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Author Topic: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread  (Read 22098 times)

kiiranaux

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There are lots of file changes to the steam edition of dwarf fortress. In fact, the file structure is totally different. I'd like to use this thread to capture them so we can get to work updating our non-DFHack mods. Post what you find and let's all help each other.

This thread is not: a how-to of adding graphics to your mods for steam; I'll let others post on that.

Here's the complete list of raw file changes. Aka the file we would normally get from Toady (@Kiiranaux)
Vanilla-only Raw File changes
Spoiler (click to show/hide)

Here's the list of only everything you need to know to update mod raws (@everyone)
other tidbits:
Spoiler (click to show/hide)
code changes:
Spoiler (click to show/hide)

Here's the syntax for writing a sphere file, since there is no example in the download (@Kiiranaux)
File name: text_sphere_fire.txt
Spoiler (click to show/hide)

Here's the syntax for adding embark profiles, since there is no example in the download (@Kiiranaux)
Spoiler (click to show/hide)

Proper tags for cutting vanilla files (@Putnam)
Note! Research is ongoing related to the heirarchy and proper usage for CUT and select tags. Improper use can cause list-shift errors. See pages 7-9 of this thread for current research.
Spoiler (click to show/hide)

Lists of full cut vanilla tags for total conversion mods (@Man0warable)

Lists of vanilla raws not able to be cut
body folder (all files) :  b_detail_plan_default, body_default, body_rcp, tissue_template_default
creature folder: c_variation_default
materials folder: material_template
building folder (all files) : building (only applies to the two vanilla custom buildings, screw press + soaper, anyway)
« Last Edit: January 01, 2023, 04:58:02 pm by kiiranaux »
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The Highfantasy Mod/Pack. Civs, Creatures, Systems, Balance.

Flying Teasets

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Re: [Modding][Premium Dwarf Fortress][Steam Workshop] Raw Changes Superthread
« Reply #1 on: December 06, 2022, 03:30:38 pm »

Hmm, entities have hospitals and messengers but not architects.
CORRECTION: entities have [SELECT_SYMBOL:HOSPITAL:NAME_BUILDING_HOSPITAL]


Bark Scorpion Man:
Code: [Select]
[CV_CONVERT_TAG]
[CVCT_MASTER:STATE_NAME]
[CVCT_TARGET:bark scorpion]
[CVCT_REPLACEMENT:giant bark scorpion]
[CV_CONVERT_TAG]
[CVCT_MASTER:STATE_ADJ]
[CVCT_TARGET:bark scorpion]
[CVCT_REPLACEMENT:giant bark scorpion]
[CV_CONVERT_TAG]
[CVCT_MASTER:SYN_NAME]
[CVCT_TARGET:bark scorpion]
[CVCT_REPLACEMENT:giant bark scorpion]
[CV_CONVERT_TAG]
[CVCT_MASTER:SYN_IMMUNE_CREATURE]
[CVCT_TARGET:BARK_SCORPION]
[CVCT_REPLACEMENT:GIANT_BARK_SCORPION]
[APPLY_CURRENT_CREATURE_VARIATION]
Antler definitions have [ANTLER]
Deer:
Code: [Select]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[USE_MATERIAL_TEMPLATE:HOOF:HOOF_TEMPLATE]
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]
[STATE_NAME:ALL_SOLID:antler]
[STATE_ADJ:ALL_SOLID:antler]
[ANTLER]
Elk Bird:
Code: [Select]
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]
[REMOVE_MATERIAL:HAIR]
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]
[STATE_NAME:ALL_SOLID:antler]
[STATE_ADJ:ALL_SOLID:antler]
[ANTLER]
[USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]

Cheek whiskers are on :CHEEK:
Code: [Select]
[PLUS_TL_GROUP:BY_CATEGORY:CHEEK:CHEEK_WHISKERS]
Ink STATE_NAMEs in creature raws
Octopus:
Code: [Select]
[STATE_NAME:ALL_SOLID:frozen octopus ink]
[STATE_ADJ:ALL_SOLID:frozen octopus ink]
[STATE_NAME:LIQUID:octopus ink]
[STATE_ADJ:LIQUID:octopus ink]
[STATE_NAME:GAS:boiling octopus ink]
[STATE_ADJ:GAS:boiling octopus ink]
[PREFIX:NONE]

[UNDEAD_CANDIDATE] removed from PLAINS
« Last Edit: December 06, 2022, 03:57:50 pm by Flying Teasets »
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Flying Teasets

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Re: [Modding][Premium Dwarf Fortress][Steam Workshop] Raw Changes Superthread
« Reply #2 on: December 06, 2022, 04:15:07 pm »


Reactions that require bags are simplified:
MAKE_PLASTER_POWDER
Code: [Select]
[REAGENT:B:1:BAG:NONE:NONE:NONE][EMPTY][PRESERVE_REAGENT]
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Shonai_Dweller

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Re: [Modding][Premium Dwarf Fortress][Steam Workshop] Raw Changes Superthread
« Reply #3 on: December 06, 2022, 06:01:58 pm »

Entity.txt
Added tags:

Spoiler (click to show/hide)

Removed Tags:
Spoiler (click to show/hide)
« Last Edit: December 06, 2022, 06:06:08 pm by Shonai_Dweller »
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brolol.404

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Re: [Modding][Premium Dwarf Fortress][Steam Workshop] Raw Changes Superthread
« Reply #4 on: December 06, 2022, 06:02:18 pm »

Has anyone figured out the folder structure?

I assume our mods go into "installed_mods" but should all raws txt files just be dumped there, can we use a custom folder structure or is there a specific folder hierarchy?

raw > objects has been replaced with data > "vanilla_"

brolol.404

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Re: [Modding][Premium Dwarf Fortress][Steam Workshop] Raw Changes Superthread
« Reply #5 on: December 06, 2022, 06:30:41 pm »

Two more questions:
1. How do we overwrite vanilla files? Does just naming a txt file the identical vanilla name anywhere in our mod folder overwrite it or do we need a specific folder structure?
2. Do we need to copy/paste the vanilla images if we are using them in our mod files or can we just reference them in our graphics file?

Man0warable

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Re: [Modding][Premium Dwarf Fortress][Steam Workshop] Raw Changes Superthread
« Reply #6 on: December 07, 2022, 04:28:02 am »

Two more questions:
1. How do we overwrite vanilla files? Does just naming a txt file the identical vanilla name anywhere in our mod folder overwrite it or do we need a specific folder structure?
2. Do we need to copy/paste the vanilla images if we are using them in our mod files or can we just reference them in our graphics file?
No, you don't need to copy vanilla files. As for the first question, using an identical file name to replace a vanilla file doesn't seem to work. However, you should only need to do this if you truly need to replace the entire file. To avoid unnecessary mod conflicts, you can use the tag [SELECT_XX] where 'XX' is the existing tag that you wish to edit. Here is an example for adding permitted reactions to the dwarf civ:

entity_example.txt
Code: [Select]
entity_example

[OBJECT:ENTITY]

[SELECT_ENTITY:MOUNTAIN]
[PERMITTED_REACTION:FREE_ADAMANTINE_THREAD]
[PERMITTED_REACTION:FREE_ADAMANTINE_WAFERS]
« Last Edit: December 07, 2022, 05:39:15 am by Man0warable »
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Man0warable

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So far, I've learned that to fully replace an existing entry you must first use [CUT_XX] to remove it before specifying the replacement. I haven't figured out how to modify something like position names without fully replacing the entire civ. I hope this is something that can be done.
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brolol.404

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Re: [Modding][Premium Dwarf Fortress][Steam Workshop] Raw Changes Superthread
« Reply #8 on: December 07, 2022, 08:31:45 am »


Thanks. Where do we put the mod folder? It doesn't show up in game when I put the mod folder in: Steam\steamapps\common\Dwarf Fortress\data\installed_mods

I assume it should be in the mod list: create new world > mods

Flying Teasets

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Re: [Modding][Premium Dwarf Fortress][Steam Workshop] Raw Changes Superthread
« Reply #9 on: December 07, 2022, 09:26:03 am »


Thanks. Where do we put the mod folder? It doesn't show up in game when I put the mod folder in: Steam\steamapps\common\Dwarf Fortress\data\installed_mods

I assume it should be in the mod list: create new world > mods
Did you add an info.txt file to your mod?

From modding_guide:
Code: [Select]
[ID:vanilla_items]
[NUMERIC_VERSION:5001]
[DISPLAYED_VERSION:50.01]
[EARLIEST_COMPATIBLE_NUMERIC_VERSION:5001]
[EARLIEST_COMPATIBLE_DISPLAYED_VERSION:50.01]
[AUTHOR:Bay 12 Games]
[NAME:Vanilla Items]
[DESCRIPTION:These are the default Dwarf Fortress items.]
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brolol.404

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The info file worked thanks. Now I just have to figure out why my buildings are invisible.

Flying Teasets

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The info file worked thanks. Now I just have to figure out why my buildings are invisible.
Are they just invisible? Mine aren't there at all.
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brolol.404

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The info file worked thanks. Now I just have to figure out why my buildings are invisible.
Are they just invisible? Mine aren't there at all.

Yeah. They are invisible. The pawns still build it and it can be interacted with and used if you can find the square on the map.

I tried using the trade depot as the model for now, but it doesn't show up.

Spoiler (click to show/hide)

Immortal-D

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From what I can see, the only raws available for workshops now is 'building_custom' found in 'vanilla buildings folder' with the soap maker and screw press.  However, all workshops have a block of text in the graphics file found in 'vanilla buildings graphics folder'.  Has anyone been able to add a new workshop?  I have also tried adding a simple reaction to an existing workshop, to no avail;

[REACTION:GEM_ARMORSTAND]
   [NAME:Make armorstand from 4 gems]
   [BUILDING:JEWELER:CUSTOM_A]
   [REAGENT:A:4:ROUGH:NONE:NONE:NONE]
   [PRODUCT:100:1:ARMORSTAND:NONE:GET_MATERIAL_FROM_REAGENT:A:NONE]
   [SKILL:CUTGEM]

Man0warable

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Re: [Modding][Premium Dwarf Fortress][Steam Workshop] Raw Changes Superthread
« Reply #14 on: December 07, 2022, 02:27:38 pm »


Thanks. Where do we put the mod folder? It doesn't show up in game when I put the mod folder in: Steam\steamapps\common\Dwarf Fortress\data\installed_mods

I assume it should be in the mod list: create new world > mods
Do not put mods in that folder! Put them in '\steamapps\common\Dwarf Fortress\Mods'. The installed_mods folder is for mods that you have enabled through that mods menu. It's kind of a weird system, but I assume it was done this way to ensure save files can load the appropriate version of a mod in case that mod gets updated. Make sure to read this: https://bay12games.com/dwarves/modding_guide.html
« Last Edit: December 07, 2022, 02:30:03 pm by Man0warable »
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