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Author Topic: My new modding technique is unstoppable  (Read 1051 times)

Zaratustra

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My new modding technique is unstoppable
« on: September 27, 2006, 02:33:00 pm »

How to make a creature/item/whatever in a separate file from the raw game files: Set a new 'entity_*', 'creature_*', etc file and format it properly.

As an example, download the file below and unzip it in your raw/objects folder.

zip file

[ October 06, 2006: Message edited by: Zaratustra ]

Captain Mayday

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Re: My new modding technique is unstoppable
« Reply #1 on: October 05, 2006, 02:23:00 am »

So the standard number of raw files are not hardcoded? Interesting.

I can see this as being a great bit of knowledge in future.

I imagine people will eventually start writing small modding applications.

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Toady One

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Re: My new modding technique is unstoppable
« Reply #2 on: October 05, 2006, 02:28:00 am »

Yeah, it's set up to read any file out of the "raw/objects" folder as long as it starts with the right prefix.  All of the existing files were just named for my convenience, but you can arrange them however you like.  Just be careful with "data/objects" -- the old files will persist there right now, even for raws which you've deleted.  Old universes also don't incorporate new objects, and they expect to find an object for each token that existed when they were created.  Importing new objects into old universes is kind of a chore to code, since world gen makes wilderness populations and so on in advance, and it would need to find a way to insert them and various other problems like that.

[ October 05, 2006: Message edited by: Toady One ]

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Cerej

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Re: My new modding technique is unstoppable
« Reply #3 on: October 05, 2006, 11:09:00 am »

Would it be easy for you to make a reduced form of world generation?  Could it generate a very small region, and not care about proper percentages for biomes as long as -some- mountains exist.  And then it would skip the history phase?  Basically, could you easily make a form of world generation for debugging mods?

I certainly wouldn't want this to seriously delay progress, but if it's just a minor thing to do it would be handy.

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Toady One

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Re: My new modding technique is unstoppable
« Reply #4 on: October 05, 2006, 11:30:00 am »

It's one of those things that's been on to-do for a while that has...  associated hassles.  And if I'm going to change world generation, I might as well do a proper attempt rather than a bunch of temporary ones...  not that this has stopped me from doing that in that past.
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