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Author Topic: [MODDING] General modding questions thread  (Read 169642 times)

Nuclearfairy

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Re: [MODDING] General modding questions thread
« Reply #960 on: March 18, 2025, 10:06:51 pm »

thanks for the info
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0x517A5D

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Re: [MODDING] General modding questions thread
« Reply #961 on: March 18, 2025, 10:13:24 pm »

Is there a way to change the speech of diplomats and traders visiting the fortress? (So they don't refer to you as dwarves, for example.)

Unfortunately, this is hard-coded.
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schwartzhund

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Re: [MODDING] General modding questions thread
« Reply #962 on: March 19, 2025, 02:35:56 am »

Is there a way to change the speech of diplomats and traders visiting the fortress? (So they don't refer to you as dwarves, for example.)

Unfortunately, this is hard-coded.

Darn. Oh well...
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Nuclearfairy

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Re: [MODDING] General modding questions thread
« Reply #963 on: March 20, 2025, 03:51:23 pm »

Is there a way to get the game to recognize new glass so that I can use the XXX_GLASSABLE token or do I have to essentially treat it as a metal and set up a smelting reaction for it/create a reaction for every object I want to make out of it?
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0x517A5D

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Re: [MODDING] General modding questions thread
« Reply #964 on: March 20, 2025, 04:58:37 pm »

Is there a way to get the game to recognize new glass so that I can use the XXX_GLASSABLE token or do I have to essentially treat it as a metal and set up a smelting reaction for it/create a reaction for every object I want to make out of it?

Not sure what your use case is here.  Are you trying to create e.g. red glass?

There is only one [xxx_GLASSABLE] tag, [CRYSTAL_GLASSABLE].  And I think you have the wrong idea what it does.  It only tags a stone type as a reagent for the builtin [GLASS_CRYSTAL] material.

You can't create a tag named, e.g., [RED_GLASSABLE].  That's not how tags work.
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Nuclearfairy

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Re: [MODDING] General modding questions thread
« Reply #965 on: March 20, 2025, 06:07:16 pm »

Not sure what your use case is here.  Are you trying to create e.g. red glass?

There is only one [xxx_GLASSABLE] tag, [CRYSTAL_GLASSABLE].  And I think you have the wrong idea what it does.  It only tags a stone type as a reagent for the builtin [GLASS_CRYSTAL] material.

You can't create a tag named, e.g., [RED_GLASSABLE].  That's not how tags work.

Well I have created multiple [REACTION_CLASS:XXX] tokens, so I wasn't sure. That's why I asked. :-\


And yes, I am trying to create a new color of glass.
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inyri

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Re: [MODDING] General modding questions thread
« Reply #966 on: March 29, 2025, 12:16:13 am »

Hey, all. I have some newbie modder questions to ask. I'm running the Steam version of DF, and I tried to make a quick mod to allow humans to perform more activities, but since I can't get it to show up in my mod list when I start the game, I can't test it. Any idea what I'm doing wrong? I organized everything into a mod folder, an objects subfolder, and plopped it into the Dwarf Fortress/mods folder.

info.txt:
Code: [Select]
[ID:Let_Humans_Do_Things]

[NUMERIC_VERSION:1.1]
[DISPLAYED_VERSION:1.1.0]
[EARLIEST_COMPATIBLE_NUMERIC_VERSION:1]
[EARLIEST_COMPATIBLE_DISPLAYED_VERSION:1.0.0]
[AUTHOR:psychocygnet]
[NAME:Let Humans Do Things]
[DESCRIPTION:RAW mod to let humans work adamantine, make coal, and make plaster.]

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Eric Blank

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Re: [MODDING] General modding questions thread
« Reply #967 on: March 29, 2025, 04:03:01 am »

Try removing the decimal from NUMERIC_VERSION? I had thought that must be a string of numbers, no other characters. Hence the need for such a field.
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I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

inyri

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Re: [MODDING] General modding questions thread
« Reply #968 on: March 29, 2025, 04:33:12 am »

Try removing the decimal from NUMERIC_VERSION? I had thought that must be a string of numbers, no other characters. Hence the need for such a field.

Just tried setting it back to 1 (and Displayed_Version to 1.0), saving the new version, and testing. Unfortunately, the mod still doesn't show up in my mod list at all.
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