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Difference between revisions of "User:Jan/sandbox"

From Dwarf Fortress Wiki
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[[:Category:Floor_Plan_Templates]]  
 
[[:Category:Floor_Plan_Templates]]  
 
* [[Template:Floor Plan Carpenter's workshop]]
 
* [[Template:Floor Plan Carpenter's workshop]]
 +
 +
* 3x3  96px  96-118py  ([[Soap maker's workshop]])
 +
* 5x5 160px 162-177py  ([[Siege workshop]]
 +
* 1x1  32px 47py        ([[Screw press]])
 +
* 2x2 
 +
* 3x1  96px 46py        ([[Water wheel]])
  
 
=== Minimal change option ===
 
=== Minimal change option ===
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|}
 
|}
 
|
 
|
{| style="width:200px; height:150px; background-color:#eaecf0;"
+
{| style="width:200px; height:165px; background-color:#eaecf0;"
 
|- valign=top
 
|- valign=top
 
|<span class="mw-customtoggle-infoboxtab mw-ui-button mw-ui-progressive">Change view</span>
 
|<span class="mw-customtoggle-infoboxtab mw-ui-button mw-ui-progressive">Change view</span>
<div class="mw-collapsible" id="mw-customcollapsible-infoboxtab">[[File:Carpenter's workshop.png]]</div>
+
<div class="mw-collapsible" id="mw-customcollapsible-infoboxtab">
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-infoboxtab">
+
{|
{|
+
|rowspan=2|[[File:Carpenter's workshop.png]]
| style="line-height: 1em;font-size: 150%;"|
 
{{Floor Plan|2:1|2:1|2:1|2:0|2:1|2:1|2:0|2:1|2:0}}
 
 
|
 
|
{| style=" font-size: 150%; border-spacing: 0; background: black; border: 2px solid black"
+
{| style="border-spacing:5px;"
 +
| style="width:20px; height:20px;  background-color:#b7b9bd; border:1px solid #545557;"|
 +
| style="width:20px; height:20px;  background-color:#b7b9bd; border:1px solid #545557;"|
 +
| style="width:20px; height:20px;  background-color:#b7b9bd; border:1px solid #545557;"|
 +
|-
 +
| style="width:20px; height:20px;  background-color:#86878a; border:1px solid #545557;"|
 +
| style="width:20px; height:20px;  background-color:#b7b9bd; border:1px solid #545557;"|
 +
| style="width:20px; height:20px;  background-color:#b7b9bd; border:1px solid #545557;"|
 +
|-
 +
| style="width:20px; height:20px;  background-color:#86878a; border:1px solid #545557;"|
 +
| style="width:20px; height:20px;  background-color:#b7b9bd; border:1px solid #545557;"|
 +
| style="width:20px; height:20px;  background-color:#86878a; border:1px solid #545557;"|
 +
|}
 +
|-
 +
| style="text-align: center;" | Layout
 +
|}
 +
</div>
 +
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-infoboxtab"">
 +
{| style="width:100%;"
 +
|rowspan=2 style="width:50%; padding:10px;"|<center>
 +
{| style="font-size: 175%; border-spacing: 0; background-color: black; border: 2px solid black"
 
|- <!-- raw tile changes adds padding and margin -->
 
|- <!-- raw tile changes adds padding and margin -->
 
| style="padding: 0; line-height: 1em"|
 
| style="padding: 0; line-height: 1em"|
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| style="padding: 0; line-height: 1em"| {{Raw Tile|]|0:0:1}}
 
| style="padding: 0; line-height: 1em"| {{Raw Tile|]|0:0:1}}
 
| style="padding: 0; line-height: 1em"| {{Raw Tile|░|0:7:1}}
 
| style="padding: 0; line-height: 1em"| {{Raw Tile|░|0:7:1}}
 +
|}</center>
 +
| style="padding:10px; line-height: 1em;font-size: 150%;"|
 +
<center>{{Floor Plan|2:1|2:1|2:1|2:0|2:1|2:1|2:0|2:1|2:0}}</center>
 +
|-
 +
| style="text-align: center;" | Layout
 +
|}
 
|}
 
|}
 +
|
 +
{| style="width:200px; height:165px; background-color:#eaecf0;"
 +
|- valign=top
 +
|colspan=2|<span class="mw-customtoggle-infoboxtab mw-ui-button mw-ui-progressive">Change view</span>
 +
|-
 +
|rowspan=2 style="width:50%;"|
 +
<div class="mw-collapsible" id="mw-customcollapsible-infoboxtab">[[File:Carpenter's workshop.png]]</div>
 +
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-infoboxtab""><center>
 +
{| style="font-size: 175%; border-spacing: 0; background-color: black; border: 2px solid black"
 +
|- <!-- raw tile changes adds padding and margin -->
 +
| style="padding: 0; line-height: 1em"|
 +
| style="padding: 0; line-height: 1em"| {{Raw Tile|"|7:0:0}}
 +
| style="padding: 0; line-height: 1em"| {{Raw Tile|{{=}}|6:0:0}}
 +
|-
 +
| style="padding: 0; line-height: 1em"| {{Raw Tile|░|0:7:1}}
 +
| style="padding: 0; line-height: 1em"|
 +
| style="padding: 0; line-height: 1em"|
 +
|-
 +
| style="padding: 0; line-height: 1em"| {{Raw Tile|░|0:7:1}}
 +
| style="padding: 0; line-height: 1em"| {{Raw Tile|]|0:0:1}}
 +
| style="padding: 0; line-height: 1em"| {{Raw Tile|░|0:7:1}}
 +
|}</center></div>
 +
|
 +
{| style="border-spacing:5px;"
 +
| style="width:20px; height:20px;  background-color:#b7b9bd; border:1px solid #545557;"|
 +
| style="width:20px; height:20px;  background-color:#b7b9bd; border:1px solid #545557;"|
 +
| style="width:20px; height:20px;  background-color:#b7b9bd; border:1px solid #545557;"|
 +
|-
 +
| style="width:20px; height:20px;  background-color:#86878a; border:1px solid #545557;"|
 +
| style="width:20px; height:20px;  background-color:#b7b9bd; border:1px solid #545557;"|
 +
| style="width:20px; height:20px;  background-color:#b7b9bd; border:1px solid #545557;"|
 +
|-
 +
| style="width:20px; height:20px;  background-color:#86878a; border:1px solid #545557;"|
 +
| style="width:20px; height:20px;  background-color:#b7b9bd; border:1px solid #545557;"|
 +
| style="width:20px; height:20px;  background-color:#86878a; border:1px solid #545557;"|
 
|}
 
|}
 +
|-
 +
| style="text-align: center;" | Layout
 
|}
 
|}
 +
</div>
 
|}
 
|}
 +
 
== Gamefolder ==
 
== Gamefolder ==
  

Revision as of 23:01, 30 December 2022

In game

Start
Quit
Delete

Metal example

Pig iron
PigIron Swatch.png
÷ Ω Ω Ω Ω Ω ÷
= = Ω
= Ω
= = Ω
= Ω
÷ Ω Ω Ω Ω Ω ÷
Uses
Properties
Fire-safe Magma-safe

Wikipedia article

Pig iron
PigIron Swatch.png
÷ Ω Ω Ω Ω Ω ÷
Ω = = Ω
Ω = Ω
Ω Ω
÷ Ω Ω Ω Ω Ω ÷
Uses
Properties
Fire-safe Magma-safe

Wikipedia article

Pig iron
toggle
PigIron Swatch.png
÷ Ω Ω Ω Ω Ω ÷
Ω = = Ω
Ω = Ω
Ω Ω
÷ Ω Ω Ω Ω Ω ÷
Uses
Properties
Fire-safe Magma-safe

Wikipedia article

Pig iron
OOjs UI icon eyeClosed-progressive.svg
PigIron Swatch.png
÷ Ω Ω Ω Ω Ω ÷
Ω = = Ω
Ω = Ω
Ω Ω
÷ Ω Ω Ω Ω Ω ÷
Uses
Properties
Fire-safe Magma-safe

Wikipedia article

Pig iron
Toggle grey.png
Toggle orange.png
PigIron Swatch.png
÷ Ω Ω Ω Ω Ω ÷
Ω = = Ω
Ω = Ω
Ω Ω
÷ Ω Ω Ω Ω Ω ÷
Uses
Properties
Fire-safe Magma-safe

Wikipedia article

Workshop example

Category:Picture Templates

Category:Floor_Plan_Templates

Minimal change option

Carpenter's workshop.png
X X X
X X X
X X X
" =
]
Carpenter's workshop.png
X X X
X X X
X X X
" =
]

"Tab" option without tabs

Change view
Carpenter's workshop.png
" =
]
X X X
X X X
X X X
Change view
Carpenter's workshop.png
Layout
" =
]
X X X
X X X
X X X
Layout
Change view
Carpenter's workshop.png
" =
]
Layout

Gamefolder

If you installed Dwarf Fortress on Arch Linux using pacman, then running dwarffortress will dump the configuration files you should edit into your home directory under .dwarffortress - editing the files under /opt/dwarffortress/data/init will not change how the game behaves.

SU by default we believe the itch.io app stores game files in `%APPDATA%/itch/apps`, at least on windows.

Misc

Category:Message_box_templates

For instance, a human trading company called the Present Hall was wildly successful trading various leathers and bones for crafting, and eventually had enough clout to open a branch warehouse inside a dwarf fortress for the first time. Can't resist that draltha leather. — Toady One

For instance, a human trading company called the Present Hall was wildly successful trading various leathers and bones for crafting, and eventually had enough clout to open a branch warehouse inside a dwarf fortress for the first time. Can't resist that draltha leather. — Toady One

For instance, a human trading company called the Present Hall was wildly successful trading various leathers and bones for crafting, and eventually had enough clout to open a branch warehouse inside a dwarf fortress for the first time. Can't resist that draltha leather. — Toady One

For instance, a human trading company called the Present Hall was wildly successful trading various leathers and bones for crafting, and eventually had enough clout to open a branch warehouse inside a dwarf fortress for the first time. Can't resist that draltha leather. — Toady One

How does a dwarven light bulb looks like?

BulbIcon.svg For instance, a human trading company called the Present Hall was wildly successful trading various leathers and bones for crafting, and eventually had enough clout to open a branch warehouse inside a dwarf fortress for the first time. Can't resist that draltha leather. — Toady One
BulbIcon.svg

For instance, a human trading company called the Present Hall was wildly successful trading various leathers and bones for crafting, and eventually had enough clout to open a branch warehouse inside a dwarf fortress for the first time. Can't resist that draltha leather. — Toady One

For instance, a human trading company called the Present Hall was wildly successful trading various leathers and bones for crafting, and eventually had enough clout to open a branch warehouse inside a dwarf fortress for the first time. Can't resist that draltha leather. — Toady One

For instance, a human trading company called the Present Hall was wildly successful trading various leathers and bones for crafting, and eventually had enough clout to open a branch warehouse inside a dwarf fortress for the first time. Can't resist that draltha leather. — Toady One

For instance, a human trading company called the Present Hall was wildly successful trading various leathers and bones for crafting, and eventually had enough clout to open a branch warehouse inside a dwarf fortress for the first time. Can't resist that draltha leather. — Toady One


Bulbgraph.png Note: For instance, a human trading company called the Present Hall was wildly successful trading various leathers and bones for crafting, and eventually had enough clout to open a branch warehouse inside a dwarf fortress for the first time. Can't resist that draltha leather. — Toady One



Conserving Resources

Some things absolutely require wood (like beds and charcoal), but others can be made out of more common materials like stone. For this reason it's best, especially in the beginning, to make everything that you can out of stone. For example, you could make wood chests and barrels, but stone coffers and rock pots would let you save wood for things that require it and help you rid yourself of all that stone. And if you decide you want solid gold chests or something later when you have more resources, you can always throw out the rock coffers.


Conserving Resources

Some things absolutely require wood (like beds and charcoal), but others can be made out of more common materials like stone. For this reason it's best, especially in the beginning, to make everything that you can out of stone. For example, you could make wood chests and barrels, but stone coffers and rock pots would let you save wood for things that require it and help you rid yourself of all that stone. And if you decide you want solid gold chests or something later when you have more resources, you can always throw out the rock coffers.

Conserving Resources

Some things absolutely require wood (like beds and charcoal), but others can be made out of more common materials like stone. For this reason it's best, especially in the beginning, to make everything that you can out of stone. For example, you could make wood chests and barrels, but stone coffers and rock pots would let you save wood for things that require it and help you rid yourself of all that stone. And if you decide you want solid gold chests or something later when you have more resources, you can always throw out the rock coffers.

Conserving Resources

Some things absolutely require wood (like beds and charcoal), but others can be made out of more common materials like stone. For this reason it's best, especially in the beginning, to make everything that you can out of stone. For example, you could make wood chests and barrels, but stone coffers and rock pots would let you save wood for things that require it and help you rid yourself of all that stone. And if you decide you want solid gold chests or something later when you have more resources, you can always throw out the rock coffers.

Dwarf Fortress Icon.svg
Conserving Resources

Some things absolutely require wood (like beds and charcoal), but others can be made out of more common materials like stone. For this reason it's best, especially in the beginning, to make everything that you can out of stone. For example, you could make wood chests and barrels, but stone coffers and rock pots would let you save wood for things that require it and help you rid yourself of all that stone. And if you decide you want solid gold chests or something later when you have more resources, you can always throw out the rock coffers.




Token Arguments Description
NAME
  • name
The singular form of the plant's name as seen in-game.
NAME_PLURAL
  • name
The plural form of the plant's name as seen in-game.
ADJ
  • adjective
The word or phrase used to describe items made from this plant.
ALL_NAMES
  • name
Sets the NAME, NAME_PLURAL, and ADJ to the specified string.
PREFSTRING
  • reason
What dwarves can like this object for (e.g. "Urist likes plump helmets for their rounded tops.")
MATERIAL
  • material_name
Starts defining a new local plant material with the given name and no properties.
USE_MATERIAL
  • material_name
  • old_material
Starts defining a new local plant material with the given name and using the properties of another local plant material.
USE_MATERIAL_TEMPLATE
  • material_name
  • template_name
Starts defining a new local plant material with the given name and using the properties of the specified material template.
BASIC_MAT Sets the basic material of the plant. According to Toady, you can use other materials (for instance, iron) but the game may hiccup on plants that aren't structurally plants. For crops, said material should have [STRUCTURAL_PLANT_MAT] to permit proper stockpiling. Generally, this should be "LOCAL_PLANT_MAT:material_name", using a material defined using MATERIAL, USE_MATERIAL, or USE_MATERIAL_TEMPLATE.
Token Arguments Description
NAME
  • name
The singular form of the plant's name as seen in-game.

border-top:1px solid #dddddd;

NAME_PLURAL
  • name
The plural form of the plant's name as seen in-game.
ADJ
  • adjective
The word or phrase used to describe items made from this plant.
ALL_NAMES
  • name
Sets the NAME, NAME_PLURAL, and ADJ to the specified string.
PREFSTRING
  • reason
What dwarves can like this object for (e.g. "Urist likes plump helmets for their rounded tops.")
MATERIAL
  • material_name
Starts defining a new local plant material with the given name and no properties.
USE_MATERIAL
  • material_name
  • old_material
Starts defining a new local plant material with the given name and using the properties of another local plant material.
USE_MATERIAL_TEMPLATE
  • material_name
  • template_name
Starts defining a new local plant material with the given name and using the properties of the specified material template.
BASIC_MAT Sets the basic material of the plant. According to Toady, you can use other materials (for instance, iron) but the game may hiccup on plants that aren't structurally plants. For crops, said material should have [STRUCTURAL_PLANT_MAT] to permit proper stockpiling. Generally, this should be "LOCAL_PLANT_MAT:material_name", using a material defined using MATERIAL, USE_MATERIAL, or USE_MATERIAL_TEMPLATE.
Token Arguments Description
NAME
  • name
The singular form of the plant's name as seen in-game.
NAME_PLURAL
  • name
The plural form of the plant's name as seen in-game.
ADJ
  • adjective
The word or phrase used to describe items made from this plant.
ALL_NAMES
  • name
Sets the NAME, NAME_PLURAL, and ADJ to the specified string.
PREFSTRING
  • reason
What dwarves can like this object for (e.g. "Urist likes plump helmets for their rounded tops.")
MATERIAL
  • material_name
Starts defining a new local plant material with the given name and no properties.
USE_MATERIAL
  • material_name
  • old_material
Starts defining a new local plant material with the given name and using the properties of another local plant material.
USE_MATERIAL_TEMPLATE
  • material_name
  • template_name
Starts defining a new local plant material with the given name and using the properties of the specified material template.
BASIC_MAT Sets the basic material of the plant. According to Toady, you can use other materials (for instance, iron) but the game may hiccup on plants that aren't structurally plants. For crops, said material should have [STRUCTURAL_PLANT_MAT] to permit proper stockpiling. Generally, this should be "LOCAL_PLANT_MAT:material_name", using a material defined using MATERIAL, USE_MATERIAL, or USE_MATERIAL_TEMPLATE.
.wikitable,
.prettytable{
    border: none !important;
    width:auto;
    max-width:100%;
    margin-bottom:20px;
    background-color:transparent;
    border-spacing:0px;
}
.wikitable tr,
.prettytable tr{
    border-top:1px solid #dddddd;
}
.wikitable th,.prettytable th{
    border: none !important;
    text-align:left;
}
.wikitable td,.wikitable th,
.prettytable td,.prettytable th{
    border: none !important;
    padding:0;
}
.wikitable tr > th,
.prettytable tr > th{
    padding:8px !important;
    line-height:1.42857143;
    vertical-align:top;
    border-top:1px solid #dddddd;
    border-collapse:collapse;
    border-spacing:0;
    text-align:center;
    vertical-align:middle;
}
.wikitable tr > td,
.prettytable tr > td{
    padding:8px !important;
    line-height:1.42857143;
    vertical-align:top;
    border-top:1px solid #dddddd;
    border-collapse:collapse;
    border-spacing:0
}
.wikitable tbody > tr:nth-child(even),
.prettytable tbody > tr:nth-child(even){
    background-color:#f5f5f5
}
.wikitable tr > th.headerSort,
.prettytable  tr > th.headerSort{
    padding-right:21px !important
}
/*
.wikitable tr:hover{  
    background: #f1f1f1;
*/
}

Navigation

User Interface:



Quickstart_guide#Pre-EmbarkQuickstart guide/Starting siteSite finderStarting build










Modding:



Development:

Tools & Utilities


Game Files:


Template:Main modding

--

Misc Mechanics:





token nonsense testing style options

Documentation
Graphics
Modding#GuideUtilities#Modding toolsList of modsGraphics set repositoryGame Files
Tokens 1B
General
Color
Creature
Entity
Item definition
Reactions
ItemLaborSkill


Documentation
Graphics
Tokens
Modding#GuideUtilities#Modding toolsList of modsGraphics set repositoryGame Files
Documentation
Graphics
Tokens
Modding guideUtilities#Modding toolsList of modsGraphics set repositoryGame Files
Modding 3B large list double space
Documentation
Graphics
Tokens
Modding guideUtilities#Modding toolsList of modsGraphics set repositoryGame Files
Modding 5 large list grouping instead of sub groups - automatic with hlist
Documentation
Graphics
Tokens
Modding guideUtilities#Modding toolsList of modsGraphics set repositoryGame Files
Modding 5A - grouping, double space
Documentation
Graphics
Tokens
Modding guideUtilities#Modding toolsList of modsGraphics set repositoryGame Files
Modding 5B grouping bold, double space
Documentation
Graphics
Tokens
Modding guideUtilities#Modding toolsList of modsGraphics set repositoryGame Files
Modding 5c grouping highilghted otherwise, double space
Documentation
Graphics
Tokens
Modding guideUtilities#Modding toolsList of modsGraphics set repositoryGame Files

Reference


Furniture
AltarAnimal trapArmor standBedBoxBucketCabinetCageCoffinDisplay casePedestalRestraintSeatSlabStatueTableWeapon rack
Tools

Access
BarsBridgeDoorFloodgateGrateHatchRoadWindow
Constructions
Machine and trap parts
Other buildings

Related articles

Template:DF2014 diamonds

Settings
Gameplay settings
Log files
Other
Ornamental (2☼-15☼)
Agates
Feldspars
Jades
Jaspers
Opals
Quartzes
Tourmalines
Semi-Precious (20☼-30☼)
Beryls
Chrysoberyls
Garnets
Grossulars
Opals
Zircons
Tourmalines
Spinels
Precious (40☼)
Rare (60☼)
See also: DiamondGlassStone
Mining
Woodworking
Stoneworking
Hunting/Related
Healthcare
Farming/Related
Fishing/Related
Metalsmithing
Jewelry
Crafts
Engineering
Hauling
Other Jobs
More: GemsMetalsStones
Creature
BloodBoneBrainCartilageCheeseChitinEggFatFeatherHair (WoolYarn) • HoofHornIchorLeatherMilkNailNervous tissueParchmentPearlScaleShellSilkSkinSpitSweatTallowTearsToothWax
Plant
Fiber (PaperSlurry) • FlowerFruitLeafOil • Plant powders (DyeFlour) • Seed (Press cake) • Wood
Creature/Plant
Inorganic
Hardcoded
AmberAshCoralFilthFuelGlassGrimeIceLyeMagmaMudPearlashPotashSaltUnknown substanceVomitWater
See also: Material science
Base
AluminumBismuthCopperGoldIronLeadNickelPlatinumSilverTinZinc
Alloys
Special
Military and defense
F.A.Q.
Guides
Managing soldiers
Design tips
Invaders
Appointed Nobles
Military Ranks
Elected Nobles
Aristocrats
BaronCountDukeMonarch
Other
Unused
Elven
Surface
Crops
Garden
Other
Subterranean
Surface
AbacaAcaciaAlderAlmondAppleApricotAshAvocadoBananaBayberryBirchBitter orangeCacao treeCandlenutCarambolaCashewCedarCherryChestnutCitronCoconut palmCoffeeCustard-appleDate palmDesert limeDurianFeather treeFinger limeGinkgoGlumprongGuavaHazelHighwoodKapokKumquatLarchLimeLycheeMacadamiaMahoganyMango treeMangroveMapleOakOliveOrangePapayaParadise nutPeachPearPecanPersimmonPinePlumPomegranatePomeloRambutanRound limeRubber treeSaguaroSand pearTeaWalnutWillow
Subterranean
Surface
Subterranean
Miner
Woodworker
Stoneworker
Ranger
Doctor
Farmer
Fishery worker
Metalsmith
Jeweler
Craftsdwarf
Engineer

Administrator
Military
General
Weapon
Other
Social
Broker
Other
Performance
Music
Poetry
Dance
Storytelling
Scholar

Other/Peasant
Unused
Topsoil
Ocean floor
Sand
Clay
Sedimentary
Igneous
Intrusive
Extrusive
Metamorphic
Ore
Economic
Other
Insects & bugs
Subterranean
Birds
Mammals
Oceanic
Rivers & lakes
Reptiles & amphibians
Other
Ranged and ammunition
Blowgun and blowdart · Bow and arrow · Crossbow and bolt
Blunt
Edged (slashing)
Edged (piercing)
Dagger · Morningstar · Pick · Pike · Spear
See also: Attack types
Workshops
Furnaces
Related articles
Worlds
General
Map
Biomes
Chasm · Desert · Forest · Glacier · Grassland · Lake · Mountain · Murky pool · Ocean · River · Savanna · Shrubland · Tundra · Wetland
Features
Aquifer · Brook · Deep pit · Island · Magma pool · Passage · Road · Tunnel · Volcano · Waterfall
Underground
Civilization
Sites
Camp · Castle · Cave · Dark fortress · Dark pits · Forest retreat · Fort · Fortress · Hamlet · Hillocks · Labyrinth · Lair · Monastery · Mountain halls · Ruins · Shrine · Tomb · Tower · Town · Vault
Structures
Other

Other Misc curiosities

{{Columns-list}} - css "fix" for the annoying margin glitch that skews columns sometimes.

Download links

Bay12Forum GitHubSomething


Bay12Download DFFDDownload SteamDownload


Button text Get Started Tutorial

Files

Maybe merge many of the file articles stubs, and create an entry which documents all DF important files and folders.

Folder-orange.svg Dwarf Fortress
Folder.svg data
  Folder.svg art
  Folder.svg init
  Folder.svg save
  Folder.svg sound
Folder.svg raw
  Folder.svg graphics
  Folder.svg objects


Folder-orange.svg Dwarf Fortress
Folder.svg data
  Folder.svg init
   Text-x-generic.svgannouncements.txt
   Text-x-generic.svgarena.txt
   Text-x-generic.svgcolors.txt
   Text-x-generic.svgd init.txt
   Text-x-generic.svgembark profiles.txt
   Text-x-generic.svginit.txt
   Text-x-generic.svginterface.txt
   Text-x-generic.svgmacros
   Text-x-generic.svgworld gen.txt
Text-x-generic.svggamelog.txt
Text-x-generic.svgerrorlog.txt


Folder-orange.svgDwarf Fortress \ Folder.svgdata \ Folder.svginit

Text-x-generic.svg announcements.txt used to control the types of announcements displayed in-game
Text-x-generic.svg arena.txt
Text-x-generic.svg colors.txt defines the color scheme
Text-x-generic.svg d init.txt contains settings that affect game features such as saving and population controls. Further detail here.
Text-x-generic.svg embark profiles.txt
Text-x-generic.svg init.txt contains mostly the settings pertaining to the window, rendering and sound of Dwarf Fortress. Further detail here.
Text-x-generic.svg interface.txt Manually edit Key bindings
Text-x-generic.svg macros
Text-x-generic.svg world gen.txt

Tokens

syntax highlighting - for simple and quick code block highlight :

* [MANNERISM_EYELIDS]
* [MANNERISM_FINGERS:finger:fingers]
* [MANNERISM_NOSE:nose]

Inline template stuff:

  • [MANNERISM_FINGERS:finger:fingers]
  • [MANNERISM_FINGERS:fingers:fingers]
  • [MANNERISM_FINGERS:fingers:fingers]
  • [MANNERISM_FINGERS:fingers:fingers]
  • [MANNERISM_FINGERS:fingers:fingers]

Template with anchor but no link:

<span id="{{{1}}}" style="background-color: #eaecf0; font-family: monospace,monospace; font-weight: bold;"><span style="margin: 0 2px;">[</span><!--
--><span style="color: #008000">{{{1}}}</span><!--
-->{{#if:{{{2|}}}|<!--
 --><span style="margin: 0 2px;">:</span><!--
 --><span style="color: #7D9029;">{{{2}}}</span>}}<!--
-->{{#if:{{{3|}}}|<!--
 --><span style="margin: 0 2px;">:</span><!--
 --><span style="color: #BC7A00;">{{{3}}}</span>}}<!--
--><span style="margin: 0 2px;">]</span></span>

Modding notes

  • Token is catch all name for everything inside brackets
  • Token pages
    • Most document how to define new objects of that type.
    • Some document how to reference objects and list their default parameters e.g. Material_token and Item_token
    • Article naming is inconsistent
    • Some Token objects aren't covered or aren't tagged as such e.g. Caste.
  • Documentation
    • Our syntax is sometimes unclear to the uninitiated e.g. Creature token wth is caste TYPE how it differs from creature type of special?
    • Our syntax is sometimes inconsistent.
    • Some object names seems inconsistent as far as I understand their use here.
[OBJECT:CREATURE]
[CREATURE:<identifier>]

Don't match
[OBJECT:DESCRIPTOR_COLOR]   - match article name, never used
[COLOR:<identifier>]        - what is used everwhere that I seen.
[OBJECT:DESCRIPTOR_PATTERN]
[COLOR_PATTERN:<identifier>]
[OBJECT:DESCRIPTOR_SHAPE]
[SHAPE:<identifier>]