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Hi! I’ve been a fan for a few years now and I absolutely adore this game and I want to give my congratulations on the Steam Release’s success. It warms my heart seeing 20 years worth of work be well rewarded. I’ve also gotten into the modding scene for various games, as I’m an aspiring computer science student, after all, today’s modders are tomorrow’s programmers, as Putnam can attest (congrats on that by the way, I can only imagine it was a dream come true). With the Steam release, I was inspired to get into the DF modding scene. I’m working on an overhaul mod that allows for a more automated playstyle, through setting up complex production chains (and even some real life chemistry) to get resources that would otherwise require manual player input. If any of ya’ll play modded Minecraft, think Skyblock.
A few questions for Toady and/or Putnam regarding modding capabilities
Any idea if or how I could change which “group” professions are in, or add new ones?
For example, if I wanted to move stone crafting and woodcrafting from craftsman to stoneworker and woodworker respectively
Or if I had some sort of Industrial Revolution mod that required an “Electrician” job, and I wanted to put it under engineering.
Or if I wanted to break up craftsman and farmer into separate smaller category professions (rancher, chef, cloth worker, etc)
Also, would it be possible to assign custom profession names to exclusively legendary civilian dwarves akin to the military ones? I like to give them custom nicknames, so I know not to conscript them, and I was wondering if I could use the raws to do that automatically. There has to be something that signals them to blink.
Also with music, how do the particular raw elements for the soundtracks work? Do the sound cards trigger with the same conditions as their full song counterparts? Does the game respect track length, so you could plug in full tracks of your own in place of the sound cards without worrying about overlap, or even add new ones?
I’m aware that many of these can be easily done with third party programs and scripts, but one of the things I like about DFPremium is its streamlined nature, you don’t need five windows open to play the game properly, only 2, the game and web browser of choice for the wiki. That and many of them aren’t quite ready for v50 yet.
Also, one thing I wished was there was active mods being a part of worldgen profiles. With workshop support comes that accursed green button, and all of a sudden making a world with all the mods you blindly downloaded becomes a tiny bit of a pain. I suppose I could take the various files from the objects folders from the mods, and stuff them into a single “gigamod”, but I fear there would be conflicts should things need to be loaded in a particular order.
I’m eager to explore Dwarf Fortress as a medium for creation from a modding standpoint as well as the story creator it’s always been!
I have discovered the poocode, I am going to resurrect it and there is nothing you can do to stop me.
Also, an addendum that doesn’t really have to do with mods but rather a question about a major change with the labors. While I am a fan of the removal of Architecture and the division of building designs to the various materials, I’m left scratching my head on the changes regarding the Stoneworker labors. Why was Mason made exclusively for building designing with stone, whereas Carpenter and Blacksmith had building designing tacked on? Why was stone detailing split up into stonecutting, which also now holds the ability to make blocks, rather than stonecarver, and engraving? Was it done to make engraving harder to level and stonecutting easier to level?