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Editing v0.34:Raw file

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'''Raw files''' are text files found in the '''raw/objects/''' subdirectory of Dwarf Fortress (used for [[world generation]]), as well as inside the [[saved game folder]] ('''data/save/<region name>/raw/objects/''') for already generated worlds. These files can be looked through to discover various specifics of game items, materials, and creatures, and can be changed to alter how the game behaves.  They are sometimes referred to by players as just "the raws".
 
'''Raw files''' are text files found in the '''raw/objects/''' subdirectory of Dwarf Fortress (used for [[world generation]]), as well as inside the [[saved game folder]] ('''data/save/<region name>/raw/objects/''') for already generated worlds. These files can be looked through to discover various specifics of game items, materials, and creatures, and can be changed to alter how the game behaves.  They are sometimes referred to by players as just "the raws".
  
The '''raw/graphics''' subfolder of Dwarf Fortress is used to store user-customizable [[graphics set repository|graphics sets]]. The '''raw/interaction examples''' folder is absolutely useless and completely ignored by Dwarf Fortress.
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The '''raw/graphics''' subfolder of Dwarf Fortress is used to store user-customizable [[graphics sets]]. The '''raw/interaction examples''' folder is absolutely useless and completely ignored by Dwarf Fortress.
  
 
Dwarf Fortress is not an open source program, so most [[modding]] of the game is limited to altering the raws or doing [[memory hacking]].
 
Dwarf Fortress is not an open source program, so most [[modding]] of the game is limited to altering the raws or doing [[memory hacking]].
  
Duplicating the raw files can cause strange, difficult-to-diagnose problems, and even crashes in some cases.
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Duplicating the raw files can cause several bugs, and even crashes. The game gets very messy and buggy when you do it.
  
 
==Syntax of raw files==
 
==Syntax of raw files==
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  <...contents...>
 
  <...contents...>
  
ID is a unique identificator for your type to use (i.e. [CREATURE:DOG], ID=DOG or [ITEM:ITEM_WEAPON_SWORD], ID=ITEM_WEAPON_SWORD).
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ID is an unique identificator for your type to use (i.e. [CREATURE:DOG], ID=DOG or [ITEM:ITEM_WEAPON_SWORD], ID=ITEM_WEAPON_SWORD).
  
 
===Types of content===
 
===Types of content===
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*LANGUAGE &mdash; word definitions for the languages used by ENTITY objects.
 
*LANGUAGE &mdash; word definitions for the languages used by ENTITY objects.
 
**Entries beginning with [SYMBOL:ID] sort words into symbolic/poetic groups to be referenced by ENTITY preferences.
 
**Entries beginning with [SYMBOL:ID] sort words into symbolic/poetic groups to be referenced by ENTITY preferences.
**Entries beginning with [WORD:ID] define words and their alternate forms (in English).
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**Entries beginning with [WORD:ID] define words and their alternate forms (in english).
 
*MATERIAL_TEMPLATE &mdash; definitions of information common to groups of materials (referenced all over the place).
 
*MATERIAL_TEMPLATE &mdash; definitions of information common to groups of materials (referenced all over the place).
*PLANT &mdash; definitions of plants, their materials, and their derivatives.
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*PLANT &mdash; definitions of plants, their materials, and their derivitives.
 
*REACTION &mdash; reactions/custom workshop jobs (turn items into other items through dwarven or adventurer effort).
 
*REACTION &mdash; reactions/custom workshop jobs (turn items into other items through dwarven or adventurer effort).
 
*TISSUE_TEMPLATE &mdash; defines templated tissues for use with BODY_DETAIL_PLAN objects or in creatures.
 
*TISSUE_TEMPLATE &mdash; defines templated tissues for use with BODY_DETAIL_PLAN objects or in creatures.
  
Usually empty lines are used to divide different types of structures like the file name and [OBJECT:] or different entries, however everything which is not a token besides the 1st string (which is the filename) is understood as comments and is not considered.
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Usually empty strings are used to divide different types of structures like the fine name and [OBJECT:] or different entries, however everything which is not a token besides the 1st string (which is the filename) is understood as comments and is not considered.
  
 
The tokens are enclosed in square brackets ([TOKEN:VALUES]).
 
The tokens are enclosed in square brackets ([TOKEN:VALUES]).
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The order that Dwarf Fortress parses raw files is determined by the first line of the raw file (''not'' necessarily the filename). This parsing order is important for certain tags such as [COPY_TAGS_FROM], but not for most other tags.  
 
The order that Dwarf Fortress parses raw files is determined by the first line of the raw file (''not'' necessarily the filename). This parsing order is important for certain tags such as [COPY_TAGS_FROM], but not for most other tags.  
  
{{Category|Files}}
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[[Category:Files]]
 
{{Category|Modding}}
 
{{Category|Modding}}

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