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Messages - Trainzack

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1
Mod Releases / [50.09] Audible Alerts
« on: July 17, 2023, 12:26:18 am »
Audible Alerts


Makes most alerts trigger a sound. This is really helpful if you, like me, keep missing important alerts. New in version 1.5 is custom sounds for various types of alerts, so that you can better distinguish between them. This feature is bugged in 50.09 such that the new sounds will not work correctly on new worlds until the game is restarted.


How do I turn off a particular sound?

Please note that I do not have time to thoroughly test this mod past the early game, so it could be that the sounds become overwhelming in later stages of play or in certain playstyles. Please let me know if you experience this, but in the meantime you can make the adjustments yourself:

Navigate to the data/installed_mods/audible_alerts (X)/objects/ directory in your Dwarf Fortress folder. There should be a text file there. Each alert that has a sound should be in a tag surrounded by square brackets. You can mute an alert by removing the square brackets around its tag. For a full list of tags, you can check this wiki. page.

License
   This mod is licensed under a Creative Commons Attribution-ShareAlike 4.0 International license. This means that you can use the contents of this work (as-is or modified) in your own work, even if you benefit financially, so long as you give proper attribution and license the work under the same license. You don't need to ask me first (though I would appreciate a heads up!).
   The license terms are explained here and are listed in full here.

2
DF Modding / Re: Removing tokens from an entity definition
« on: December 22, 2022, 02:32:04 pm »
Unfortunately, the only way to do this currently is to cut the entire entity and redefine it. This sucks for compatibility, but it's all we've got at the moment.

3
Okay, cool discovery. The new classic version (50.04) has the option to turn off ascii graphics. This makes the game unplayable, because there aren't any graphics packs to replace them. BUT, if you copy some of the vanilla_graphics folders to the classic folder, they will load correctly.

This means that we can make our own graphics packs for the free version, so long as they are comprehensive!

4
DF Modding / Re: Is it possible to mod music and sound?
« on: December 20, 2022, 02:15:13 am »
You can replace the existing .ogg files with different ones. That has to be performed manually and isn't actually supported by the game. You can also change some of the definitions of when certain musical cues are played, since those are defined in raw files. However, you can't add new music or sounds other than replacing what's already there.

5
The wiki has been updated for 50.03, so we can finally place this learned wisdom into the wiki for future reference.

6
How does colorization of sprites work? I see that for wieldables and clothes, each material and color gets its own sprite, but is there no way to just make it use the material color? There only seems to be one grayscale sprite for many other kinds of objects, like rocks and such, and artifacts and non-dwarf wieldables are all in grayscale, so it must have some means of automatically colorizing sprites. Is there a way to specify whether the object should take the color of its material or overwrite it?

See the first post of this thread, first paragraph after the graphics header.

7
[Is] it possible to create a tileset with higher resolution for the steam release?

In my testing, no. The place where the resolution of each tile would be defined is in the tile_page files. I tried doubling and halving the resolution for the rock walls, and neither seemed to have any effect on the graphics. There may be a way to do it, but I'm not feeling hopeful about it.

8
DF Modding / Re: Question about modability of features (stockpiles, food)
« on: December 09, 2022, 04:26:01 pm »
I think the only way to get it kind of like you want is to make the reaction produce liquid salt. Cooking can't be modified, but dwarves will always put at least one solid ingredient in meals.

9
DF Modding / Re: [Premium Dwarf Fortress] Modifying built-in work details?
« on: December 09, 2022, 04:21:09 pm »
The only thing you can modify is the 8 graphics for the custom work order details.

10
Transparency can cause issues if the image is not in the correct mode. I had this issue with one of my mods, and a kind steam user discovered the issue.

Quote from: Wookieguy
I've fixed the black background issue! Through Photoshop, I could see that your color mode for the image was set to "Indexed Color", which I just had to flip to RGB mode.

11
Now that it's officially release, you can also feel free to ask me about tileset/mod-related stuff.

Do you happen to know if there's a way to set graphics for specific pre-defined instruments? I couldn't figure out how to set graphics for anything but general categories.

12
DF Modding / Re: What's going on in your modding?
« on: December 07, 2022, 06:06:14 am »
Also, so weird to have a release and nowhere here to post issues as we come across them..

The Kitfox discord has a DF bug report forum that already has over 100 bug reports. That's available, at least.

13
DF Modding / [Premium Dwarf Fortress] Graphics / Steam Workshop Megathread
« on: December 06, 2022, 11:59:19 pm »
This thread is for dumping all your discovered information about modding the new version of dwarf fortress.

Working with mods

The correct way to load mods (other than through the Steam Workshop) is to place the folder or zip file in the mods folder. The format for this folder is described here. Once a world is created that uses that mod, then the game will copy the mod to the data/installed_mods folder. That is the version that the game actually uses. If you make any changes to your mod, you must delete the folder in the installed_mods directory first, otherwise the changes will not load.

When testing mods, it is very important to test saving and loading a world. There are some pitfalls that can cause a mod to brick any saves, namely overwriting things without using CUT.

Graphics

There is a palette of colors that can be tinted (depending on what it's used on). You can find this palette in the top row of data\vanilla\vanilla_descriptors_graphics\graphics\images\palettes.png. Those colors can be tinted, but no others will be.

You cannot save the image as a PNG with indexed color, otherwise any transparency will be rendered as black. Paint.net's default mode is Auto-detect, which will save valid images if you have any semi-transparent tiles, but will save images with indexed color if there are only fully-transparent tiles.

Thumbnail

You can create a thumbnail for your mod by creating an image called preview.png in the same level as your info.txt file. This image will become the thumbnail when the mod is uploaded to steam workshop.

14
Version 1.0.4 is out. More minor balance changes and bugfixes.

15
Mod Releases / Re: [47.05] Better Instruments 1.0.3
« on: November 29, 2022, 05:48:44 pm »
I've released version 1.0.3. Some minor balance changes and qol improvements.

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