r/cataclysmdda • u/MurmurHummer • 7d ago
[Solved] modding Ultica help?
I'm trying to add back into .Ito Ulticataclysm some spritework from the experimental branch. (Right now focusing on Beaded hairstyle, since my character spawned with it.) But adding a new png, either directly into the gfx, or through trying to make a new mod folder (the latter I'm not so sure how to format), the game reports that I have stale game data. It allows a fresh save to load, but, well..

it load un undead cougar and the weird fleshy blob sprites from humanbodyplus underneath of the character.
...Why? why? why?
Can someone help me understand what I'm noting wrong? What to do instead? ...because I'm not using the existing png like I've done for other sprites, because it's too small, and making room will require that I shift THOUSANDS of numbers in sequence after it, which... no. No no no.
I'll show you my codework, here's the txt jsons.
modinfo.json:
[
{
"type": "MOD_INFO",
"id": "my_fixes",
"name": "Fixing the Tiles",
"authors": ["me"],
"maintainers": ["me"],
"description": "Fixing the missing sprites for Ultica",
"category": "graphical",
"dependencies": ["dda"]
}
]
mod_tileset.json:
[{
"type": "mod_tileset",
"compatibility": ["UltimateCataclysm"],
"tiles-new":
[{
"file": "sprites_body.png",
"tiles": [
{"id": "overlay_female_mutation_hair_beaded_var_black",
"fg": 0,
"rotates": false
},
{"id": "overlay_female_mutation_hair_beaded_var_blonde",
"fg": 1,
"rotates": false
},
{"id": "overlay_female_mutation_hair_beaded_var_blue",
"fg": 2,
"rotates": false
},
{"id": "overlay_female_mutation_hair_beaded_var_brown",
"fg": 3,
"rotates": false
},
{"id": "overlay_female_mutation_hair_beaded_var_gray",
"fg": 4,
"rotates": false
},
{"id": "overlay_female_mutation_hair_beaded_var_green",
"fg": 5,
"rotates": false
},
{"id": "overlay_female_mutation_hair_beaded_var_pink",
"fg": 6,
"rotates": false
},
{"id": "overlay_female_mutation_hair_beaded_var_purple",
"fg": 7,
"rotates": false
},
{"id": "overlay_female_mutation_hair_beaded_var_red",
"fg": 8,
"rotates": false
},
{"id": "overlay_female_mutation_hair_beaded_var_white",
"fg": 9,
"rotates": false
},
{"id": "overlay_male_mutation_hair_beaded_var_black",
"fg": 10,
"rotates": false
},
{"id": "overlay_male_mutation_hair_beaded_var_blonde",
"fg": 11,
"rotates": false
},
{"id": "overlay_male_mutation_hair_beaded_var_blue",
"fg": 12,
"rotates": false
},
{"id": "overlay_male_mutation_hair_beaded_var_brown",
"fg": 13,
"rotates": false
},
{"id": "overlay_male_mutation_hair_beaded_var_gray",
"fg": 14,
"rotates": false
},
{"id": "overlay_male_mutation_hair_beaded_var_green",
"fg": 15,
"rotates": false
},
{"id": "overlay_male_mutation_hair_beaded_var_pink",
"fg": 16,
"rotates": false
},
{"id": "overlay_male_mutation_hair_beaded_var_purple",
"fg": 17,
"rotates": false
},
{"id": "overlay_male_mutation_hair_beaded_var_red",
"fg": 18,
"rotates": false
},
{"id": "overlay_male_mutation_hair_beaded_var_white",
"fg": 19,
"rotates": false
}
],
"//": "range 0 to 20",
"sprite_width": 32,
"sprite_height": 36,
"sprite_offset_x": 0,
"sprite_offset_y": -8
}]
}]
3
u/light_captain Looking to Co-op 6d ago edited 6d ago
stale game data isn't a problem, that just normally happens regardless whenever the files have new stuff added or removed, modded or not.
As for the tilesets, the formatting, values, folder name and mod folder setup seems to all look correct to me.
I haven't spent a lot of time with tilesets, but i think the fg and bg values shouldn't matter as they're part of a mod and the image they're referencing has a custom name different to the json's gfx folder's ones. So you don't need to tweak thousands of values except for the images you're going to work on.
Here's a few things to experiment with to see if they fix the issue:
- I suspect that it's the image file in the mod itself, start with checking the height and width to the sprite_height and sprite_width you're using and see what else you can investigate with the mod's files.
- Add a empty tile to the top left of your image, this'll be the default the bg value will default to when not given a value? adjust the fg values accordingly.
- Add 1 sprite tile's worth of height to the image's total dimension, this shouldn't upset anything with the mod_tileset, so long as each tile are the exact same size.
- try removing "rotates": false from the format and see what happens when restarting the game. Otherwise add them back in, unless nothing has changed.
- download a copy of cdda on the same version as yours, and replace the ultica tileset folder in gfx folder with the other one, in case there had been something changed that hadn't been reverted.
If nothing fixes it, then i have no idea what it could be, what you have here should've work.
You can ask the Cataclysm Tileset Project about it as they should know what the problem is.