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40d Talk:Modding guide

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Revision as of 17:10, 16 November 2008 by Quil (talk | contribs) ("Random" civ selection with more than one playable civ)
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[re: 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.

Finally, I added my Klackon creature to the end of the creature_standard file instead of only having them in the creature_klackon.txt file.. Voila! I now have dwarf civs and klackon civs in the same world and actually get a choice between them when I make a fort.

It's very possible that I just messed up something basic when I made the new .txt file to contain the creature definition, but I could still point out that making a new, separate .txt file certainly didn't make things simpler for me, so it's not such great advice for budding modders.

Everything else worked fine though, so thanks, still!

Have to be sure to add the text files name ( "creature_klackon" without the parenthesis, or brackets) and the line [OBJECT:CREATURE] to tell the game its a creature file. --Darkone 18:17, 2 May 2008 (EDT)

Bad info?

So someone added a big notice at the top that suggests there's a fair bit of out-of-date text.. but no mention of what that may be, no links to forum posts, et cetera. Someone want to clue me in on just what, exactly, is no longer relevant? --Nunix 15:14, 28 February 2008 (EST)

I think it's safe to take off the version warning but the examples need to be tested. It would probably be easier to manage if this article was split into smaller, in depth, modding guides. --Hex Decimal 23:07, 28 February 2008 (EST)

I would love to see a little more descriptive way of handling the raw files as opposed to simply a slew of examples on things to mod. Perhaps I'm just not spending enough time "tinkering", but it seems that the current article is set up rather poorly. Is that just me? --Borgin [EDIT] I didn't realize there were complete lists of tokens. Silly me; that sure makes things easier. 1:37, 15 May 2008 (CST)

Arachnid Tutorial

Minor nitpick here, but it apears he forgot to add :5FINGERS: tested it and it works, added it to wiki. as one of its body tags to go with its hands. Also, as a nice additional tutorial, maybe add in this little bit of code to show people how to add joints? --Darkone 18:39, 2 May 2008 (EDT)

[BODY:ARACHNID_JOINTS]
[BP:RUA_J:right shoulder][CON:RUA][JOINT][SMALL][INTERNAL][RIGHT]
[BP:LUA_J:left shoulder][CON:LUA][JOINT][SMALL][INTERNAL][LEFT]
[BP:RLA_J:right elbow][CON:RLA][JOINT][SMALL][INTERNAL][RIGHT]
[BP:LLA_J:left elbow][CON:LLA][JOINT][SMALL][INTERNAL][LEFT]
[BP:RH_J:right wrist][CON:RH][JOINT][SMALL][INTERNAL][RIGHT]
[BP:LH_J:left wrist][CON:LH][JOINT][SMALL][INTERNAL][LEFT]

Dwarven Flight

If I add the line [FLIER] to my dwarven civilisation would anything interesting happen? --AlexFili 05:30, 18 June 2008 (EDT)

No, dwarves will just spam "Task cancelled: dangerous terrain". They will have problems doing anything. --Someone-else 08:09, 18 June 2008 (EDT)

Fireproof Trees?

Is there any means to create a wood material (and corrosponding trees to harvest for it) which will not burn, or at least won't ignite from contact with magma? --Rakankou 00:47, 25 July 2008 (EDT)

I am no expert but, what if you added the [FIRE_IMMUNE] tag to trees. Do not know if that will work, or if thats even the right tag. Magikarcher 02:12, 25 July 2008 (EDT)
[FIREIMMUNE] doesn't seem to work for making a fire safe wood. I think it's a creature token, anyway, so it makes sense that it wouldn't work for materials. --Rakankou 12:27, 25 July 2008 (EDT)
It's a creature token so it won't work. However, taken from Adamantine's entry (it is magma-proof):
[SPEC_HEAT:7500]
[MELTING_POINT:25000]
[BOILING_POINT:50000]
Hopefully that helps. --Borgin 20:11, 12 August 2008

.txt

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. HeWhoIsPale 11:22, 5 August 2008 (EDT)

Adventure mode?

Do I have to add the tag adventure tier to the dark elves to make them playable in adventure mode? Yaddy1 16:13, 5 August 2008 (EDT)

Modded creatures not showing?

I tried making my own races for a test. Spartans, copied from entity_info of dwarves and creature_Standard info from Humans and small bit from Titans. Persians, Like goblins but weaker and stupider. after running 4 different regions with different settings, only Goblins, Dwarves and Humans showed up. What am I doing wrong? There is not a single trace of them even existing at the legends screen. I really want to kick persians with spartans instead of biting goblins with dwarves. Skibiliano 14:22, 27 August 2008 (EDT)

"Random" civ selection with more than one playable civ

In the main text on this page (and I swear in a fair few other places, but I can't find them for some reason), it notes that if you have the [CIV_CONTROLLABLE] token on more than one entity it will randomly select from the playable civs when you embark. Well, yes, it's random in the sense that it initially selects a random group for your fortress to be an offshoot of, but you can easily select the desired species of your fort inhabitants by manually picking the appropriate group from the embark screen, either using legends mode to work out which group is which species, or by checking the "nearby civilizations" section and seeing which species is at the top (it seems that your species will always be at the top of the list). I'm going to adjust the "random selection" note to say you can choose your civilization, but I'm not sure if a whole mini-tutorial on picking your civ really belongs in the modding guide, or whether it should go somewhere else. Comments? --Quil 12:10, 16 November 2008 (EST)