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Author Topic: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread  (Read 23445 times)

Man0warable

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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)
The graphics file ids are defined by tile_page_buildings.txt. Many building graphics consist of a base foundation graphic and an overlay. Also, all custom workshop ids must be prefixed by 'WORKSHOP_CUSTOM:' or 'WORKSHOP_CUSTOM_OVERLAY:' when defining graphics. If you are wanting to use the vanilla trade depot model, then this should work:
Spoiler (click to show/hide)
« Last Edit: December 07, 2022, 03:23:36 pm by Man0warable »
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Strik3r

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just be aware that you cannot use Kitfox assets in released mods.
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IncompetentFortressMaker

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The ARCHITECT job and UNDEAD_CANDIDATE tag, as well as LAND_HOLDER_TRIGGER, have either been removed completely or disabled. Attempting to put them in entities results in the following errors:
Code: (errorlog snippet) [Select]
Unrecognized Unit Type Token: ARCHITECT
IBAM_NARKENSHA:Unrecognized Entity Token: UNDEAD_CANDIDATE
IBAM_NARKENSHA:Unrecognized Entity Token: LAND_HOLDER_TRIGGER
^ the above is a snippet from the errorlog the game generates for a mod of mine that I'm attempting to update.

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.

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)
The graphics file ids are defined by tile_page_buildings.txt. Many building graphics consist of a base foundation graphic and an overlay. Also, all custom workshop ids must be prefixed by 'WORKSHOP_CUSTOM:' or 'WORKSHOP_CUSTOM_OVERLAY:' when defining graphics. If you are wanting to use the vanilla trade depot model, then this should work:
Spoiler (click to show/hide)
Gonna try that and other things.

Can mods have multiple bylines yet?

just be aware that you cannot use Kitfox assets in released mods.
Surely linking to the default graphics is allowed??
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brolol.404

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Quote from: Immortal-D on Today at 01:47:37 pm
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]

My buildings and reactions from the non steam version work, but my buildings are invisible.
« Last Edit: December 07, 2022, 03:48:49 pm by brolol.404 »
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Meph

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Did you add something to tile_page_buildings.txt in vanilla_buildings_graphics/graphics, as well as sprites somewhere?
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brolol.404

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Did you add something to tile_page_buildings.txt in vanilla_buildings_graphics/graphics, as well as sprites somewhere?
Hey Meph! Sorry, I didn't see the latest replies to my post. I am out now, but will test it out later and see if I can get it to work.

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)
The graphics file ids are defined by tile_page_buildings.txt. Many building graphics consist of a base foundation graphic and an overlay. Also, all custom workshop ids must be prefixed by 'WORKSHOP_CUSTOM:' or 'WORKSHOP_CUSTOM_OVERLAY:' when defining graphics. If you are wanting to use the vanilla trade depot model, then this should work:
Spoiler (click to show/hide)

Awesome! This worked thanks! For some reason isn't showing the final graphical step (and shows the under construction graphic for the completed building), but it still works as a building and is visible.

Untrustedlife

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the graphic token ADD_COLOR no longer works. It doesn't error out but it treats it as AS_IS now.

Learned this while porting Monsters Of Majesty to premium.
https://steamcommunity.com/sharedfiles/filedetails/?id=2898482156
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Untrustedlife

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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)
The graphics file ids are defined by tile_page_buildings.txt. Many building graphics consist of a base foundation graphic and an overlay. Also, all custom workshop ids must be prefixed by 'WORKSHOP_CUSTOM:' or 'WORKSHOP_CUSTOM_OVERLAY:' when defining graphics. If you are wanting to use the vanilla trade depot model, then this should work:
Spoiler (click to show/hide)
Gonna try that and other things.

Can mods have multiple bylines yet?

just be aware that you cannot use Kitfox assets in released mods.
Surely linking to the default graphics is allowed??
I would be weirded out if it wasnt, especially for those who aren't art inclined, as long as you aren't actually copying the file and saying its yours, just setting it up  to use the vanilla art. (Eg by just having your creature use the vanilla asset links)
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I am an indie game dev!
My Roguelike! With randomly generated creatures Roguelegends: Dark Realms
My Turn Based Strategy game! Which you can buy on steam now!DR4X
My website untrustedlife.com

Deon

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Any idea how to unload vanilla stuff like Buildings, Items etc?

CUT_ENTITY seems to work, but not CUT_BUILDING, CUT_WORKSHOP or CUT_BUILDING_WORKSHOP.

I also can't seem to SELECT_ or CUT_ Material and Tissue templates, as well as bodies/body detail plans.

Any advice would be welcome, I don't want to force people to manually unload vanilla raws on worldgen.
« Last Edit: December 07, 2022, 08:20:19 pm by Deon »
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Salmeuk

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Quote
LOSE job:architect (???)

Spoiler (click to show/hide)

Quote
just be aware that you cannot use Kitfox assets in released mods.

is there an official rule or statement on this? I looked through discord but found nothing
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Shonai_Dweller

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What's the gist of bug 5105? (Bug tracker is down so can't check).
Just want to make sure my own critters don't have the same bug because I copied one of these at some point.
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Shonai_Dweller

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Quote
LOSE job:architect (???)

Spoiler (click to show/hide)

Quote
just be aware that you cannot use Kitfox assets in released mods.

is there an official rule or statement on this? I looked through discord but found nothing
There's a note in the raws somewhere that the graphics are copyrighted.
I mean, they're behind a paywall, it's not likely they'd just allow you to give them away for free to people who don't own the game.
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Man0warable

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Any idea how to unload vanilla stuff like Buildings, Items etc?

CUT_ENTITY seems to work, but not CUT_BUILDING, CUT_WORKSHOP or CUT_BUILDING_WORKSHOP.

I also can't seem to SELECT_ or CUT_ Material and Tissue templates, as well as bodies.

Any advice would be welcome, I don't want to force people to manually unload vanilla raws on worldgen.
CUT and SELECT use the object type defined at the top of the file. So, with [OBJECT:ITEM] you would use [CUT_ITEM:XX]. Crucially, the item id is what comes after the last colon in the tag. Here is an example for removing picks from the game:

item_example.txt
Code: [Select]
item_example

[OBJECT:ITEM]

[CUT_ITEM:ITEM_WEAPON_PICK]
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