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Author Topic: Text Will Be Text - dfhack plugin  (Read 775415 times)

Max™

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Re: Text Will Be Text - dfhack plugin
« Reply #1635 on: May 17, 2015, 12:27:45 am »

Neat!
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mifki

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Re: Text Will Be Text - dfhack plugin
« Reply #1636 on: May 17, 2015, 03:53:37 am »

Ok, version 5.46 now has support for taking colour values from colour tokens. If any background or foreground colour is >= 100, then colour values will be taken from df.global.world.raws.language.colors[value-100]. One example of how to use this is the included script realcolors.lua, which processes material definitions and replaces tile colours with values from material.state_color.Solid, which will give results similar to the screenshots above. Currently it's suitable mostly for experiments, I decided to release a version with this functionality because it doesn't affect anything unless special fg/bg colours are used.

scamtank

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Re: Text Will Be Text - dfhack plugin
« Reply #1637 on: May 17, 2015, 06:28:41 am »

You did the thing!! I've been looking forward to this thing since you started this thing.

However, it really illustrates how few materials in the game actually have their own STATE_COLOR tags. Gemstones, specific product-type materials and not much else. Underground trees are all brown (the material template says so) while the actual logs and wooden products are all the usual color.
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Rose

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Re: Text Will Be Text - dfhack plugin
« Reply #1638 on: May 17, 2015, 08:20:51 am »

I ran into the same problem with the colors in stonesense. If you like, there's a few xml files that come with stonesense that much better colors for every material in the game.
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mifki

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Re: Text Will Be Text - dfhack plugin
« Reply #1639 on: May 17, 2015, 06:35:55 pm »

You did the thing!! I've been looking forward to this thing since you started this thing.

However, it really illustrates how few materials in the game actually have their own STATE_COLOR tags. Gemstones, specific product-type materials and not much else. Underground trees are all brown (the material template says so) while the actual logs and wooden products are all the usual color.

Sure proper colours missing from many materials, and also there's inconsistency in how colours are specified (for trees additional tag TREE_COLOR is used in few places). This all is solvable, including by using an external mat/colour db (thanks Japa, I'll take a look).

Bigger problem here is that tilesets are designed to make use of background and foreground colours, while if we take proper colour values from colour tokens, there will be only one foreground colour. For the background colour, we'll have to either leave it as is, or set to some fixed value (e.g. black or white).

I mean, since the game already contains all this colour information, I'd be happy to finally start using it instead of the limited 16 colour palette, but we'll need to think about compatibility with vanilla and whether there will be support from tileset authors, if required.

PeridexisErrant

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Re: Text Will Be Text - dfhack plugin
« Reply #1640 on: May 17, 2015, 07:03:37 pm »

Bigger problem here is that tilesets are designed to make use of background and foreground colours, while if we take proper colour values from colour tokens, there will be only one foreground colour. For the background colour, we'll have to either leave it as is, or set to some fixed value (e.g. black or white).

I mean, since the game already contains all this colour information, I'd be happy to finally start using it instead of the limited 16 colour palette, but we'll need to think about compatibility with vanilla and whether there will be support from tileset authors, if required.

For all these reasons, I'd prefer to keep this off by default - it's also likely to make things more difficult for new players, by breaking the equivalence with so many screenshots.
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DragonDePlatino

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Re: Text Will Be Text - dfhack plugin
« Reply #1641 on: May 18, 2015, 12:07:14 am »

Sure proper colours missing from many materials, and also there's inconsistency in how colours are specified (for trees additional tag TREE_COLOR is used in few places). This all is solvable, including by using an external mat/colour db (thanks Japa, I'll take a look).

Bigger problem here is that tilesets are designed to make use of background and foreground colours, while if we take proper colour values from colour tokens, there will be only one foreground colour. For the background colour, we'll have to either leave it as is, or set to some fixed value (e.g. black or white).

I mean, since the game already contains all this colour information, I'd be happy to finally start using it instead of the limited 16 colour palette, but we'll need to think about compatibility with vanilla and whether there will be support from tileset authors, if required.

I would absolutely be in support of having this as an option. I am going to be designing my graphics set with this design philosophy in mind, and sacrificing background colors for unlimited foreground colors would be a godsend. Just earlier, I was trying out TWBT and struggling with how the plug-in colorizes objects. If I make my color scheme dark, then text looks good but tiles look faded. If I make my color scheme brighter, tiles look great but text looks washed out. Having a set of material colors independent of the color scheme would solve this problem and add a lot of flexibility to the set.

EDIT:

On a side note, when I was overriding GrassLightFloor and GrassDarkFloor, I noticed they're swapped. GrassLightFloor is the dark green grass and GrassDarkFloor is the light green grass. I'm not sure if that's a TWBT issue or one with DFHack, but I thought I'd just give a heads-up.
« Last Edit: May 18, 2015, 12:19:04 am by DragonDePlatino »
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mifki

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Re: Text Will Be Text - dfhack plugin
« Reply #1642 on: May 18, 2015, 12:26:20 am »

Sure proper colours missing from many materials, and also there's inconsistency in how colours are specified (for trees additional tag TREE_COLOR is used in few places). This all is solvable, including by using an external mat/colour db (thanks Japa, I'll take a look).

Bigger problem here is that tilesets are designed to make use of background and foreground colours, while if we take proper colour values from colour tokens, there will be only one foreground colour. For the background colour, we'll have to either leave it as is, or set to some fixed value (e.g. black or white).

I mean, since the game already contains all this colour information, I'd be happy to finally start using it instead of the limited 16 colour palette, but we'll need to think about compatibility with vanilla and whether there will be support from tileset authors, if required.

I would absolutely be in support of having this as an option. I am going to be designing my graphics set with this design philosophy in mind, and sacrificing background colors for unlimited foreground colors would be a godsend. Just earlier, I was trying out TWBT and struggling with how the plug-in colorizes objects. If I make my color scheme dark, then text looks good but tiles look faded. If I make my color scheme brighter, tiles look great but text looks washed out. Having a set of material colors independent of the color scheme would solve this problem and add a lot of flexibility to the set.

As I said, it's already available in the latest TWBT build (from http://build.mifki.com), so you can try it out. It's not a special mode or something that needs to be enabled - you just specify bg/fg colour values >= 100 anywhere (either in raws or in runtime like the included realcolors.lua does, or in overrides.txt for overrides) and it will use colours from descriptor_color_standard.txt instead. And you can still have background colours.  The problems we're talking about here are about automatically using material colours specified with colour tokens, and they don't apply if you're going to specify colours manually.

However what is the problem with colours and TWBT? The plugin shouldn't change any colours (unless told to).

EDIT: Back to the colour tokens, although it's a shame not to use the data already existing in raws, maybe it would be better to have a separate material/colour database that can be loaded independently of the raws, just like we have colors.txt for base colors. As Japa pointed out, I probably will write a script to load Stonesense colours in runtime, at least to see what happens.

mifki

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Re: Text Will Be Text - dfhack plugin
« Reply #1643 on: May 18, 2015, 12:33:34 am »

On a side note, when I was overriding GrassLightFloor and GrassDarkFloor, I noticed they're swapped. GrassLightFloor is the dark green grass and GrassDarkFloor is the light green grass. I'm not sure if that's a TWBT issue or one with DFHack, but I thought I'd just give a heads-up.

I doubt anyone is using these values anywhere so it's quite possible they're swapped in dfhack and nobody noticed.

Max™

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Re: Text Will Be Text - dfhack plugin
« Reply #1644 on: May 18, 2015, 06:36:20 pm »

I'm not having any luck pulling up the http://do1.mifki.com:8810/ site, is it borked or link changed or just my end?
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mifki

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Re: Text Will Be Text - dfhack plugin
« Reply #1645 on: May 18, 2015, 06:58:50 pm »

I'm not having any luck pulling up the http://do1.mifki.com:8810/ site, is it borked or link changed or just my end?

The original url is http://build.mifki.com, and that one is just where it redirected, until recently.

DragonDePlatino

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Re: Text Will Be Text - dfhack plugin
« Reply #1646 on: May 18, 2015, 07:41:09 pm »

Hey, mifki. I'm going to be making some item overrides for GemSet, but first I want to compile a list of everything that can be overwritten. I've gotten most of the IDs and types down, but I'm not sure where to find some of the tiles and subtypes. Could you direct me to where I could find those? Here's everything I've got so far, with some educated guesses (like the ballista parts).

Code: [Select]
TWBT OVERRIDES
(Unknowns represented by ???)

ID:TYPE
(ORIGINAL TILE)
SUBTYPE

AMMO:AMMO
(47)
0 ITEM_AMMO_BOLTS
1 ITEM_AMMO_ARROWS
2 ITEM_AMMO_BLOWDARTS
AMULET:AMULET
(12)
???
ANIMALTRAP:ANIMALTRAP
(127)
???
ANVIL:ANVIL
(229)
???
ARMOR:ARMOR
(91)
0 ITEM_ARMOR_BREASTPLATE
1 ITEM_ARMOR_MAIL_SHIRT
2 ITEM_ARMOR_LEATHER
3 ITEM_ARMOR_COAT
4 ITEM_ARMOR_SHIRT
5 ITEM_ARMOR_CLOAK
6 ITEM_ARMOR_TUNIC
7 ITEM_ARMOR_TOGA
8 ITEM_ARMOR_CAPE
9 ITEM_ARMOR_VEST
10 ITEM_ARMOR_DRESS
11 ITEM_ARMOR_ROBE
ARMORSTAND:ARMORSTAND
(14)
???
BACKPACK:BACKPACK
(146)
???
BALLISTAARROWHEAD:BALLISTAARROWHEAD
???
???
BALLISTAPARTS:BALLISTAPARTS
???
???
BAR:BAR
(240)
???
BARREL:BARREL
(246)
???
BED:BED
(223)
???
BIN:BIN
(88)
???
BLOCKS:BLOCKS
(254)
???
BOOK:BOOK
(8)
???
BOULDER:BOULDER
(236) SAME ELEVATION
(249) LOWER ELEVATION
???
BOX:BOX
(146)
???
BRACELET:BRACELET
(153)
???
BUCKET:BUCKET
(150)
???
CABINET:CABINET
(227)
???
CAGE:CAGE
(19)
???
CATAPULTPARTS:CATAPULTPARTS
???
???
CHAIN:CHAIN
(179)
???
CHAIR:CHAIR
(210)
???
CHEESE:CHEESE
???
???
CLOTH:CLOTH
(167)
???
COFFIN:COFFIN
(48)
???
COIN:COIN
(36)
???
CORPSE:CORPSE
???
???
CORPSEPIECE:CORPSEPIECE
(253)
???
CROWN:CROWN
(230)
???
CRUTCH:CRUTCH
(194)
???
DOOR:DOOR
(15) GEM
(79) GLASS
(197) STONE
(186) WOOD/BONE
(240) METAL
???
DRINK:DRINK
???
???
EARRING:EARRING
(235)
???
EGG:EGG
(248)
???
FIGURINE:FIGURINE
(143)
???
FISH:FISH
(224)
???
FISH_RAW:FISH_RAW
(224)
???
FLASK:FLASK
(173)
???
FLOODGATE:FLOODGATE
(42) GEM
(88) STONE
(215) WOODEN/BONE
???
FOOD:FOOD
???
0 ITEM_FOOD_BISCUITS
1 ITEM_FOOD_STEW
2 ITEM_FOOD_ROAST
FOOD_STORAGE:???
???
GEM:GEM
(4) CUT/LARGE
(15) ROUGH/RAW
0 ONYX
1 MORION
2 SCHORL
3 LACE AGATE
4 BLUE JADE
5 LAPIS LAZULI
6 PRASE
7 PRASE OPAL
8 BLOODSTONE
9 MOSS AGATE
10 MOSS OPAL
11 VARISCITE
12 CHRYSOPRASE
13 CHRYSOCOLLA
14 SARD
15 CARNELIAN
16 BANDED AGATE
17 SARDONYX
18 CHERRY OPAL
19 LAVENDER JADE
20 PINK JADE
21 TUBE AGATE
22 FIRE AGATE
23 PLUME AGATE
24 BROWN JASPER
25 PICTURE JASPER
26 SMOKY QUARTZ
27 WAX OPAL
28 WOOD OPAL
29 AMBER OPAL
30 GOLD OPAL
31 CITRINE
32 YELLOW JASPER
33 TIGEREYE
34 TIGER IRON
35 SUNSTONE
36 RESIN OPAL
37 PYRITE
38 CLEAR TOURMALINE
39 GRAY CHALCEDONY
40 DENDRITIC AGATE
41 SHELL OPAL
42 BONE OPAL
43 WHITE CHALCEDONY
44 FORTIFICATION AGATE
45 MILK QUARTZ
46 MOONSTONE
47 WHITE JADE
48 JASPER OPAL
49 PINEAPPLE OPAL
50 ONYX OPAL
51 MILK OPAL
52 PIPE OPAL
53 AVENTURINE
54 TURQUOISE
55 QUARTZ_ROSE
56 CRYSTAL_ROCK
57 BLACK ZIRCON
58 BLACK PYROPE
59 MELANITE
60 INDIGO TOURMALINE
61 BLUE GARNET
62 TSAVORITE
63 GREEN TOURMALINE
64 DEMANTOID
65 GREEN ZIRCON
66 GREEN JADE
67 HELIODOR
68 PERIDOT
69 RED ZIRCON
70 RED TOURMALINE
71 RED PYROPE
72 ALMANDINE
73 RED GROSSULAR
74 PINK TOURMALINE
75 RED BERYL
76 FIRE OPAL
77 RHODOLITE
78 SPINEL_PURPLE
79 ALEXANDRITE
80 TANZANITE
81 MORGANITE
82 VIOLET SPESSARTINE
83 PINK GARNET
84 KUNZITE
85 CINNAMON GROSSULAR
86 HONEY YELLOW BERYL
87 JELLY OPAL
88 BROWN ZIRCON
89 YELLOW ZIRCON
90 GOLDEN BERYL
91 YELLOW SPESSARTINE
92 TOPAZ
93 TOPAZOLITE
94 YELLOW GROSSULAR
95 RUBICELLE
96 CLEAR GARNET
97 GOSHENITE
98 CAT'S EYE
99 CLEAR ZIRCON
100 AMETHYST
101 AQUAMARINE
102 SPINEL_RED
103 CHRYSOBERYL
104 OPAL_PFIRE
105 OPAL_REDFLASH
106 OPAL_BLACK
107 OPAL_WHITE
108 OPAL_CRYSTAL
109 OPAL_CLARO
110 OPAL_LEVIN
111 OPAL_HARLEQUIN
112 OPAL_PINFIRE
113 OPAL_BANDFIRE
114 DIAMOND_LY
115 DIAMOND_FY
116 EMERALD
117 RUBY
118 SAPPHIRE
119 DIAMOND_CLEAR
120 DIAMOND_RED
121 DIAMOND_GREEN
122 DIAMOND_BLUE
123 DIAMOND_YELLOW
124 DIAMOND_BLACK
125 SAPPHIRE_STAR
126 RUBY_STAR
GLOB:GLOB
(247)
???
GLOVES:GLOVES
(91)
0 ITEM_GLOVES_GAUNTLETS
1 ITEM_GLOVES_GLOVES
2 ITEM_GLOVES_MITTENS
GOBLET:GOBLET
???
???
GRATE:GRATE
(35)
???
HATCH_COVER:HATCH_COVER
(155)
???
HELM:HELM
(91)
0 ITEM_HELM_HELM
1 ITEM_HELM_CAP
2 ITEM_HELM_HOOD
3 ITEM_HELM_TURBAN
4 ITEM_HELM_MASK
5 ITEM_HELM_VEIL_HEAD
6 ITEM_HELM_VEIL_FACE
7 ITEM_HELM_SCARF_HEAD
8 INSTRUMENT
IN_PLAY:???
???
???

INSTRUMENT:INSTRUMENT
(168)
0 ITEM_INSTRUMENT_FLUTE
1 ITEM_INSTRUMENT_TRUMPET
2 ITEM_INSTRUMENT_HARP
3 ITEM_INSTRUMENT_DRUM
4 ITEM_INSTRUMENT_PICCOLO
LIQUID_MISC:LIQUID_MISC
(126)
(247)
???
MEAT:MEAT
(224)
???
MILLSTONE:MILLSTONE
(9)
???
ORTHOPEDIC_CAST:ORTHOPEDIC_CAST
???
???
PANTS:PANTS
(91)
0 ITEM_PANTS_PANTS
1 ITEM_PANTS_GREAVES
2 ITEM_PANTS_LEGGINGS
3 ITEM_PANTS_LOINCLOTH
4 ITEM_PANTS_THONG
5 ITEM_PANTS_SKIRT
6 ITEM_PANTS_SKIRT_SHORT
7 ITEM_PANTS_SKIRT_LONG
8 ITEM_PANTS_BRAIES

PET:PET
???
???
PIPE_SECTION:PIPE_SECTION
(124)
???
PLANT:PLANT
(3) DIMPLE CUPS
(5) QUARRY BUSHES, BLOSSOMS
(6) PLUMP HELMETS, LEAVES
(37) MISC. BERRIES
(58) STRAWBERRY, PRICKLE BERRY, FISHER BERRY, SUN BERRY, MISC. BERRIES
(111) WINTER MELON, WATERMELON
(152) VALLEY HERB
(159) ROPE REED
(231) PIG TAIL, CAVE WHEAT, LONGLAND GRASS, RAT WEED, HIDE ROOT, MUCK ROOT, BLADE WEED, SLIVER BARB
(232) SWEET POD, BLOATED TUBER, KOBOLD BULB
(250) PLANTS AT LOWER ELEVATION
???
PLANT_GROWTH:PLANT_GROWTH
???
???
POWDER_MISC:POWDER_MISC
(126)
(247)
???
QUERN:QUERN
(9)
???
QUIVER:QUIVER
(146)
???
REMAINS:REMAINS
(253)
???
RING:RING
(148)
???
ROCK:ROCK
(7)
???
ROUGH:ROUGH
???
???
SCEPTER:SCEPTER
(45)
???
SEEDS:SEEDS
(250)
???
SHIELD:SHIELD
(91)
0 ITEM_SHIELD_SHIELD
1 ITEM_SHIELD_BUCKLER
SHOES:SHOES
(91)
0 ITEM_SHOES_SHOES
1 ITEM_SHOES_BOOTS
2 ITEM_SHOES_BOOTS_LOW
3 ITEM_SHOES_SANDAL
4 ITEM_SHOES_CHAUSSE
5 ITEM_SHOES_SOCKS
SIEGEAMMO:SIEGEAMMO
(242)
(243)
0 ITEM_SIEGEAMMO_BALLISTA
SKIN_TANNED:SKIN_TANNED
(225)
???
SLAB:SLAB
(239)
???
SMALLGEM:SMALLGEM
(4) CUT/LARGE
(15) ROUGH/RAW
???
SPLINT:SPLINT
(159)
???
STATUE:STATUE
(234)
???
TABLE:TABLE
(209)
???
THREAD:THREAD
(237)
???
TOOL:TOOL
??? BOWL
??? MORTAR
??? PESTLE
??? CARVING KNIFE
??? BONING KNIFE
??? SLICING KNIFE
??? MEAT CLEAVER
??? CARVING FORK
??? POUCH
(8) NEST BOX
(13) LADLE
(22) HIVE
(147) CAULDRON
(153) WHEELBARROW
(158) STEPLADDER
(229) JUG
(236) HONEYCOMB
(238) LARGE POT
(254) MINECART
0 ITEM_TOOL_CAULDRON
1 ITEM_TOOL_LADLE
2 ITEM_TOOL_BOWL
3 ITEM_TOOL_MORTAR
4 ITEM_TOOL_PESTLE
5 ITEM_TOOL_KNIFE_CARVING
6 ITEM_TOOL_KNIFE_BONING
7 ITEM_TOOL_KNIFE_SLICING
8 ITEM_TOOL_KNIFE_MEAT_CLEAVER
9 ITEM_TOOL_FORK_CARVING
10 ITEM_TOOL_NEST_BOX
11 ITEM_TOOL_JUG
12 ITEM_TOOL_LARGE_POT
13 ITEM_TOOL_HIVE
14 ITEM_TOOL_HONEYCOMB
15 ITEM_TOOL_POUCH
16 ITEM_TOOL_MINECART
17 ITEM_TOOL_WHEELBARROW
18 ITEM_TOOL_STEPLADDER
TOTEM:TOTEM
(135)
???
TOY:TOY
(145)
0 ITEM_TOY_PUZZLEBOX
1 ITEM_TOY_BOAT
2 ITEM_TOY_HAMMER
3 ITEM_TOY_AXE
4 ITEM_TOY_MINIFORGE
TRACTION_BENCH:TRACTION_BENCH
(232)
???
TRAPCOMP:TRAPCOMP
(228)
0 ITEM_TRAPCOMP_GIANTAXEBLADE
1 ITEM_TRAPCOMP_ENORMOUSCORKSCREW
2 ITEM_TRAPCOMP_SPIKEDBALL
3 ITEM_TRAPCOMP_LARGESERRATEDDISC
4 ITEM_TRAPCOMP_MENACINGSPIKE
TRAPPARTS:TRAPPARTS
???
???
VERMIN:VERMIN
(123)
(125)
(177)
(249)
(250)
???
WEAPON:WEAPON
(47)
0 ITEM_WEAPON_WHIP
1 ITEM_WEAPON_AXE_BATTLE
2 ITEM_WEAPON_HAMMER_WAR
3 ITEM_WEAPON_SWORD_SHORT
4 ITEM_WEAPON_SPEAR
5 ITEM_WEAPON_MACE
6 ITEM_WEAPON_CROSSBOW
7 ITEM_WEAPON_PICK
8 ITEM_WEAPON_BOW
9 ITEM_WEAPON_BLOWGUN
10 ITEM_WEAPON_PIKE
11 ITEM_WEAPON_HALBERD
12 ITEM_WEAPON_SWORD_2H
13 ITEM_WEAPON_SWORD_LONG
14 ITEM_WEAPON_MAUL
15 ITEM_WEAPON_AXE_GREAT
16 ITEM_WEAPON_DAGGER_LARGE
17 ITEM_WEAPON_SCOURGE
18 ITEM_WEAPON_FLAIL
19 ITEM_WEAPON_MORNINGSTAR
20 ITEM_WEAPON_SCIMITAR
21 ITEM_WEAPON_AXE_TRAINING
22 ITEM_WEAPON_SWORD_SHORT_TRAINING
23 ITEM_WEAPON_SPEAR_TRAINING
WEAPONRACK:WEAPONRACK
(251)
???
WINDOW:WINDOW
(177)
???
WOOD:WOOD
(22)
???

And on another note, what is the purpose of the ANY_XXX IDs? I'm not sure where to fit those in.

Code: [Select]
ANY_ARMOR_GLOVES
ANY_ARMOR_HELM
ANY_ARMOR_PANTS
ANY_ARMOR_SHOES
ANY_ARTIFACT
ANY_AUTO_CLEAN
ANY_CAGE_OR_TRAP
ANY_CAN_ROT
ANY_COOKABLE
ANY_CORPSE
ANY_CRITTER
ANY_DEAD_DWARF
ANY_DRINK
ANY_EDIBLE_BONECARN
ANY_EDIBLE_CARNIVORE
ANY_EDIBLE_RAW
ANY_EDIBLE_VERMIN
ANY_EDIBLE_VERMIN_BOX
ANY_ENCASED
ANY_FURNITURE
ANY_GOOD_FOOD
ANY_IN_CONSTRUCTION
ANY_MELT_DESIGNATED
ANY_MURDERED
ANY_RECENTLY_DROPPED
ANY_REFUSE
ANY_SPIKE
ANY_TRUE_ARMOR
ANY_WEAPON
ANY_WEBS
« Last Edit: May 18, 2015, 08:39:25 pm by DragonDePlatino »
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mifki

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Re: Text Will Be Text - dfhack plugin
« Reply #1647 on: May 18, 2015, 11:34:16 pm »

Not all item types have subtypes, so that's normal. Are there any items in particular that you want to override but can't find how?

ANY_* IDs I believe are exactly what their names suggest, but in general these are just all the values that exist in DF, they may or may not be useful for overrides.

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Re: Text Will Be Text - dfhack plugin
« Reply #1648 on: May 18, 2015, 11:57:05 pm »

They hsould be. Those are item.other vectors, AFAIK, and they describe exactly what they contain.

DragonDePlatino

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Re: Text Will Be Text - dfhack plugin
« Reply #1649 on: May 19, 2015, 12:03:52 am »

Maybe you're right, mifki. For now, I'll just be defaulting to a subtype of 0 if I can't find any subtypes. If there's something I'm still missing at that point, I'll go ahead and ask here. Oh, but I still need to know what the tiles for bowls, mortars, pestles, carving knives, boning knives, slicing knives, meat cleavers, carving forks and pouches are. I can't find those items on the Tilesets page and I can't remember them off the top of my head.

Also, I'm working on a tile overrides list as well. It's going much more smoothly because I don't have to worry about the subtypes, just what the original ASCII tiles where. I'll go ahead and share that once it's finished.
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