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DF2014 Talk:Modding

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Revision as of 20:32, 1 February 2022 by Jan (talk | contribs) (→‎Syntax Highlighting?: new section)
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Modding a saved game[edit]

This doesnt seem to work anymore. Ive been trying to edit the raws within my save, e.g. renaming my noble positions, and nothing is happening. Id also like to be able to make loin cloths, etc, in my Clothier's Workshop, but could find no raws for it. So I tried to make a new custom workshop in building_custom, at first just copying and renaming the soap maker's workshop as SOAP_MAKER_B, but still nothing. Disacorns (talk) 13:19, 21 December 2014 (UTC)

1) Changing the entity raws for an existing game doesn't work. You will have to mod the files in the "raw" folder and then create a new world.
2) Also, you can't add new objects, creatures, items, etc to an existing world - you can only alter the existing ones. (E.g. if you bring the wrong ore on start-up, you can cheat by changing the raws to make it produce a different metal, or changing the metal to be used for a different purpose, but you can't add a new type of metal). If you want to add something completely new, then you need to alter the files in "raw" and create a new world.
3) You don't need to create a new workshop to add new clothes. Loincloths already exist in the game, but not all civilizations can make them (dwarves can't). To allow them to, you need to edit the Entity raws. To add completely new clothes, edit one of the "item_***.txt" files (or create a new one), and then edit the entity file to allow your civ to make them. 31.51.250.235 20:20, 4 January 2015 (UTC)

Hydlings don't have gaits[edit]

In the new version, creatures have gaits which talk about how quickly they move, and how. The created creature at the end of the page doesn't have any gaits defined... Do gaits have defaults, or can this creature no longer move?

--24.6.172.67 09:24, 9 March 2015 (UTC)

Split[edit]

Previously the article was tagged [with non-existent template] for splitting, but with no reasons\discussion provided. I think that article should be split.

We need a high level portal that organize and cover all modding resources, especially with upcoming steam release changes to mod structure (separate zip files decupled from saves, steam workshop etc) and influx new and inexperienced modders . With current content of the article, which is essentially a 'Modding Guide', moved under well deserved entry of its own.

I think modding portal should cover or link to (depending on content):

  • Game file structure (raw files) and game asset locations.
  • Document the various Variables, Modifiers and Triggers (Tokens, Reaction)
  • [Future] How to create a mod: Mod folder, Mod file structure, where to host and how to upload/update a mod etc.
  • modding tools and advice.
  • possibly troubelshooting? just links to game mechanics? just links to development resources.

With every modding article using the {{Modding navbox}} to ties them all together and allow at glance overview and access to resources at hand.

For reference this is how its done on rimworld wiki: https://rimworldwiki.com/wiki/Modding, https://rimworldwiki.com/wiki/Modding_Tutorials.

Any thoughts, suggestions for improvements or objection--Jan (talk) 13:31, 2 January 2022 (UTC)?

Syntax Highlighting?[edit]

Making use of the SyntaxHighlight extension on this wiki, I added a {{code}} wrapper template to quickly distinguish the code in the guide portion of this page. Usage:

{{code|
Same as before
}}

Thoughts? Do we keep this or get rid of it ? --Jan (talk) 20:32, 1 February 2022 (UTC)