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Author Topic: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread  (Read 23519 times)

Ziusudra

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What's the gist of bug 5105? (Bug tracker is down so can't check).
You can still get to the issues directly - https://www.bay12games.com/dwarves/mantisbt/view.php?id=5105
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0005105: Products from certain creatures listed multiple times in stockpile menu due to variations (e.g. bark scorpion venom)
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Ironblood didn't use an axe because he needed it. He used it to be kind. And right now he wasn't being kind.

Untrustedlife

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LOSE job:architect (???)

Spoiler (click to show/hide)

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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.

Is it fair to assume that If  i dont actually include the graphics in my mod, that i can use them EG:
Using them as such with tokens:
[CREATURE_GRAPHICS:RAT_HUGE]
     [DEFAULT:CREATURES_UNDERGROUND:0:16:ADD_COLOR]
       [CHILD:CREATURES_UNDERGROUND:1:16:ADD_COLOR:DEFAULT]
    [ANIMATED:CREATURES_UNDERGROUND:2:16:ADD_COLOR]
       [CHILD:CREATURES_UNDERGROUND:3:16:ADD_COLOR:ANIMATED]
      [CORPSE:CREATURES_UNDERGROUND:4:16:ADD_COLOR]
       [CHILD:CREATURES_UNDERGROUND:5:16:ADD_COLOR:CORPSE]

But not including the actual sprite sheet in the mod because i can access them just fine without a sprite sheet in the mod as long as the mod is loaded in DF premium and being loaded in df premium is what its intended for.
I would never redistribute the actual sprites. But I just make my creatures use the existing ones via tokens.
When I add my own sprite sheet i'll be using my own art.
« Last Edit: December 07, 2022, 09:23:41 pm by Untrustedlife »
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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.

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]

That I realised. I use CUT_ITEM everywhere.

However as I mentioned, sadly I cannot find the way to cut these:

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CUT_BUILDING, CUT_WORKSHOP or CUT_BUILDING_WORKSHOP.

I also can't seem to SELECT_ or CUT_ Material_template and Tissue_template, as well as body and body_detail_plan.

Are they "uncuttable"?
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Man0warable

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Are they "uncuttable"?
You can only CUT and SELECT things that are in the raws. Since most vanilla buildings are not in the raws, you can't edit them as they are hardcoded. We will have to wait for DFHack in order to edit those things.
« Last Edit: December 07, 2022, 10:23:11 pm by Man0warable »
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Deon

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Are they "uncuttable"?
You can only CUT and SELECT things that are in the raws. Since most vanilla buildings are not in the raws, you can't edit them as they are hardcoded. We will have to wait for DFHack in order to edit those things.

Soap maker is in the raws. It cannot be cut the same way as items are.
STONE_TEMPLATE is in the raws, but CUT_MATERIAL_TEMPLATE:STONE_TEMPLATE doesn't work.

That's what I mean.
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Man0warable

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Are they "uncuttable"?
You can only CUT and SELECT things that are in the raws. Since most vanilla buildings are not in the raws, you can't edit them as they are hardcoded. We will have to wait for DFHack in order to edit those things.

Soap maker is in the raws. It cannot be cut the same way as items are.
STONE_TEMPLATE is in the raws, but CUT_MATERIAL_TEMPLATE:STONE_TEMPLATE doesn't work.

That's what I mean.
The only way I can find to edit those is to add an entry in your mod with the same id. Since there are only 2 buildings in the raws, that isn't much of an issue. Just repurpose the ids. You can do the same with templates. Hopefully, some comprehensive documentation on this new modding system will get posted somewhere.
« Last Edit: December 07, 2022, 11:56:46 pm by Man0warable »
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Deon

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When you do that, it creates duplicate errors. So not ideal.

I guess it's a weird limitation of this release.
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Shonai_Dweller

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ALCHEMY and ALCHEMIST are no longer recognized tokens.
Kind of inevitable I guess. I found it kind of handy to have them lying around in the background.
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Deon

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DESIGNBUILDING as well.
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Putnam

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MODSKILL## from 01 to 10 have been added

Shonai_Dweller

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MODSKILL## from 01 to 10 have been added
Ah, interesting.
Do they have an associated Job name? MODJOB## or something?
Making a custom workshop and BUILD_LABOR: needs that rather than the skill apparently.
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Man0warable

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When you do that, it creates duplicate errors. So not ideal.

I guess it's a weird limitation of this release.
So far, in my testing, this is only the case with tags that allow duplicates such as [ENTITY:XX]. For instance, I can change the name of the Soap Maker's Workshop using this example without creating a duplicate:

Spoiler (click to show/hide)

Toady had, at some point, wanted to implement an auto cutting system for duplicate tags. It is unclear if this was ever done.
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Deon

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Materials and bodies and body detail plans do cause duplicates.

Weirdly enough, it loads first time nice, but when you reload save, it creates a bunch of weird errors and sometimes crashes. So I would allow duplicates altogether.

As for me, all I do is cut creatures/entities/plants (havent tried plants yet, hopefully it works) and add prefix to my materials/bodies like GENESIS_STONE_TEMPLATE and it works fine. It does potentionally load more materials than needed, but once I am done with total conversion, I can just completely replace them.
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kiiranaux

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Deon, care to post the code for cutting all (creature, etc) in a spoiler? I can add that to the front page.
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The Highfantasy Mod/Pack. Civs, Creatures, Systems, Balance.

Deon

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I have only used CUT_CREATURE, CUT_ITEM, CUT_ENTITY and CUT_INORGANIC for now. Once I discover them all, I will share.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
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