Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 3 [4] 5 6 ... 10

Author Topic: [Modding][Premium Dwarf Fortress][Steam Workshop](Done!) Raw Changes Superthread  (Read 23152 times)

kiiranaux

  • Bay Watcher
  • , who choked on [PRO_POS] own ambition!
    • View Profile

Yep, I'm wondering if it will be helpful to post a list that goes list

 [CUT_CREATURE:WORM]
 [CUT_CREATURE:SPIDER]
 [CUT_CREATURE:PIG]
 [CUT_CREATURE:DWARF]
...x100 etc

 [CUT_INORGANIC:HEMATITE]
 [CUT_INORGANIC:COBALTITE]
x100 etc

 [CUT_ITEM:SWORD]
 [CUT_ITEM:HAMMER]
 [CUT_ITEM:AXE]
etc

Since total conversions and extensive mods like highfantasy touch literally every file, it's actually quicker for me to cut everything than to use the insert code, for now. I'm offering to split the work so we don't duplicate efforts!

Logged
The Highfantasy Mod/Pack. Civs, Creatures, Systems, Balance.

Man0warable

  • Bay Watcher
    • View Profile

Yep, I'm wondering if it will be helpful to post a list that goes list

 [CUT_CREATURE:WORM]
 [CUT_CREATURE:SPIDER]
 [CUT_CREATURE:PIG]
 [CUT_CREATURE:DWARF]
...x100 etc

 [CUT_INORGANIC:HEMATITE]
 [CUT_INORGANIC:COBALTITE]
x100 etc

 [CUT_ITEM:SWORD]
 [CUT_ITEM:HAMMER]
 [CUT_ITEM:AXE]
etc

Since total conversions and extensive mods like highfantasy touch literally every file, it's actually quicker for me to cut everything than to use the insert code, for now. I'm offering to split the work so we don't duplicate efforts!
That sort of thing can be generated quite easily using Regex. I may do that in a bit.
Logged

Man0warable

  • Bay Watcher
    • View Profile

Here are some CUT lists, I'll post more as Deon finds more valid CUT_ tags or as I find some.

CUT_CREATURE
Spoiler (click to show/hide)

CUT_ITEM
Spoiler (click to show/hide)

CUT_ENTITY
Spoiler (click to show/hide)

CUT_INORGANIC
Spoiler (click to show/hide)

CUT_PLANT
Spoiler (click to show/hide)
« Last Edit: December 08, 2022, 04:04:42 pm by Man0warable »
Logged

Man0warable

  • Bay Watcher
    • View Profile

CUT_REACTION
Spoiler (click to show/hide)

CUT_INTERACTION
Spoiler (click to show/hide)
« Last Edit: December 08, 2022, 09:02:09 pm by Man0warable »
Logged

brolol.404

  • Bay Watcher
    • View Profile

I am trying to upload a mod to steam but am getting the following error when I click publish:

Item submission failed: limit exceeded.

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile

I have only used CUT_CREATURE, CUT_ITEM, CUT_ENTITY and CUT_INORGANIC for now. Once I discover them all, I will share.

String dump has:

CUT_CREATURE
CUT_ENTITY
CUT_INTERACTION
CUT_ITEM
CUT_WORD
CUT_TRANSLATION
CUT_SYMBOL
CUT_INORGANIC
CUT_PLANT
CUT_MUSIC
CUT_REACTION
CUT_SOUND

And SELECT_ tokens for each of these.

Man0warable

  • Bay Watcher
    • View Profile

I am trying to upload a mod to steam but am getting the following error when I click publish:

Item submission failed: limit exceeded.
Only time I have seen that error on workshop is when trying to upload a thumbnail that is too big. Not sure if that is even possible here.
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile

Yeah, thumbnail image can't be more than 2 MB.

Man0warable

  • Bay Watcher
    • View Profile

The rest of the CUT lists:

CUT_TRANSLATION
Spoiler (click to show/hide)

CUT_SYMBOL
Spoiler (click to show/hide)

CUT_MUSIC
Spoiler (click to show/hide)

CUT_SOUND
Spoiler (click to show/hide)

CUT_WORD
https://gist.github.com/jllllll/ebf71c778a303df5e67fdd79ec219c46
Logged

kiiranaux

  • Bay Watcher
  • , who choked on [PRO_POS] own ambition!
    • View Profile

Thanks Man0warable, getting that to the front now.

Frontpage is current to what we've found.
« Last Edit: December 08, 2022, 10:33:49 pm by kiiranaux »
Logged
The Highfantasy Mod/Pack. Civs, Creatures, Systems, Balance.

Immortal-D

  • Bay Watcher
  • [Not_A_Tree]
    • View Profile

The raws available in Steam appear to be very limited, and inconsistent.  For example, the workshop used to make stone furniture from boulders is now 'Stone Cutter', but is still referenced with 'Building:Mason' and uses the skill 'Masonry', even though the masonry skill ingame is now functionally the old architect skill.  Actual crafting is done by skill 'stone carver'.  I'm also not sure if furniture material can even be changed now due to the new graphics.  I've tried adding a bed & armor stand with reagent 'rough' (gemstones) and 'bone' (bones), but neither even show up in the workshop menu.  I don't expect anyone to know offhand, but I think this all constitutes new information.

brolol.404

  • Bay Watcher
    • View Profile

I am trying to upload a mod to steam but am getting the following error when I click publish:

Item submission failed: limit exceeded.
Only time I have seen that error on workshop is when trying to upload a thumbnail that is too big. Not sure if that is even possible here.

Awesome thanks. I scaled it down and it worked.

kiiranaux

  • Bay Watcher
  • , who choked on [PRO_POS] own ambition!
    • View Profile

Taking notes Immortal-D.

Anyone found the Unit Type Token associated with MODSKILL##, for defining custom profession names?
Logged
The Highfantasy Mod/Pack. Civs, Creatures, Systems, Balance.

Telgin

  • Bay Watcher
  • Professional Programmer
    • View Profile

A little off topic, but is there any equivalent to the old object testing arena?  I don't see anything obvious while poking through the menus.

If not, what's the workflow to build mods now?  I read that the game will reload changes to mods that you make in the installed_mods folder, but is our only option to build a mod, generate a new world, start a fort and tweak things while hoping that it doesn't lead to save incompatibility or crashes?
Logged
Through pain, I find wisdom.

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile

A little off topic, but is there any equivalent to the old object testing arena?  I don't see anything obvious while poking through the menus.

If not, what's the workflow to build mods now?  I read that the game will reload changes to mods that you make in the installed_mods folder, but is our only option to build a mod, generate a new world, start a fort and tweak things while hoping that it doesn't lead to save incompatibility or crashes?

Arena's planned soon, likely far before adventure mode
Pages: 1 2 3 [4] 5 6 ... 10