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Lua scripting

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This article or section is incomplete/under construction (likely due to recent changes) and may still be outdated or missing details. Feel free to do some testing and expand it.


This article is about procedural raw generation. Information on Utility:DFHack scripting can be found at https://docs.dfhack.org/en/stable/.

Lua scripting is an experimental featurev51.06. It is used to create custom procedurally-generated objects that were previously created by hardcoded methods. It was announced in a video, with the stated goal of "supporting future magical endeavors."

Inorganic materials, languages, creatures, interactions, items (currently excluding instruments), reactions, entities, and plants are open to this system.

Scripts are loaded from a mod's scripts/init.lua file, as well as from any included files.

Code Samples

Divine language

This is the divine language, which generates a bunch of random-sounding words from a set of syllables.

languages.GEN_DIVINE=function()

    local letters={}
    letters.vowel={}
    letters.cons={}
    letters.vowel.COMMON_NUM=5
    letters.vowel.NUM=35
    letters.cons.COMMON_NUM=12
    letters.cons.NUM=22
    letters.vowel.lookup={
        "a","e","i","o","u",
        "ae","ai","ao","au","ea","ei","eo","eu","ia","ie","io","iu","oa","oe","oi","ou","ua","ue","ui","uo","ah","eh","ih","oh","uh","ay","ey","iy","oy","uy"
    }
    letters.cons.lookup={
        "b","p","g","k","c","z","s","d","t","m","n","ng",
        "v","f","w","h","j","l","r","q","x","y"
    }

    for k,v in pairs(letters) do
        v.common={}
        v.rare={}
        for i=1,5 do
            if trandom(5)~=0 then v.common[i]=v.lookup[trandom(v.COMMON_NUM)+1] else v.common[i]=v.lookup[trandom(v.NUM)+1] end
        end
        for i=1,15 do 
            v.rare[i]=v.lookup[trandom(v.NUM)+1]
        end
    end

    local function letter(t)
        if trandom(5)~=0 then
            return pick_random(t.common)
        else
            return pick_random(t.rare)
        end
    end
    local gen_divine={}
    for k,v in ipairs(world.language.word) do
        local str=""
        if trandom(2)~=0 then
            str=str..letter(letters.cons)
            str=str..letter(letters.vowel)
        else
            str=str..letter(letters.vowel)
        end
        local num_letters=trandom(3)
        str=str..letter(letters.cons)
        if num_letters>0 then str=str..letter(letters.vowel) end
        if num_letters>1 then str=str..letter(letters.cons) end
        gen_divine[v.token]=str
    end

    return gen_divine
end


Identity language

This makes a language called GEN_IDENTITY which is like: "Abbey abbeyabbeys the abbey of abbeys" - i.e. it's the "English" language you might see occasionally.

New divine metal

You can add new metal descriptions for divine metal pretty easily, for example:

New forgotten beast

Add a new kind of forgotten beast.

Remove default forgotten beast

creatures.fb.default=nil

Adamantine alloys

You can add your own arbitrary generated objects, though as of right now there's no way to make settings for them. This allows for some truly wild stuff; here's a fun example: adamantine-metal alloys for every single non-special metal, giving you an average of the properties of them.

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