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Messages - Man0warable

Pages: 1 [2]
16
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.
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.

17
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.

18
Any idea how to unload vanilla stuff like Buildings, Items etc?

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.
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:

item_example.txt
Code: [Select]
item_example

[OBJECT:ITEM]

[CUT_ITEM:ITEM_WEAPON_PICK]

19
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)

20

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
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

21
So far, I've learned that to fully replace an existing entry you must first use [CUT_XX] to remove it before specifying the replacement. I haven't figured out how to modify something like position names without fully replacing the entire civ. I hope this is something that can be done.

22
Two more questions:
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?
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:

entity_example.txt
Code: [Select]
entity_example

[OBJECT:ENTITY]

[SELECT_ENTITY:MOUNTAIN]
[PERMITTED_REACTION:FREE_ADAMANTINE_THREAD]
[PERMITTED_REACTION:FREE_ADAMANTINE_WAFERS]

23
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: March 03, 2020, 11:36:48 pm »
twbt_init and twbt_art folders should be merged with art and init folders on all twbt compatible tilesets. Currently, this needs to be done with Ironhand, Mayday, Obsidian, Phoebus, and Spacefox.

raw/twbt_graphics/ and raw/twbt_objects/ should also be merged with their corresponding folders as well.

24
DF General Discussion / Re: PeridexisErrant's DF Starter Pack
« on: February 06, 2020, 11:55:19 am »
What function is it that makes DF hack so necessary for you guys to use? I'm afraid that I missed all the years playing DF some important features.
Auto forbidding fertilized eggs is a must for me. Otherwise, I can't be bothered to breed birds. Also auto-butcher since I tend to keep large animal stocks.

25
I believe the masterwork-version.lua script needs updating. Not that big of a deal as the script merely prints a message to the dfhack console. No actual version detection going on.

26
I'm getting the same thing. This is the link I used to download Masterwork: http://dffd.bay12games.com/file.php?id=5315
Should be the same link that's in the op.
Here is a screencap: https://imgur.com/sSmQWQF

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