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  • 32 bytes (4 words) - 13:48, 20 June 2015
  • The following is a list of files in the raw/objects/ folder necessary for ''Dwarf Fortress'' version 43.05; Additionally, the following files in the raw/objects/text/ folder are required to play ''Dwarf Fortress'' bec
    3 KB (527 words) - 03:53, 20 December 2022

Page text matches

  • '''Modding''' refers to modifying the game's files. ''Dwarf Fortress'' is remarkably moddable. Game Files:
    63 KB (9,874 words) - 03:43, 20 December 2022
  • ...bit builds for all platforms, "small" builds for Windows (which lack sound files), and "legacy" builds for Windows. Generally, the SDL builds for Windows sh ...p\Dwarf Fortress</code> or <code>C:\games\Dwarf Fortress</code>. After the files have been extracted, double-click the <code>Dwarf Fortress.exe</code> file
    35 KB (5,783 words) - 21:05, 29 December 2023
  • The '''saved game''' files are the files that store a player's progress in ''Dwarf Fortress''. The game can be saved The '''saved game folder''' is the location where the files and information corresponding to each [[world generation|world]] (also refe
    9 KB (1,483 words) - 13:06, 4 January 2023
  • ...e/&lt;region name&gt;/raw/objects/''') for already generated worlds. These files can be looked through to discover various specifics of game items, material [[Duplicated raws|Duplicating the raw files]] can cause strange, difficult-to-diagnose problems, and even crashes in so
    12 KB (1,792 words) - 04:44, 6 January 2023
  • In order to configure ''Dwarf Fortress'' to your liking there are two files you can edit, [[init.txt]] and [[d_init.txt]]. The first file, init.txt, co == Locating your configuration files ==
    18 KB (2,957 words) - 04:02, 20 December 2022
  • ...settings or graphics options much easier (press button, instead of editing files) and can even remember to launch selected utilities whenever you open a gam A C# port of SoundSense, it uses the existing sound pack files and XMLs present in SoundSense, but with some added enhancements. More info
    22 KB (3,393 words) - 17:16, 10 April 2023
  • '''Speech files''' are text files that define sentences which can be spoken by people in [[adventure mode]]. == List of files ==
    11 KB (1,626 words) - 20:13, 8 August 2023
  • ...the game: changing the game's raw source files (which are really just text files), and directly altering the game's memory (which requires [[Utility:DFHack| ...ting the game. For making modifications to an existing world, edit the raw files located in the '''raw/objects''' sub-folder of the [[Main:saved game folder
    44 KB (6,064 words) - 03:14, 20 December 2022
  • |Put the interface keys in editable files. |Set up small tutorial files that you can load up. These would have text instructions and little activit
    37 KB (5,912 words) - 04:05, 20 December 2022
  • Books are named from the two text files found in /raw/objects/text. Those files are 'book_art.txt' and 'book_instruction.txt' These files are called upon book creation - so you can modify the files in an existing save - altering the names of all future books. It would be p
    20 KB (3,119 words) - 16:46, 18 October 2023
  • Reactions are found within reaction_x files (such as reaction_smelter or reaction_other). Generally speaking they adhe ...identifier'' may be anything, so long as it is unique within the raw data files. A good habit to get into is to append a short prefix or suffix to each nam
    48 KB (7,387 words) - 03:52, 20 December 2022
  • ...d background color picked from 16 predefined [[Color scheme|colors]]. Text files (and often hardcoded values) define the tile, and colors of all objects. ...e and tileset can be changed (see below), and definitions that are in text files can be modified. In addition, interface text can be displayed with a TrueTy
    6 KB (944 words) - 03:31, 20 December 2022
  • ...rmation) will create three files in the root directory of DF, one of those files is the '''World History file''' named (save name)-world_history.txt. ...hich exist in the world; no further information can be gathered from these files about these civilizations.
    6 KB (947 words) - 04:08, 20 December 2022
  • ...d.wimbli.com/file.php?id=4175 appropriate tools] - after decompressing the files, they are of the following format: ...arf Fortress base directory, so it should start with "data/help/" for help files.
    3 KB (462 words) - 04:02, 20 December 2022
  • ...setting changes are changes mostly in the [[init.txt]] and [[D_init.txt]] files that don't actually change how the game plays out. Spotlight indexes files on your mac. Since DF constantly changes files, spotlight will keep indexing them using 60-70% of your CPU. Exclude DF in
    25 KB (4,057 words) - 03:41, 20 December 2022
  • == Init Files == ...m in-game options screens, but instead are changed by editing certain text files located in the game's data/ folder. Most of these can be safely ignored fo
    94 KB (16,288 words) - 19:50, 3 January 2023
  • | Draws body parts from OBJECT:BODY files (such as body_default.txt) | Loads a plan from listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mas
    102 KB (15,512 words) - 00:24, 25 January 2024
  • The following is a list of files in the raw/objects/ folder necessary for ''Dwarf Fortress'' version 43.05; Additionally, the following files in the raw/objects/text/ folder are required to play ''Dwarf Fortress'' bec
    3 KB (527 words) - 03:53, 20 December 2022
  • ...rmation) will create three files in the root directory of DF, one of those files is the '''World Sites file''' named (save name)-world_sites_and_pops.txt. {{Category|Files}}
    2 KB (344 words) - 04:08, 20 December 2022
  • ...hird way to increase the speed of macros is to change settings in the init-files. In the [[init.txt|base init file (data/init/init.txt)]] you will find the A spreadsheet-driven construction tool for Dwarf Fortress. Converts CSV files containing a "graphical" (or at least two-dimensional) representation of wh
    18 KB (3,003 words) - 03:40, 20 December 2022
  • ...o the <code>-i</code> flag, which is used as an extension to create backup files (but it can be empty): There are three files. They can be found in two different places.
    29 KB (4,862 words) - 03:06, 20 December 2022
  • ...er way, your ''Dwarf Fortress'' root folder should now contain several new files including a text file with the phrase "world_gen_param" in its name. That's ...ortant. Your ''Dwarf Fortress'' root folder should now contain several new files including a text file with phrase "world_gen_param" in its name. That is th
    6 KB (958 words) - 03:35, 20 December 2022
  • ...lternative sound packs]. Existing music is in .ogg format; replacing these files with your own music in .ogg format would allow your choice of music. Also known as ''game_title.ogg'' in the game files.
    2 KB (301 words) - 07:07, 23 December 2022
  • Raw files are text files that describe objects in the game using a list of programmed tags, or token ...60.msg3056848#msg3056848 Raw Explorer] makes it quick and easy to edit raw files, and individual creatures can be extracted by simply right-clicking (on the
    9 KB (1,293 words) - 03:23, 20 December 2022
  • ...are placed in the root directory of ''Dwarf Fortress''. The exported data files are named by the save file name, and the current world date: ...ee below); optipng can be used to compress the images from bitmaps to .png files. This tool previously also removed non-printing ASCII characters from the X
    12 KB (1,943 words) - 03:38, 20 December 2022
  • ...{key|;}} from anywhere within the game and following the instructions. CMV files can be played back in-game from the same {{key|;}} menu (which works from a Tools also exist to convert CMV files to animated .gif format, such as milo christiansen's [http://www.bay12forum
    2 KB (353 words) - 03:12, 20 December 2022
  • :Default/nondefault raws: Have you modified the game's default files? (init files are not covered here)
    3 KB (521 words) - 04:01, 20 December 2022
  • Loading object files... One of the compressed files on disk has errors in it. Restore from backup if you are able.
    795 KB (120,124 words) - 03:34, 25 February 2020
  • ...t|Export Local Image}} &ndash; Exports selected levels of your map as .BMP files (for use on such things as the [http://mkv25.net/dfma/ Dwarf Fortress Map A ...s permanently [[abandon]]s the fortress, saves the map to the world's data files for later use, and returns to the main menu. Once you abandon a fort, all o
    26 KB (4,340 words) - 03:20, 20 December 2022
  • ...cts share the same tile. Some of those can be changed in the raws and init files, and creatures can have separate graphics, but in most cases they are hardc * Items marked with * can have their tile changed in the [[modding|raw data]] files.
    69 KB (9,003 words) - 22:23, 10 March 2024
  • '''Entity tokens''' define entities, or [[civilization]]s, in entity_*.txt files. ...ntity lacks this tag, translations are drawn randomly from all translation files. Multiple translation tags will only result in the last one being used.
    38 KB (5,824 words) - 03:22, 20 December 2022
  • '''Ethic''' tags are used in the [[Entity token|entity raw files]] to determine how different civilizations feel about various issues. Relat
    15 KB (1,920 words) - 03:22, 20 December 2022
  • ...man</tt>) along with the embark profiles, [[d_init.txt]], and other useful files. {{files}}
    821 bytes (124 words) - 03:35, 20 December 2022
  • |comments=Name: Yayo's Tunur; According to the language files of DF, Tunur means "style" in dwarf language. It may require a bit to get u ...erent tiles for each type of stone, and new ones for ore, but the matgloss files need to be edited for that functionality(see image details).
    91 KB (13,800 words) - 19:13, 20 December 2022
  • <small>*magenta for .bmp files.</small> ..., background and brightness shown in the [[Material definition token|RAW]] files will be applied to [[wall]]s, the [[stone|mineral]]'s "secondary" color wil
    58 KB (7,047 words) - 03:16, 20 December 2022
  • '''Language tokens''' are used within the language_*.txt raw files. Each [[token]] is permitted in a specific context. You can hack the language files with this regular expression command:
    4 KB (594 words) - 03:37, 20 December 2022
  • The text files are placed directly in the {{tt|raw/graphics}} folder while the graphic set ...the game which tile is used for which creature. You can use separate text files for each graphic set, or a single one for several. Each text file consists
    49 KB (6,586 words) - 03:31, 20 December 2022
  • ...orld's region folder. In versions 0.34.11 and earlier, corruption of these files could lead to the game crashing with the error "Nemesis Unit Load Failed" -
    1,014 bytes (156 words) - 03:45, 20 December 2022
  • ...AN_STANDARD, DWARF_LIAISON, HUMAN_TRADE, and ELVES_STANDARD. The dipscript files themselves are compressed - with the [http://dffd.wimbli.com/file.php?id=41 {{Category|Files}}
    7 KB (1,083 words) - 03:19, 20 December 2022
  • {{files}}
    237 bytes (34 words) - 04:08, 20 December 2022
  • ...iome]]. They may not be caught in [[animal trap]]s. A comment on their raw files states they should not survive without a host, implying [[Main:Toady One|To
    751 bytes (106 words) - 03:39, 20 December 2022
  • * Bruising causes 1× the pain value from the raw files
    18 KB (3,071 words) - 04:09, 20 December 2022
  • 931 bytes (134 words) - 03:33, 20 December 2022
  • For more information about how modifying ''Dwarf Fortress'' files works, and specifically creature castes, see [[Modding#Creature_castes]].
    6 KB (867 words) - 03:47, 20 December 2022
  • {{files}}
    30 KB (4,215 words) - 03:44, 26 April 2023
  • {{Category|Files}}
    3 KB (393 words) - 04:09, 20 December 2022
  • 6 KB (904 words) - 03:20, 20 December 2022
  • ...or]]s or be playable in [[adventurer mode]]. Due to being based on the raw files of the normal animal, they lack the ability to jump.
    2 KB (252 words) - 03:54, 20 December 2022
  • 26 KB (3,975 words) - 09:57, 10 January 2023
  • 11 KB (1,632 words) - 21:44, 6 February 2024
  • 4 KB (708 words) - 03:21, 20 December 2022
  • ...the aforementioned creature tokens) possess a '''pet value''' in their raw files which determines how much they are worth. Higher pet values normally imply
    8 KB (1,403 words) - 03:48, 20 December 2022
  • ...ame will have to store in your computer's memory and the size of your save files. This may correspondingly make pathfinding more resource-intensive, general
    33 KB (5,542 words) - 03:21, 20 December 2022
  • ...inary cow's. An animal's value multiplier can be found in the creature raw files.
    37 KB (6,210 words) - 03:41, 20 December 2022
  • {{files}}
    2 KB (392 words) - 03:21, 20 December 2022
  • 2- Edit files to add a little castle with 10 switches, some of which open up to desirable
    63 KB (10,704 words) - 20:24, 15 January 2023
  • 3 KB (407 words) - 03:08, 20 December 2022
  • Grep can read patterns from a file or from command-line options. Files should have one pattern per line (see [[#Useful Filters|below]] for example
    3 KB (564 words) - 03:15, 20 December 2022
  • {{files}}
    449 bytes (71 words) - 03:22, 20 December 2022
  • 8 KB (1,355 words) - 03:22, 20 December 2022
  • {{files}}
    7 KB (1,208 words) - 03:35, 20 December 2022
  • 8 KB (1,103 words) - 07:21, 2 December 2023
  • The frequency with which animals are able to be milked is defined in the raw files with the tag {{token|MILKABLE|creature|LOCAL_CREATURE_MAT:MILK:20000}}. All
    7 KB (1,068 words) - 03:43, 20 December 2022
  • {{files}}
    553 bytes (71 words) - 03:16, 20 December 2022
  • These tokens define positions in entity_*.txt files (see [[Entity token]]).
    20 KB (3,126 words) - 03:50, 20 December 2022
  • ...e of ice, instead being made of normal flesh. However, a note on their raw files states [[Main:Toady One|Toady One]] plans to make them be made out of ice i
    2 KB (330 words) - 03:10, 20 December 2022
  • ...[[tile]] that rarely appears. It does not seem to cause any damage to save files, but use with caution, as this has been reported only a few times.
    605 bytes (93 words) - 04:05, 20 December 2022
  • ...etup fluxbox [http://fluxbox.org/help] you only need to edit .fluxbox/keys files. This contains the keyboard shortcuts.
    7 KB (1,211 words) - 03:24, 20 December 2022
  • ...creatures that have {{token|MOUNT}} or {{token|MOUNT_EXOTIC}} in their raw files, but below are some of the most common when an army besieges your fortress.
    7 KB (1,197 words) - 03:44, 20 December 2022
  • ...or wagons, as they possess no {{token|PREFSTRING}}. As stated by their raw files, they exist as creatures only temporarily until moving siege engines are ad
    8 KB (1,249 words) - 04:06, 20 December 2022
  • ...are others who have static spheres, which remain constant across all save files:
    15 KB (2,109 words) - 03:59, 20 December 2022
  • 9 KB (1,482 words) - 03:45, 20 December 2022
  • {{files}}
    1 KB (197 words) - 03:18, 20 December 2022
  • {{files}}
    432 bytes (70 words) - 03:25, 20 December 2022
  • ...tion of 10,000. Civilizations, known as ''entities'' in the [[Raw file|raw files]], have 3 or 4 basic variables that will greatly affect their final placeme
    82 KB (13,016 words) - 08:47, 21 January 2023
  • 8 KB (1,163 words) - 02:51, 20 December 2022
  • ...emist|skill]], and the [[alchemy|labor]] were buried from view in the game files. [[Main:Toady One|Toady One]] [http://www.bay12games.com/media/df_talk_8_tr
    842 bytes (125 words) - 02:51, 20 December 2022
  • 8 KB (1,405 words) - 03:25, 20 December 2022
  • ...t testing arena, unless the aforementioned tags are removed from their raw files. Note that some creatures with no combat capabilities (such as [[vermin]])
    10 KB (1,590 words) - 19:08, 16 October 2023
  • ...or]]s or be playable in [[adventurer mode]]. Due to being based on the raw files of the normal animal, they lack the ability to jump.
    1 KB (162 words) - 02:52, 20 December 2022
  • 1 KB (198 words) - 02:52, 20 December 2022
  • ...ey are currently made of standard flesh and muscle, a comment in their raw files states they are supposed to be made of weeds, implying [[Main:Toady One|Toa
    2 KB (243 words) - 03:32, 20 December 2022
  • ...lled to perfection! If you've set your population cap very low in the INIT files, caverns aren't extremely dangerous, but you should still be on the lookout
    96 KB (15,752 words) - 04:01, 20 December 2022