Dwarf Fortress

Dwarf Fortress

The Dwarf Fortress Workshop
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Mechanos 11 Dec, 2022 @ 8:19am
Modding existing assets
It appears there's currently an issue where, workshop mods cannot change existing game assets (but can add more without issue). There are multiple workshop mods currently attempting to do this, but they seem to not work unless you move their contents manually over the game's assets, defeating the purpose of a workshop mod.

I tried searching around, but couldn't find any information. Does anyone know if this is something that the dev is aware of? This seems like a pretty important thing for us to communicate with them, as allowing this will enable the modding community hugely in these early stages of release.
Last edited by Mechanos; 11 Dec, 2022 @ 8:34am
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Showing 1-7 of 7 comments
RoyalFox 11 Dec, 2022 @ 9:48am 
Originally posted by Mechanos:
It appears there's currently an issue where, workshop mods cannot change existing game assets (but can add more without issue). There are multiple workshop mods currently attempting to do this, but they seem to not work unless you move their contents manually over the game's assets, defeating the purpose of a workshop mod.

I tried searching around, but couldn't find any information. Does anyone know if this is something that the dev is aware of? This seems like a pretty important thing for us to communicate with them, as allowing this will enable the modding community hugely in these early stages of release.
I was looking to edit the subterranean crops yield and growing seasons but that didn't work. What did work was when I added [CANNOT_UNDEAD] to dwarves so I could stop getting ghosts when I don't bury anyone. I don't understand it at all.

[OBJECT:CREATURE]

[SELECT_CREATURE:DWARF]

[CANNOT_UNDEAD]
Xenon 4 12 Dec, 2022 @ 2:58am 
Originally posted by RoyalFox:
Originally posted by Mechanos:
It appears there's currently an issue where, workshop mods cannot change existing game assets (but can add more without issue). There are multiple workshop mods currently attempting to do this, but they seem to not work unless you move their contents manually over the game's assets, defeating the purpose of a workshop mod.

I tried searching around, but couldn't find any information. Does anyone know if this is something that the dev is aware of? This seems like a pretty important thing for us to communicate with them, as allowing this will enable the modding community hugely in these early stages of release.
I was looking to edit the subterranean crops yield and growing seasons but that didn't work. What did work was when I added [CANNOT_UNDEAD] to dwarves so I could stop getting ghosts when I don't bury anyone. I don't understand it at all.

[OBJECT:CREATURE]

[SELECT_CREATURE:DWARF]

[CANNOT_UNDEAD]
..You can just craft slab, and engrave it then put it somewhere, works same as burying the person.


As for replacing assets, graphical assets? Out of luck ,requires you to make duplicate of the thingn and remove the old.

You can CUT and replace with new stuff, some of stuff atleast
RoyalFox 12 Dec, 2022 @ 12:57pm 
Originally posted by Mechanos:
It appears there's currently an issue where, workshop mods cannot change existing game assets (but can add more without issue). There are multiple workshop mods currently attempting to do this, but they seem to not work unless you move their contents manually over the game's assets, defeating the purpose of a workshop mod.

I tried searching around, but couldn't find any information. Does anyone know if this is something that the dev is aware of? This seems like a pretty important thing for us to communicate with them, as allowing this will enable the modding community hugely in these early stages of release.
Seems you can destructively remove vanilla files and edit them with a cut feature. https://www.reddit.com/r/DwarfFortressModding/comments/zh2t6s/steam_release_injecting_lines_to_existing_raws/?utm_source=share&utm_medium=android_app&utm_name=androidcss&utm_term=1&utm_content=share_button
RoyalFox 12 Dec, 2022 @ 12:59pm 
Originally posted by Xenon:
Originally posted by RoyalFox:
I was looking to edit the subterranean crops yield and growing seasons but that didn't work. What did work was when I added [CANNOT_UNDEAD] to dwarves so I could stop getting ghosts when I don't bury anyone. I don't understand it at all.

[OBJECT:CREATURE]

[SELECT_CREATURE:DWARF]

[CANNOT_UNDEAD]
..You can just craft slab, and engrave it then put it somewhere, works same as burying the person.
I have played Dwarf Fortress for 12 years and not once in that time have I wanted to bury or memorialize dead dwarves. I just find its a waste of space and time. It's something I've always changed in the raws and now with a workshop mod
GM-X 4 12 Dec, 2022 @ 4:58pm 
I can confirm, it is a problem. Based on a post by the publisher, Toady One is aware that not everything can be modded presently. Total conversion mods are not possible without manually swapping files.

-Cannot upload 1) save game files, 2) world generation parameters, or 3) embark profiles either. Long time staples of DF modding.
Trainzack 20 13 Dec, 2022 @ 3:06pm 
Some things cannot be changed except manually, but there are many things that can be changed that some people are struggling to figure out. I attribute this mostly to the wiki not being available yet for 50.01.
Fantastic Fwoosh 25 Mar, 2024 @ 10:54am 
To revisit this issue, it could be possible if a mass adaption of Topple's door image-swap can be hooked into a TWBT like dfhack script module.

How the lua would be wrote, whether piece by piece (the door graphic swap lua took 69 lines of code top to finish) or all in one continuous document i don't know, but it'd be a lot more convenient and non-intrusive than this vanilla asset modding, by just slapping it on the end of the mod-order queue.
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