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Editing 40d:Modding guide

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All of the data you can edit are stored in the \raw\ folder wherever you saved your DF executable. The raw folder contains two subfolders: graphics (where you insert [[Tilesets|graphic packs]] to make custom tiles), and objects, which contains all the data for generally everything in the game that is not hardcoded. Quite a lot is not hardcoded, so you can edit a wide variety of things in the game.  
 
All of the data you can edit are stored in the \raw\ folder wherever you saved your DF executable. The raw folder contains two subfolders: graphics (where you insert [[Tilesets|graphic packs]] to make custom tiles), and objects, which contains all the data for generally everything in the game that is not hardcoded. Quite a lot is not hardcoded, so you can edit a wide variety of things in the game.  
  
Editing the [[Raw file|raw text files]] is easy and simple. When you go into the \raw\objects folder you will see a wide variety of text files. When you are modding your game, you can either change existing files or add your own. I personally find it easier just to edit the existing ones in a new \DF\ game folder. When you are changing a token you can simply change the values - these are the numbers/strings after the : in a token entry. For example, [CREATURE:DWARF] is a token in the entity text file, which determines what creatures are used for dwarven civilizations. Simply open the text file, edit what you want, save and close, and generate a new world after you're done editing what you want.
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Editing the raw text files is easy and simple. When you go into the \raw\objects folder you will see a wide variety of text files. When you are modding your game, you can either change existing files or add your own. I personally find it easier just to edit the existing ones in a new \DF\ game folder. When you are changing a token you can simply change the values - these are the numbers/strings after the : in a token entry. For example, [CREATURE:DWARF] is a token in the entity text file, which determines what creatures are used for dwarven civilizations. Simply open the text file, edit what you want, save and close, and generate a new world after you're done editing what you want.
  
 
Essentially, everything that can be modded uses text files to determine how they interact with the world or with other objects. With a bit of know-how you can tinker with just about everything.  
 
Essentially, everything that can be modded uses text files to determine how they interact with the world or with other objects. With a bit of know-how you can tinker with just about everything.  

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