via some modifications since its not possible in vanilla). They have personalities like cats and only they can choose whom they wish to bond with. I am hoping for some fun with this and a great story. (I also made new sound files and sprites for the giant war/hunting variants of the Giant Eagle. See attached photos).

Pictures of the fortress and Eagles. https://imgur.com/a/VhWi2MC

The fortress itself is pretty bare bones at the moment but each floor was meticulously planned out prior to digging. I am currently streaming this playthrough on twitch if anyone is interested in tuning in then stop on by. https://www.twitch.tv/steampunkgears

3
ok I will give it a shot. thanks for the help and will post more if I have questions.  ;D

update - here is a screenshot of my dining area and peeps in it. https://imgur.com/a/UcYl4JK
I feel like it didn't work. im not going insane about it but I would like to figure out how that works if it did not work.

4
So just to clarify on the onLoad_gfx_spacefox

 So I basically move it from "LNP\graphics\Spacefox" to "LNP\graphics\Spacefox\raw" and do i need to go into LNP at that point and make sure I refresh/install graphics and updates saves? or can I manually drag it into Dwarf Fortress 0.44.10 folder somewhere to get it to manually work>? I see a onLoad_gfx_phoebus inside the Primary folder is why I ask. thanks again for the help.  8)

5
@LeoCean

 As for the # infront of the lines in the init file - I realized that there was another set of lines that were currently active which are your stairs which im fine with  ;)

As for the information above I had a few questions.

 1: Im assuming the folders with the name twbt_ in front of raw,init,graphics,art are no longer named as such as there are just raw,init,graphics,art inside the LNP folder.

 2: "Right-click and "save link as" or whatever for onLoad_gfx_Spacefox.init"   - right click on what exactly, and if its a folder I have never seen "save as link" in windows 10.


So far I THINK i got what i need working and here is a link to a screen shot of what i can see. https://imgur.com/a/kGf4OwK https://imgur.com/a/gYmSrE7
 I have noted a few changes that have worked such as the bridge, minerals and UD stairs showing the correct graphics now.

again thx for the help hopfully I did all the things right and if not someone will point it out lol.

6
So a big nevermind. I found out that what I was trying...WAS what i needed to be doing and I simply didnt move all the files over.

 Just to clarify I moved all the art files from Dwarf_Fortress\Dwarf Fortress 0.44.10\raw\art to Dwarf Fortress 0.44.10\data\art
Then I moved the override file from Dwarf Fortress 0.44.10\raw\init to Dwarf Fortress 0.44.10\data\init

^ those are the only steps I did to get it to work. I assumed that was all that needed to be done.

Thanks again


7
Hey Guys, I am still new-ish to DF and had a concern with spacefox graphic tileset. I was following along with a youtuber who was using spacefox about a year ago. and I noticed that the up/down stairs icon on his was visually a up/down stairs image. Meanwhile on mine its represented by a big X. I spent some time trying to understand if something was wrong and still don't know if spacefox's up/down stairs are supposed to be represented by a X or if the override is not working. I can add photo attachments if i'm not explaining things entirely clear.

I also spent some hours messing with the override files and understanding them. I found a series of lines that I assume overrrides 88 and replaces it with _Dorenitems 96 - which looks like it would line up with the stairs on dorenitems.
The following lines are what I was referring to
#Up down stairs#
#[OVERRIDE:88:T:ConstructedStairUD:dorenitems24:96::]
#[OVERRIDE:88:T:FeatureStairUD:dorenitems24:96::]
#[OVERRIDE:88:T:FrozenStairUD:dorenitems24:96::]
#[OVERRIDE:88:T:Grass1StairUD:dorenitems24:96::]
#[OVERRIDE:88:T:Grass2StairUD:dorenitems24:96::]
#[OVERRIDE:88:T:LavaStairUD:dorenitems24:96::]
#[OVERRIDE:88:T:MineralStairUD:dorenitems24:96::]
#[OVERRIDE:88:T:SoilStairUD:dorenitems24:96::]
#[OVERRIDE:88:T:StoneStairUD:dorenitems24:96::]
#[OVERRIDE:88:T:UnderworldGateStairUD:dorenitems24:96::]


also after reading some of the comment lines in the override file im not entierly sure if the override runs by default or not, so some clarity on that would be appreciated.

Thanks in advance for taking the time to help.

heres a link to what im talking about https://imgur.com/a/Jhrtrnq

Edit- So have confirmed after much forum searching that the u/d stairs and a number of other things I was seeing on the video I was watching was I believe Doren overrides. still the above question on how to get it to work alludes me.

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