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Difference between revisions of "v0.34:Embark profiles.txt"

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(→‎Editing: added skills)
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==Editing==
 
==Editing==
  
To find a specific profile, look for the [TITLE:name] tag, found directly after the [PROFILE] tag. Skills and objects can be edited just like editing normal raws.  
+
To find a specific profile, look for the [TITLE:name] tag, found directly after the [PROFILE] tag. Objects can be edited just like editing normal raws.
 +
 
 +
===Skills===
 +
Most skills use the same names as found in the raws. The syntax for skills is:
 +
<pre>[SKILL:#:name:level]</pre>
 +
where # is the dwarf (1-7), "name" is the skill, and "level" is the number representing how skilled the dwarf is.
  
 
==Default settings==
 
==Default settings==

Revision as of 22:58, 10 November 2012

This article is about an older version of DF.

The embark_profiles.txt file contains any embark profiles (or starting builds) you have created. It is found at data/init/embark_profiles.txt. Most of these can be transfered between versions, but you need to remember to do so. The file is editable, but a typo could render all of your profiles useless.

Editing

To find a specific profile, look for the [TITLE:name] tag, found directly after the [PROFILE] tag. Objects can be edited just like editing normal raws.

Skills

Most skills use the same names as found in the raws. The syntax for skills is:

[SKILL:#:name:level]

where # is the dwarf (1-7), "name" is the skill, and "level" is the number representing how skilled the dwarf is.

Default settings

The default file is empty, unless you have installed a mod that creates new embark profiles. If it does not exist, there are several ways to create it:

  • Save a new text file with the name "embark_profiles.txt" to the data/init folder
  • Use "touch" from a command line (Linux/Mac only)
  • Create and save a (useless) profile on the embark screen. Embarking isn't necessary to save the profile.