v50 Steam/Premium information for editors
- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.
Editing Modding pitfalls
Jump to navigation
Jump to search
Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.
If you are creating a redirect to the current version's page, do not use any namespace. For example: use #REDIRECT [[Cat]], not #REDIRECT [[Main:Cat]] or #REDIRECT [[cv:Cat]]. See DF:Versions for more information.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 9: | Line 9: | ||
== 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 directory of the ''mods'' folder (''Dwarf Fortress\mods''), '''not''' in the ''mod_upload'' folder. Dwarf Fortress doesn't read ''mod_upload'' for using mods, | + | Make sure you have an [[info.txt file]] and that your mod is in the root directory of the ''mods'' folder (''Dwarf Fortress\mods''), '''not''' in the ''mod_upload'' folder. Dwarf Fortress doesn't read ''mod_upload'' for using mods, only to publish them to the steam workshop. |
+ | |||
+ | Although you can edit currently installed mods directly from the ''installed_mods'' folder (''Dwarf Fortress\data\installed_mods''), this often leads to confusion over where/how errors or bugs are occurring, as well as increase the risk of accidentally overwriting edits made there. Applying newly edited raws by adding them to the 'mods' folder and loading them in from the in-game menu can avoid many oversights in troubleshooting. | ||
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!]]''' | ||
Line 31: | Line 33: | ||
== 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.''' | ||
Line 37: | Line 39: | ||
# [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 causes glitches in world generation/won't work with '(other mod)' == | == My mod causes glitches in world generation/won't work with '(other mod)' == | ||
Line 49: | Line 49: | ||
=== 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. |
− | |||
− | |||
− | |||
== Reactions == | == Reactions == | ||
− | |||
− | |||
− | |||
− | |||
=== My custom armor/clothing reaction won't let user choose size === | === My custom armor/clothing reaction won't let user choose size === |