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Author Topic: [MODDING] General modding questions thread  (Read 182597 times)

Eric Blank

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Re: [MODDING] General modding questions thread
« Reply #975 on: September 20, 2025, 08:06:42 am »

Backpacks and quivers are fully hardcoded items; you can't modify them in any way. I'm pretty sure you can stuff anything into a backpack though, as long as both/all your hands are occupied. It should automatically go into your backpack if you drop it on the ground and try to pick it up.
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

brewer bob

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Re: [MODDING] General modding questions thread
« Reply #976 on: September 20, 2025, 08:25:57 am »

Yeah, you can cram all the furniture of a fallen fortress into a backpack with the all hands occupied trick.

Chori

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Re: [MODDING] General modding questions thread
« Reply #977 on: September 26, 2025, 12:33:38 pm »

Is there a way to customize the workshop icon in the build menu?
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another one - when i have made a category tree, how to make it so the button will be "Back" instead of "Cancel"?
« Last Edit: September 29, 2025, 03:22:40 pm by Chori »
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46852

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Re: [MODDING] General modding questions thread
« Reply #978 on: November 08, 2025, 03:34:06 pm »

How can I reduce the skill levels of immigrants, and perhaps reduce the amount also? I seem to be getting a lot of legendary dwarves... I'd rather like to play a slower paced game, with legendary dwarves being rare. Was there also some value to reduce dwarf skill gain speed?
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46852

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Re: [MODDING] General modding questions thread
« Reply #979 on: November 08, 2025, 03:56:26 pm »

Has there been changes in immigrant skills lately, after I wrote the prevuous message, I got a legendary armorer and a legendary musician. Last wave had legendary weaponsmith, stonecrafter and furnace operator.

These superimmigrants kind of take out all the fun and challenge of progressing from the game :(
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Eric Blank

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Re: [MODDING] General modding questions thread
« Reply #980 on: November 08, 2025, 08:50:18 pm »

Thats always been a possibility since the game is pulling from historical figures. If they completed an artifact in worldgen or remained in the same profession for long enough theyll achieve legendary skill in their profession. If theres not a lot killing them off, especially.
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Ziusudra

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46852

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Re: [MODDING] General modding questions thread
« Reply #982 on: November 09, 2025, 08:10:00 am »

How can I reduce ... immigrants ... amount also?
https://dwarffortresswiki.org/index.php/Settings#Population_and_seed_capacities
or automate with https://docs.dfhack.org/en/stable/docs/tools/pop-control.html

Oh yeah, DFHack seems to be the way then, thank you so much! No DFHack for 0.53 yet though I think?

EDIT: oh there is a fresh release, nice :)
« Last Edit: November 09, 2025, 08:21:51 am by 46852 »
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46852

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Re: [MODDING] General modding questions thread
« Reply #983 on: November 09, 2025, 08:12:26 am »

Thats always been a possibility since the game is pulling from historical figures. If they completed an artifact in worldgen or remained in the same profession for long enough theyll achieve legendary skill in their profession. If theres not a lot killing them off, especially.

Yeah I've had legendary immigrants before, but now they're coming in droves :)

I guess it's just the world, I ran history for 200 years and I must have settled close to a dwarven artifact factory or something :D

EDIT: Oh and there Masterwork Beta for 0.53 already too, with reduced skill gain speeds, really nice!
« Last Edit: November 09, 2025, 08:24:19 am by 46852 »
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brewer bob

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Re: [MODDING] General modding questions thread
« Reply #984 on: December 02, 2025, 08:55:07 am »

Plant question:

With the addition of being able to define what plant is used in vanilla DF plant processing, are seeds/beans harvested from pods or are they still broken?

Currently in the process of removing some stuff from my plant modding, which the changes to plant reactions made unnecessary (which is a good thing!).
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