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Author Topic: Combining and replacing multi-character structures  (Read 901 times)

MagCynic

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Combining and replacing multi-character structures
« on: July 30, 2014, 05:06:37 pm »

I'm having a problem easily distinguishing the different multi-character structures from each other.  They all just seem like a random mishmash of different characters.  Wouldn't it be cool if there was a way for the game to recognize combinations of character placement?  For example, take the carpenter's workshop.  It's a 3x3 collection of characters.  The game would read that 3x3 collection and render a different, larger graphic tile that looks more like a carpenter's workshop.  This would mainly be for tile replacement sets of course. 
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Dirst

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Re: Combining and replacing multi-character structures
« Reply #1 on: July 30, 2014, 05:16:58 pm »

There is a DFHack plugin called Text Will Be Text that allows for a lot of fiddling with how things appear on the map.  Overriding workshops is on the development plan, but not implemented yet.

Of course, it'd be nice if all of the workshops were defined in the raws... then you could change more than just the appearance.
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Bumber

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Re: Combining and replacing multi-character structures
« Reply #2 on: July 30, 2014, 07:42:06 pm »

I'm not sure about this, but I think I recall hearing that workshops might end up being designated like rooms (from furniture) in the future. It might have been just a suggestion somewhere, though.
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Dirst

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Re: Combining and replacing multi-character structures
« Reply #3 on: July 30, 2014, 08:51:05 pm »

I'm not sure about this, but I think I recall hearing that workshops might end up being designated like rooms (from furniture) in the future. It might have been just a suggestion somewhere, though.
No, I've seen in a few places that it's on the dev plan.  Just possible that all workshops make it out to the raws before everything becomes a room or zone.  And I think mifki will definitely have workshop tile overrides in place before either of those things happen.
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dudlol

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Re: Combining and replacing multi-character structures
« Reply #4 on: July 30, 2014, 08:59:16 pm »

The trade deposit and several masterwork buildings do this. This leads me to believe that it is possible with clever use of tile sets.

Though I guess you'd need raws for the buildings to change their tiles, which would mean creating a custom raw for the building and all of its reactions and giving access to it to the dwarves. And somehow taking the original away.

Edit: oh yeah. When j have issues with it j make them out of differently colored materials. It gives enough of a difference to them that they can be distinguished.
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GavJ

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Re: Combining and replacing multi-character structures
« Reply #5 on: July 30, 2014, 09:38:37 pm »

Yes, if/when the "Text will be Text" guy adds workshop overrides, you would be able to do exactly this.  He might be able to code it so that it works even for workshops that aren't customizable in raws yet, since it is after all an override of textures, not a normal raw defined one (his direct memory address reading can figure out the workshop anyway).  If so, it would be:

1) Make individual textures/characters for each 1/9th of the larger icon that you want for a workshop
2) Override define define the workshop as those 9 characters

But yes, of course it would be nice if everything in "Text will be text" including this, were part of the actual vanilla game. Which is essentially something similar to suggesting a graphics interface API (this would be on the lightweight end of the spectrum), which people have been asking for for a long time.

Quote
The trade deposit and several masterwork buildings do this. This leads me to believe that it is possible with clever use of tile sets.
Masterwork doesn't change carpentry shops and things. It adds its own carpentry custom shops that Meph then tries to lure you into using instead by making them have more efficient or lucrative reactiosn than the vanilla versions.
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