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Author Topic: Modding Tool: DF World Tinker 0.34.11.0  (Read 35165 times)

Inari

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Re: DF World Tinker
« Reply #45 on: January 22, 2011, 02:51:33 am »

Thanks for the information, Sphalerite, I'll cease my attempts to do the impossible.
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Thundercraft

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Re: DF World Tinker
« Reply #46 on: June 14, 2011, 03:56:45 am »

It seems the last release of DF World Tinker was for v0.31.16.
Has anyone tried to use this with something more recent?

I'm trying to help update the Community Mods and utilities list, which currently lists a number of outdated mods and utilities that do not work with recent DF versions.
I need to ask: Is an update of DF World Tinker in the works?  Is it something considered? ???
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Eldrick Tobin

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Re: DF World Tinker
« Reply #47 on: June 14, 2011, 10:30:57 am »

It seems the last release of DF World Tinker was for v0.31.16.
Has anyone tried to use this with something more recent?

I'm trying to help update the Community Mods and utilities list, which currently lists a number of outdated mods and utilities that do not work with recent DF versions.
I need to ask: Is an update of DF World Tinker in the works?  Is it something considered? ???

It works just fine. The save file format itself has not had an update just yet.
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--
Eldrick Tobin
Behold the unimpressive Aspectus Lolin mod. || My Little Arachnid Fortress attempt...
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zilpin

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Re: DF World Tinker
« Reply #48 on: June 15, 2011, 09:02:13 am »

I need to ask: Is an update of DF World Tinker in the works?  Is it something considered? ???

It works for most tasks with 31.25.
There are so many open bugs in DF right now, and Toady keeps adding new features (and bugs) instead of fixing them, so updating it seems like wasted effort.
I'll likely abandon it, putting time toward the more thorough dfWorldDat project instead...
...which no one else has shown any interest in.
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Grax

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Re: DF World Tinker
« Reply #49 on: February 28, 2013, 11:12:17 am »

Is there any chance to get a supoprt for newer versions?
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zilpin

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Re: DF World Tinker
« Reply #50 on: March 08, 2013, 07:26:29 pm »

-
« Last Edit: April 03, 2013, 09:20:41 pm by zilpin »
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zilpin

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Re: DF World Tinker
« Reply #51 on: April 02, 2013, 09:36:57 pm »

Due to most courteous requests PM'ed my way, updating.
Now able to do an export on 34.11.  Next is import, then sync.
If anyone wants incremental releases, PM me.

[edit]
Import seems to work.
Moving on to sync, which will take longer.
PM for early obtainment (i.e. to test).

If there is public interest I will spend more time this weekend.
If not, I won't.
« Last Edit: April 03, 2013, 09:18:17 pm by zilpin »
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Spiderking50

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Re: DF World Tinker
« Reply #52 on: April 09, 2013, 11:01:22 pm »

I am the public interest. (Lol). :P

But really if this is what I think it is (Although i can't really tell because the info post that's typically the first post or about that has been deleted.) then there is definite interest beyond just me.
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Currently on vacation. I have internet, but will update sporadically due to vacation.

Grax

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Re: DF World Tinker
« Reply #53 on: April 09, 2013, 11:06:18 pm »

I vote for "spending more time this weekend".  :D
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zilpin

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Re: DF World Tinker
« Reply #54 on: April 25, 2013, 10:29:02 pm »

Import was bugged for a long time.
Sync is proving difficult with all the new raw files.
Released current export/import version for now.
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zilpin

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Re: Modding Tool: DF World Tinker 0.34.11.0
« Reply #55 on: May 04, 2013, 04:51:57 pm »

Need help with the entity data structure in the save file, so that importing anything is useful again.
Anyone who can find their way around a hex editor, any hex editor.

If we get this solved, testing mods will get much quicker and easier, since you'll be able to try out mods on existing embarks again.

Right now, if you import workshops (or anything else) into an existing fortress, there is no way for you dwarfs to use it because the civilization entity does not have the new asset.  DF does not re-read the entity_default.txt raw on save load (which is annoying), so we'll have to either 1) figure out the data structure in the save file, and modify it; or  2) get a dfhack plugin to give the new assets to the entity you are playing.

I just don't have the time to reverse engineer the binary save file like I once did.
Need some community help to figure out the entity binary structure in world.dat and world.sav
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Porpoisepower

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Re: Modding Tool: DF World Tinker 0.34.11.0
« Reply #56 on: May 15, 2013, 12:36:07 pm »

Is the link broken?
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zilpin

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Re: Modding Tool: DF World Tinker 0.34.11.0
« Reply #57 on: May 25, 2013, 06:12:34 am »

No.  Maybe DFFD was down for maintenance when you tried.
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TheFlame52

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Re: Modding Tool: DF World Tinker 0.34.11.0
« Reply #58 on: May 23, 2014, 05:22:53 pm »

I'm having a problem running it from the file itself.

But the world is uncompressed. There is a world.sav in the folder. What gives?

Meph

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Re: Modding Tool: DF World Tinker 0.34.11.0
« Reply #59 on: May 23, 2014, 05:25:38 pm »

Open the init/d_init in data/init and set save compression to No and gen a new world.
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