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− | {{For/see| | + | {{For/see|using mods and their basic structure|[[modding]] about making mods}} |
A '''mod''' (short for modification) is an alteration of the game and the objective of modding. Modifications can range from small tweaks to complete overhauls. | A '''mod''' (short for modification) is an alteration of the game and the objective of modding. Modifications can range from small tweaks to complete overhauls. | ||
− | == | + | == Installing Mods == |
− | Mods can be acquired using the [https://steamcommunity.com/app/975370/workshop/ | + | Mods can be acquired using the [https://steamcommunity.com/app/975370/workshop/ steam workshop] (if using Steam version), a manual download from [[Bay 12 Forums]] or third party websites (like [https://dffd.bay12games.com/ DFFD]), or by [[Modding|creating]] one yourself. |
− | Users of the Steam version can subscribe to mods on | + | Users of the Steam version can subscribe to mods on Steam Workshop, once the download is complete they will be available when creating a new world automatically. Otherwise, manually download the mod, then place the mod zip file or the unzipped mod folder into the Dwarf Fortress [[mod folder]] (if this folder doesn't exist, you can create it.) You can have more than one mod in the mod folder, including different version of the same mod. The game will detect all mods that are properly made in this folder and let the user select which mods to play (see bellow.) |
− | == Enabling | + | == Enabling Mods == |
[[File:Ui-p-mod-selection.png|thumb|world generation mod menu]] | [[File:Ui-p-mod-selection.png|thumb|world generation mod menu]] | ||
− | + | When [[World generation|creating a world]] and choosing its initial parameters, if you have a mod available, there should be a '''Mods''' button at the bottom of the screen. Pressing this will let you select which mods you'd like to enable and what the load order should be. You should put mods at the end of the mod list after the vanilla objects if you don't have any further information, so that they can reference vanilla objects after those are loaded. | |
− | + | Something something load order basic | |
<div class="" style="padding: 0.8em 1em; margin: 0.5rem 0; background: #fcf8e3; border-left: 5px solid #aa6708;"> | <div class="" style="padding: 0.8em 1em; margin: 0.5rem 0; background: #fcf8e3; border-left: 5px solid #aa6708;"> | ||
− | * Mods are enabled per world | + | * Mods are enabled per world and can not be disabled afterwards, however, it is possibly to manually modify the game file as we did in previous versions by applying the mods directly to <code>[[Game folder|<Dwarf Fortress>]]/data/vanilla</code>. Be ware this method has the disadvantage of being a permanent change for all worlds and may break your game. |
− | * Unlike the previous versions of | + | * Unlike the previous versions of Dwarf Fortress, mods no longer live inside save files and must be installed on every computer where saves using those mods are going to be loaded. Once a world is created that uses mods, then the game will copy the mod to the <code>[[Game folder|<Dwarf Fortress>]]/data/installed_mods</code> folder. That is the version that the game actually uses. |
</div> | </div> | ||
− | == Updating | + | == Updating Mods == |
− | + | If a world is using a mod that's been updated, and is currently using an older version of that mod, the player will be prompted about this when a save is loading. Causing a message like the following to appear:<br> | |
− | If a | + | [[File:mod_version_v50_prompt.png]] |
− | + | When this happens, you have the choice of simply updating the mod, updating ''all'' mods at once, continuing to use the older version of the mod in question without updating, selecting the previous task but not updating ''any'' possibly outdated mods or simply returning to the title screen. | |
== Modding == | == Modding == | ||
− | |||
− | + | Dwarf Fortress supports mods in the form of new objects and tiles. Each mod is a zip file or unzipped folder with the required format (see below.) | |
− | === Mod | + | === Mod Format=== |
− | Mods contain an | + | Mods contain an info.txt file and either an "objects" folder or a "graphics" folder (or both.) All of the vanilla objects in the game too use this format. Your mod folder should look something like this: |
[[File:Folder-orange.svg|20px|link=]] Mod Name | [[File:Folder-orange.svg|20px|link=]] Mod Name | ||
Line 46: | Line 45: | ||
{{main|Mod info token}} | {{main|Mod info token}} | ||
− | Each mod must have | + | Each mod must have a <code>info.txt</code> at the root of your mod folder. It has a few fields defining basic metadata information about the mod and can be edited using any text editor (like notepad++). See Example: |
{{code| | {{code| | ||
Line 71: | Line 70: | ||
STEAM tags are only used by Steam. | STEAM tags are only used by Steam. | ||
− | * The <code>STEAM_FILE_ID</code> used to identify the mod in the Workshop. This is automatically managed when uploading to Steam the first time | + | * The <code>STEAM_FILE_ID</code> used to identify the mod in the Workshop. This is automatically managed when uploading to Steam the first time. And required if you wish to update an existing Steam Workshop mod. |
− | * The <code>STEAM_TAG</code> and <code>STEAM_KEY_VALUE_TAG</code> are used by | + | * The <code>STEAM_TAG</code> and <code>STEAM_KEY_VALUE_TAG</code> are used by Steams search engine and the categorization. You can use as many entries you want, use a separate tag for each one. |
− | * You can also create a thumbnail for your mod | + | * You can also create a thumbnail for your mod by creating an image called <code>preview.png</code> in the same level as your info.txt file. This image will become the thumbnail when the mod is uploaded to steam workshop. The image should be less than 1MB in size. |
=== Objects and graphics folder === | === Objects and graphics folder === | ||
− | + | At the root of your mod folder you can have a <code>objects\</code> and <code>graphics\</code> folder, this is where all the [[raw file]]s or [[graphics]] goes (exactly the same as objects from previous versions of Dwarf Fortress) allowing you to tweak or add new content for the game. It's beyond the scope of this short guide to go into what specific tags do, but the vanilla objects and previous mods by members of the community will give you plenty of examples to work with. See: [[modding]]. | |
− | The graphics filenames are not important | + | The graphics filenames are not important, furthermore they can be arbitrarily nested into other sub-folders to help you organize your mod content. |
== Publishing mods == | == Publishing mods == | ||
− | There are two official platforms for publishing ''Dwarf Fortress'' mods, recommended because it's easy for people to find them there. These are [https://steamcommunity.com/app/975370/workshop/ | + | There are two official platforms for publishing ''Dwarf Fortress'' mods, recommended because it's easy for people to find them there. These are [https://steamcommunity.com/app/975370/workshop/ Steam Workshop] and [https://dffd.bay12games.com/ the Dwarf Fortress File Depot (DFFD)]. |
=== Publishing on Steam Workshop === | === Publishing on Steam Workshop === |