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A user has made these comment on [[Category talk:Modding]] and [[Category talk:Mods]] discussion pages (''two'' categories?!...), and I thought it best to reply here, where users interested in modding might(?) find it...
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[re: Creating separate .txt file for new creatures]
 
 
I was led astray a long while as I looked for information on modding before
 
I found 40d:Modding guide...
 
Messy, messy. Delete/merge. Furthermore, link the surviving category to 40d:Modding guide
 
What, you talkin' to me?  ; D 
 
 
 
You see the need, do it!  Of all the topics, "modding" is clearly and literally outside vanilla DF, yet also clearly(?) intended to be part of it. Bringing those articles together would be both a challenge and a great help.  I agree, this needs to be done, and is a worthy project.  I'd tackle it, and certainly have done larger such "cat herding" before here, but I don't mod much.  But I can give you some general pointers...
 
 
 
The text on the [[Modding|Category:Modding]] page (which cannot be directly linked, btw, and so '''must''' have a redirect!) is merely a courtesy and an explanatory footnote (or ''should'' be nothing ''more'' than that) - that page is created automatically as part of the wiki engine, to show every article that has been added to the category "modding" (simply be adding the code " <nowiki>[[Category:Modding]]</nowiki> ". ''Every'' page that fits under the loose umbrella of "modding" should have this added to it, at the bottom. (But, ''I think'', there should only be '''one''' category, not two, neh?!)
 
 
 
The [[List of mods]] appears to simply be a series of links to pre-fabricated, downloadable mods. Script kiddy stuff, by any other name. It needs a "how to" at the top, among other things, and maybe a comment on how to combine downloadable mods. And links.
 
 
 
Links...  links are what make a wiki work, what lead a user from one article to another related or even more useful one.
 
 
 
And links are why this ''[[modding guide]]'' is (currently) tragic and almost completely pointless atm, because it has only 2 article links that lead to it - one from [[other weapon]] and one from [[building destroyer]], and both of those are buried and very minor - which explains why, for instance, I sure don't remember seeing the Modding Guide article ''ever before!''  But this is the article that should be center of "How to", and the page that all others direct users (like the one above) to read.  Maybe some additional search redirects, perhaps look over the redirects that currently lead to the "category" or "tokens" articles and change them.
 
 
 
The [[template:mod]] goes above anything that fits the text in it - (almost) anything that is not vanilla DF or that changes the code as downloaded ([[cat]] and [[init.txt]] being notable exceptions). Anything with that template could be helpful.
 
 
 
(I think [[Token]]s, because it actually has been well-linked, also has some commentary about Modding and has had more links to it - they tend to feed off each other.  A footnote-quality comment there is fine, but better to have all info centralized and linked than redundant articles that may or may not grow in parallel to each other.)
 
 
 
So - think about it, read all of what's there and what's linked to and from (see auto-link in left-sidebar, "What links here"!), make a plan, and tackle it logically, one step at a time.  Read the above DF Wiki community guidelines.  Make some notes.  Figure out what's going on with those two different categories, "mod" and "modding".  Change article names if you ''really'' are feeling confident.  Cross link ''everything'' - that's what makes a page useful and connected.  Link to vanilla DF articles as you see relevance, perhaps working in a comment, footnote or separate line toward the bottom.  In short, be [[Dwarf_Fortress_Wiki:Community_Portal#B|Bold]]. And your edits will bring those pages to the attention of other editors, who will make their own contributions.  And we will thank you for it!
 
 
 
(If you feel this is too big a project for "you" alone, and/or want to "stake your claim" to give you time to finish a multi-day project, continue this discussion and get some like-minded editors to help - see [[40d_Talk:Fortress_defense#Merging_in_other_articles_and_defining_what_this_page_should_be|this discussion]] for an example of how such grew into a complete teardown/rebuild of a similar mishmash of articles (and note that that particular article title no longer exists!).  And hit my talk page if you want help/advice/sympathy with formatting, organization or miscellaneous "how to" - I'll be around.--[[User:Albedo|Albedo]] 15:14, 11 March 2010 (UTC)
 
 
 
:I brought up the issue when I picked, at random, [[Wizard]] which was listed for verification. Articles in its family have their own set o fproblems, but I had a pretty hard time figuring out how, exactly, to go about modding them into the game and still haven't satisfactorily tested the wizards I made.
 
:I'd like to cast a net in here for experienced modders interested in organizing and combining the [[Mods|Category:Mods]] and [[Modding|Category:Modding]] pages to better assist newbies and experienced players in learning more about adding more [[Fun]] to their game. I think it's appropriate to ask interested parties to comment in [[Mods|Category:Mods]] for further discussion.--[[User:Carlthuringer|Carlthuringer]] 06:03, 12 March 2010 (UTC)
 
::Users are welcome to discuss things here - it's a "Discussion" page, after all - but you might have better luck (ie, a more active audience) if you post a similar discussion in the [[forums]], spec the "modding" subforum (a link to which can be found on that same [[forums]] page, about half-way down). --[[User:Albedo|Albedo]] 13:00, 12 March 2010 (UTC)
 
 
 
== Creating separate .txt file for new creatures ==
 
  
 
This didn't work well for me. I added a new playable civ (Klackon) to the entity_default file like this page said, and the species (Klackon) in that new civ was located in a new .txt file. Dwarves still showed up, but never my civ. I kept reducing the number of allowable dwarf civs thinking they were just competing for selection, culminating in getting rid of them entirely, ending up in developing a world that had humans and elves only! Oops.  
 
This didn't work well for me. I added a new playable civ (Klackon) to the entity_default file like this page said, and the species (Klackon) in that new civ was located in a new .txt file. Dwarves still showed up, but never my civ. I kept reducing the number of allowable dwarf civs thinking they were just competing for selection, culminating in getting rid of them entirely, ending up in developing a world that had humans and elves only! Oops.  
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My word processer won't let me save .txts. Does that matter?
 
My word processer won't let me save .txts. Does that matter?
 
:Yes. A word processor program (like anything from Microsoft Office) will generate all sorts of gibberish in addition to your text. [[User:HeWhoIsPale|HeWhoIsPale]] 11:22, 5 August 2008 (EDT)
 
:Yes. A word processor program (like anything from Microsoft Office) will generate all sorts of gibberish in addition to your text. [[User:HeWhoIsPale|HeWhoIsPale]] 11:22, 5 August 2008 (EDT)
::Just use notepad, assuming you have it.  --[[User:Arkenstone|Arkenstone]]
 
  
 
== Adventure mode? ==
 
== Adventure mode? ==
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[[User:Skibiliano|Skibiliano]] 14:22, 27 August 2008 (EDT)
 
[[User:Skibiliano|Skibiliano]] 14:22, 27 August 2008 (EDT)
  
:The problem probably lies in the titan tags. In any case, backing up the original raws and just editing them would be easier to test. --[[User:Navian|Navian]] 16:40, 21 November 2008 (EST)
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:The problem probably lies in the titan tags. In any case, backing up the original raws and just editing them would be easier to test. --[[User:Navian|Navian]] 16:40, 21 November 2008 (EST)  
 
 
:Did you get the filenames and [OBJECT] tags at the top? Those are easy to miss. I'd say make them copies of dwarves and goblins, respectively - once worlds generate with them, tweak them to be like you want. Also, you can temporarily move entity_default.txt to another dir to make it easier to debug. [[User:Darekun|Darekun]] 11:39, 1 April 2009 (UTC)
 
  
 
== "Random" civ selection with more than one playable civ ==
 
== "Random" civ selection with more than one playable civ ==
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to reaction_standard but it doesn't seem to be working. The dwarf takes the rough crystal and charcoal to the smelter, works for a while but doesn't produce anything.--[[User:Mjo625|Mjo625]] 10:22, 19 March 2009 (UTC)
 
to reaction_standard but it doesn't seem to be working. The dwarf takes the rough crystal and charcoal to the smelter, works for a while but doesn't produce anything.--[[User:Mjo625|Mjo625]] 10:22, 19 March 2009 (UTC)
 
:If they take the reagents and don't produce a product, that means there's an error in the [PRODUCT] tag. In this case, you're missing a term - ROCK_CRYSTAL is a matgloss with no material token. I'd guess the correct version would be [PRODUCT:100:1:ROUGH:NO_SUBTYPE:STONE:ROCK_CRYSTAL].
 
:It looks like imports are rather hardcoded, so no importing it; you could add a creature that drops it via [ITEMCORPSE], but smelter reactions are probably the way to go. [[User:Darekun|Darekun]] 11:35, 1 April 2009 (UTC)
 
  
 
== adding a programming emphasis ==
 
== adding a programming emphasis ==
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Well, I will try to do this myself unless there are serious objections, but since I have a full-time job, I would love it if others were to participate!
 
Well, I will try to do this myself unless there are serious objections, but since I have a full-time job, I would love it if others were to participate!
 
--[[User:Jpwrunyan|Jpwrunyan]] 02:38, 27 March 2009 (UTC)
 
--[[User:Jpwrunyan|Jpwrunyan]] 02:38, 27 March 2009 (UTC)
 
== Healing Mods? ==
 
 
Is it possible to mod body parts that do not normally heal (like the spine) to heal like any other broken limb?  If so, that should probably be here.--[[User:Zipdog|Zipdog]] 03:39, 6 May 2009 (UTC)
 
 
:My understanding is that body parts that have the [NERVOUS] token don't heal, while most other body parts do.  If you want spines and necks to heal, then you should just need to go into body_default.txt and remove the [NERVOUS] tokens from the SPINE and NECK body parts.  I haven't tested removing the [NERVOUS] tokens to make sure that 1) nothing breaks and 2) necks and spines heal, but if someone else has please say so.  --[[User:Ko|Ko]] 04:07, 3 September 2009 (UTC)
 
 
::This is covered under [[Cheating]] --[[User:OneRaven|OneRaven]] 20:09, 13 November 2009 (UTC)
 
 
== Making Coke from Other Materials ==
 
 
So rather than keep re-rolling maps before I found a small map with both adamantine and fuel/magma, I decided I'd just mod in a reaction to change gneiss or graphite or something into coke.
 
 
What I did was copy the entry under "smelt lignite into coke" from matgloss_reactions.txt and then changed all the "lignite" into "gneiss". However, it didn't work. There's no option at the smelter to create coke from gneiss. Is there something else I need to do? [[User:Lymojo|Lymojo]] 18:53, 15 May 2009 (UTC)Lymojo
 
 
 
:I believe that gneiss uses the "METAMORPHIC" subtype tag--whereas lignite does not have a subtype specified--so in the reaction.txt (mine's called reaction_standard, maybe because I'm using the Mac version) you have to change '''[REAGENT:1:STONE:NO_SUBTYPE:STONE:LIGNITE]''' to '''[REAGENT:1:STONE:METAMORPHIC:STONE:GNEISS]'''. Also: it appears that only stone in the "layer" and "soil" matglosses have defined subtypes, so you will always have to check their subtypes if you want to use them in reactions; minerals and ores, on the other hand, should work with "NO_SUBTYPE".[[User:Ohsottovoce|Ohsottovoce]] 16:43, 17 May 2009 (UTC)
 
 
== Magma-safe Mechanism Mod? ==
 
While I know this wiki isn't an FAQ-guide, I think it would be helpful for those poor noobs who can never find both Bauxite and magma/rivers in the same place.  I can list the mod to give Iron the "any" property of adamantine, but I don't know specifically how to make Iron available for mechanisms otherwise.
 
 
:: To give Iron the "any" property of adamantine you need to (close Dwarf Fortress and) open your "...[Dwarf fortress]\raw\objects" folder, and open "matgloss_metal.txt".  Lucky for you, Iron is the top most item and all you have to do is add "[ANY_USE]" (without quotation marks) to the end of the "[WEAPON][WEAPON_RANGED][AMMO][DIGGER][ARMOR][ANVIL]" string, save the file enjoy!
 
 
I didn't add this yet because I want to see if anyone else feels this should be added here before I do so on my own.
 
[[User:Kenji 03|Kenji 03]] 10:11, 24 July 2009 (UTC)
 
 
== Making races ==
 
Anyone ever tried making Centaurs and Merpeople races? Is there another page that this would better fit? Possibly some forums. Do they work differently from the other races? I'm sure someone has done something like this so I don't have to work or read much, making characteristics and such. I haven't gone anywhere near a large body of water so I don't know what kind of an environment it is underwater, though I guess it's a bit like flying. Building structures underwater might be impossible.(currently anyway) I'm thinking of structures made out of coral or fish bones or whatever is under the sea.--[[User:Seaneat|Seaneat]] 23:34, 22 November 2009 (UTC)
 
:It isn't possible to make an underwater civ playable in Fortress mode - nothing can be constructed in the water, and I seem to recall that everyone will constantly cancel their tasks due to Dangerous Terrain. --[[User:Quietust|Quietust]] 23:53, 22 November 2009 (UTC)
 

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