Dwarf Fortress

Dwarf Fortress

Specific Decoration
93 Comments
frost.9 Aug 29, 2024 @ 12:34pm 
I really like the idea, started a new fortress with it today. For now it's ok, i'm just worried about the fps once i reach like 300+ dwarves, would be possible to do a lighter version, maybe just selecting the item and not the gem/bone/shell, etc? Tbh, i just want to engrave tables with anything lol
Cal Jul 22, 2024 @ 6:44pm 
@Action Bastard

that exists in base game, if you go into the work order and its details (i think you hit d or the magnifying glass idr exactly) and you will be able to specify what stone is used and who or what is carved into the rock.
Cactus Jun 11, 2024 @ 12:01pm 
I downloaded this and the options aren't appearing. Is something wrong? Is there a requirement I didn't meet?
Action Bastard Apr 3, 2024 @ 4:53pm 
Is there a way to make specific statues? like choose the image the staute is of?
KYSE VADER Oct 20, 2023 @ 11:41am 
Can't seem to do anything with a named Sapphire Crown.
It's inside a storage zone, but the workshop doesn't recognize it when I:
Specifically Decorate》Any》Finished Good》Crown 》Gems 》 [requires crown]

am I doing it correctly?
Washborn Jul 31, 2023 @ 1:13pm 
it would be so nice to just tell the manager what the final produkt should be and dont care for the single steps. (in Vanilla)
Pogey-Bait Jul 16, 2023 @ 1:30am 
Subbed to this, created a world and saw absolutely nothing change. And yes, I installed the mod properly when installing. What am I missing here?
Serval May 8, 2023 @ 3:01am 
UPD: It seems to require Glass rock cabinet, for example, so my guess is that it looks at glass-made furniture as made out of stone -> green glass, not glass itself.
Serval May 7, 2023 @ 1:16pm 
For some reason the game can't detect things made out of glass so I can't decorate them. They are availiable, but the craft's shops just don't see them. They also don't seem to see gems made of green glass.
Vik Feb 20, 2023 @ 12:18pm 
Absolutely essential mod, I quit my 200 pop 5-year fortress just to install this because vanilla decorating makes me want to tear my hair out.
Cristobal Feb 10, 2023 @ 2:39pm 
idk if is a bug o a limitation with the mod but when i choose to decorate wooden doors, the dwarf takes doors of any material and not just wood
🪻 Feb 1, 2023 @ 3:17am 
this is the kind of thing that should be in the vanilla game, truly essential mod
Arcanua the Death Mage Jan 22, 2023 @ 1:23pm 
FINALLY! Been wondering why they took this control away from us in the Steam release made decorating for nobles a big pain in the butt.
Razarelie Jan 21, 2023 @ 4:55pm 
Not yet ready to give this ago until it's a little leaner but wanted to stop by and say that the Mod thumbnail is gorgeous and the main reason I clicked on the Mod in the Workshop.
XWa Kwispy  [author] Jan 20, 2023 @ 8:56pm 
Again, I would like to remind you, as stated in the description of the mod, first point under IMPORTANT NOTES: This mod adds ~6900 reactions, so yes; unsurprisingly, the work order screen lags a little.
We are working on solving that issue, but DFHack (which will likely be the primary solution to this as loading all reactions is hard-coded into the game) is still in alpha, so the tools we have to work with are limited right now.
If you use the work order screen a lot, feel free to wait for V4.
shady Jan 20, 2023 @ 8:18pm 
Makes the game unplayable so idk how tf this is still up.
Bucky Jan 20, 2023 @ 6:24am 
Unfortunately after installing this mod, the menu was not changed and work orders have a huge stutter now
mohard Jan 6, 2023 @ 1:56am 
Thanks for updating the description! And I hope v4 makes me come back!
XWa Kwispy  [author] Jan 5, 2023 @ 2:14pm 
@Mohard Thanks for the feedback; i'll update the description to give warning; and hopefully with the release of v4's modular approach, we can fix any potential future lag issues. DF just doesn't seem to support so many reactions right now, it seems.
mohard Jan 5, 2023 @ 11:20am 
Hey, this is a really good idea, but the execution is badly lacking for now.

I just want to highlight the work order menu lag issue. Honestly, as soon as I saw how slow opening the menu has become I had to abandon the embark and the world (luckily I didn't spend hours planning out my full fortress layout, haha!). The lag issue should be included in the "important notes" above IMO, because for me it literally made the game unplayable - I use the work manager very very often and it was extremely irritating after just a few minutes.

I hope you manage to work around this lag issue, because this is something I would very much like to have in the game. For now I'll just root for you from the sidelines and keep my fingers crossed. Good luck!
clankerloving cogsucker Jan 4, 2023 @ 11:56pm 
appreciate it mate, i'm an oldy trying out random mods and will continue to report issues, thank you for your service
XWa Kwispy  [author] Jan 4, 2023 @ 10:53pm 
@Some Guy Thank you; we're aware of the few second delay on launching the work order screen; and are working to mitigate that as best as the toolset allows in v4 (see the recent discussion posted): unfortunately, there's no way to prevent a reaction from appearing in the total list of reactions there (at the moment), and 6900 reactions is a lot for the game to load.
V4 should allow you to choose which specific decoration options you want, without overloading your game with things you don't.
clankerloving cogsucker Jan 4, 2023 @ 8:28pm 
mod creates tremendous lag when using workshop assignment screen
XWa Kwispy  [author] Jan 3, 2023 @ 4:11pm 
@Spontaneite as I understand it, if there is a 'take-from' and a 'give-to' stockpile set up for the craftsman, the main cause of frustration is getting a laborer to move the goods out of the station. Consider freeing up dwarves available for hauling, and adding a buffer timer to your work order.
Spontaneite Jan 3, 2023 @ 2:30pm 
Any advice on how to configure the stockpile settings so they don't just decorate the same thing over and over again? I've set separate input and output stockpiles but the dwarf is still just picking up the same bed he just finished decorating, still in the workshop, to bedazzle it More.
Hot King Heaven Jan 2, 2023 @ 10:59pm 
Awesome! good to hear, thanks for the detail too!
XWa Kwispy  [author] Jan 2, 2023 @ 9:59pm 
@Hot King Heaven That is how the mod currently works; but specification is needed in the reactions to isolate particular materials in the magnifying glass (None / Inorganic are the two options without specifications, which would be wood/plants/corpses vs everything else), which results in exponential numbers of reactions. We're looking into alternative ways to bring those numbers down though, because the work order screen is a lot to handle for a lot of people right now. We're working with a limited toolset when it comes to steam modding right now (with the absence of DFHack), but stay tuned; we're aware of the problem and we're working on it. ^^
Hot King Heaven Jan 2, 2023 @ 9:39pm 
I really like this mod but the lag it gives the work orders screen is unbearable so i cant use it.
I'd recommend putting these new things into work details like similar to how the vanilla build a rock statue works, you'd press on the magnifying glass and add the details to there rather than having each one as a base work order and having way too many listings causing the lag I'm talking about before.

Hope it's possible to do this because it would also make it a lot cleaner too.
XWa Kwispy  [author] Jan 2, 2023 @ 9:47am 
@Ether I believe so; the mod uses the base game's improvement production, just with more specific ingredients; so the results should behave in much the same way as any other decoration ^-^
Emilie Sackenball Jan 2, 2023 @ 9:29am 
The descriptions when adding extra things are fine, it's just the value that will not change.
As other info, will these items (taking the statue example) get mood boosts if is adorned/encrusted with all materials they like?
XWa Kwispy  [author] Jan 2, 2023 @ 9:13am 
@Ether I believe vanilla behavior is that only the highest scoring decoration (base 10 x material x quality) applies to the value and the name. As most crafts can only accept covering (encrust/stud/decorate) in vanilla, I assume anything outside of that will not apply. The value is dictated by a bunch of factors separate from the object itself (elves won't buy spiked items, for example) and they are auto-generated by the game. If a tag is released to override this behavior, I will definitely look into a more controllable and predictable method, but for the time being, we have to rely on DF's valuing system.
Emilie Sackenball Jan 2, 2023 @ 8:39am 
Seems like no matter how much you add to an statue, the value will not change from the first addition, its this intended?
nametag47 Jan 2, 2023 @ 3:51am 
Fantastic, thank you! Absolutely the direction the game interface should be going.
Vanilla game expects very precise results, but there really are only tedious workarounds or luck trying to get those, very frustrating.
XWa Kwispy  [author] Jan 1, 2023 @ 2:12pm 
@=SPQR= Donkey Hote I am also considering moving the decorations from the craftsdwarf entirely, into a custom workstation, and separating the mod into a decentralized format (options for Crafts, Furniture, Weapons, Armor, etc, being separate mod 'plugins' for you to tailor to your needs) but this requires a little more experimentation. Rest assured that this mod is still in development, and the more feedback like this I get, the easier it is to understand the problems people are running into, so thank you for your help, and Happy New Year! :D
XWa Kwispy  [author] Jan 1, 2023 @ 2:11pm 
@=SPQR= Donkey Hote I think this is the preferred way forward for this mod.
The additional category selecting the material for what the decorated item is made from multiplies the possible reactions by 7 currently, but is *somewhat* necessary to distinguish between organic and inorganic materials for the material finder. The hows further multiply that by 4.
Moving forward, I think a simple separation of Inorganic vs Organic menu (stone/metal/glass vs wood, bone, etc.) would be appropriate (and *should* still allow in-game material selection), getting back to the root of the mod which is selecting the *what*)
=SPQR= Donkey Hote Jan 1, 2023 @ 12:24pm 
@Sarbian, What I've found from my mod compatibility testing and as noted on the mod page for Better Instruments, better Instruments needs to be the very first in mod load order.

@Crown Prince Tristan, I too had to drop this mod due to lag on opening the manager order page. Would it be possible to get a lite version with just decorate X good with Y material reactions? All the how variations really inflate the reaction count which is what I think is driving the manager order page lag.
Sarbian Jan 1, 2023 @ 10:28am 
The menu dos not show up for me. From what I understand from your exchange with @Sheena-Tiger it seems that Better Instrumentsis the culprit in my case. I do not get how the mods works yet but [CUT_ENTITY:MOUNTAIN] is in the files of that mod.
Thanks for a great mod anyway!
XWa Kwispy  [author] Jan 1, 2023 @ 9:37am 
@SecretGnome Yeah, the work order page takes a second to load as a result of the exponential increase in recipes under there on my machine too. Unfortunately, that work order list is populated by any and all reactions available to your dwarves, regardless of categories or tags. I'm currently experimenting with other ways to create the recipes to reduce the load time; but this may take a while.
SecretGnome Jan 1, 2023 @ 2:45am 
I had to get rid of this because it makes my manager order page take a second or 2 to open but I open that page way too often to accept that for what I gained out of the mod, i don't know if its my machine or if loading in a billion new reactions is what causes it lol.
Sheena-Tiger Dec 31, 2022 @ 2:42pm 
Not compatible? I have running both in the latest setup and have burning options where I would think they are... inside the wood furnace.
Garu Dec 31, 2022 @ 2:00pm 
dosen't seem to be compatible with Burn Remains mod
XWa Kwispy  [author] Dec 31, 2022 @ 1:17pm 
@Moja That's a great idea! I'll add it to the list to be pushed with the next patch! :D Thanks for the feedback
Moja Dec 31, 2022 @ 11:47am 
A generic "Encrust crafts with gem" would be really nice .
XWa Kwispy  [author] Dec 31, 2022 @ 9:22am 
@Slowmow Mine too, that's the whole reason I went down the rabbit hole of making this mod! :D
There's no specification for legendary items specifically, but if you make your input stockpile legendary quality only, you can specify which legendary items you want to craft that way.
Good luck with your dwarven tchotchke business!
Slowmow Dec 31, 2022 @ 7:53am 
Thank you!!! This will help... For some reason, one of my favourite things to do in DF is to be
a souvenir salesman, selling trinkets at ridiculous prices lol...
Can you specify legendary items?
Sheena-Tiger Dec 30, 2022 @ 1:41pm 
Happy to be of any help regardless how little. While I lack the creativity/ideas for mods, being a programmer gives me some insights like how helpful some pointer to something might be.
XWa Kwispy  [author] Dec 30, 2022 @ 12:57pm 
@Sheena-Tiger Thanks for the heads up! I'll look into ways (if any) of adding reactions to any entity, to accommodate that, and push a 3.0.3 patch with a conflict tag. Modding the steam version of DF is still in early days (with the absence of DFHack), but it's nice to get a lead on these things, so thanks again for your help! :D
Sheena-Tiger Dec 30, 2022 @ 11:35am 
Found it... that was the hint and me reading between the lines. I am not to familiar with everything after all but "entity" was a trigger. I did remember 1 mod conflicting with the file since it is replacing the whole thing.
Responsible mod: Diverse Visitors and Sieges
So unless they change things to a patching approach (if possible) your mod is not compatible with them and should thus have that flag. I go over to their page and report the issue... main issue if they fix it will be though, people removed their vanilla entity and if it is only patching then... yeah... new world for me again *sighs* So much work in the still tiny colony already done. (not your fault! Patching files is great!)
XWa Kwispy  [author] Dec 30, 2022 @ 10:05am 
@Sheena-Tiger Is this with version 3.0.2? And with the dwarves exclusively?
This mod essentially adds custom reactions to dwarves only (all prefixed with CPT_ and CPT_CAT (for categories)), so there should be no conflict with any mods.
The building is set to BUILDING:CRAFTSMAN:NONE on all reactions, so if nothing is editing the base craftsdwarf there should be no issues there.
The only thing I can think of is something has edited the dwarf-race from ENTITY:MOUNTAIN to something else, meaning that when the reactions get added, they don't get added to the race you're playing.
Sheena-Tiger Dec 30, 2022 @ 9:47am 
Well, I am missing 1 option to start with... it is one I am sure is in no way important for the mod to be used at all: "Specifically Decorate ... (opens menu)"
I mean, I like to collect and use mods (and not being able to even adjust the order after world generation is not helping) but with the rather few I have so far, none seems or should touch the Craftsdwarf. I have stuff adding workshops... touching the kiln... but no one wants to do something about the craftsshop so far. (or I missed a possible culprit)
And of course I looked for any mods mentioning incompatibilities and certain load orders but this one was having none of that or pointed out by any other.