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Editing Modding pitfalls
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== My mod won't load == | == My mod won't load == | ||
− | Make sure you have an [[info.txt file]] and that your mod is in the root | + | Make sure you have an [[info.txt file]] and that your mod is in the ''root'' of the mods folder (Dwarf Fortress/mods), ''not in the mod_upload folder''. Dwarf Fortress doesn't read that folder for using mods, only to publish them to the steam workshop. |
Make sure you have '''every [[Mod info token#Tokens|required token in your info.txt!]]''' | Make sure you have '''every [[Mod info token#Tokens|required token in your info.txt!]]''' | ||
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== My mod loads, but my creature/plant/entity won't == | == My mod loads, but my creature/plant/entity won't == | ||
− | Make sure the file | + | Make sure the file contains all of the following: |
# A filename that refers to the type of objects contained therein. '''Creature files must start with creature_, entity files must start with entity_, and so on.''' | # A filename that refers to the type of objects contained therein. '''Creature files must start with creature_, entity files must start with entity_, and so on.''' | ||
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# [OBJECT:type], where "type" is replaced with the relevant object type, [OBJECT:CREATURE] etc | # [OBJECT:type], where "type" is replaced with the relevant object type, [OBJECT:CREATURE] etc | ||
− | If | + | If it does have all those, ask in one of the [[Modding#Resource Overview|many places there are where one may get help.]] |
− | + | == My mod won't work with '(other mod)'/ causes glitches in world generation == | |
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− | == My mod | ||
If you are editing an object already present in the vanilla [[Raw file|raws]], you will cause [[Duplicated_raws|duplication errors]] if you don't use the [[Modding#Modifying_the_vanilla_objects|CUT or SELECT]] functions to modify that object. The modding page [[Modding#Selecting_and_Cutting|lists which objects]] can be edited using these functions. | If you are editing an object already present in the vanilla [[Raw file|raws]], you will cause [[Duplicated_raws|duplication errors]] if you don't use the [[Modding#Modifying_the_vanilla_objects|CUT or SELECT]] functions to modify that object. The modding page [[Modding#Selecting_and_Cutting|lists which objects]] can be edited using these functions. | ||
− | If your mod cuts an object and is loaded after another mod that edits the same object, your mod will completely replace that mod's edit. Generally speaking, if you are merely adding tags/tokens to an object, you can achieve the same results with SELECT, which effectively appends those edits to an already existing vanilla object rather than replacing it | + | If your mod cuts an object and is loaded after another mod that edits the same object, your mod will completely replace that mod's edit. Generally speaking, if you are merely adding tags/tokens to an object, you can achieve the same results with SELECT, which effectively appends those edits to an already existing vanilla object rather than replacing it. |
== Creatures == | == Creatures == | ||
=== My civilization lives in "Nothing hamlets", "Nothing fortresses" or similar === | === My civilization lives in "Nothing hamlets", "Nothing fortresses" or similar === | ||
− | You forgot to add a | + | You forgot to add a NAME. These use NAME rather than CASTE_NAME, so if you have a CASTE_NAME but no NAME, you'll see the individuals having a correct species name but their sites not having one. |
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== Reactions == | == Reactions == | ||
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=== My custom armor/clothing reaction won't let user choose size === | === My custom armor/clothing reaction won't let user choose size === |