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A '''mod''' (short for modification) is an alteration of the game and the objective of modding. Modifications can range from small tweaks to complete overhauls.
 
A '''mod''' (short for modification) is an alteration of the game and the objective of modding. Modifications can range from small tweaks to complete overhauls.
  
== Downloading mods ==
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== Downloading Mods ==
  
 
Mods can be acquired using the [https://steamcommunity.com/app/975370/workshop/ Steam Workshop] (if using the Steam version), a manual download from [[Bay 12 Forums]] or third party websites (like [https://dffd.bay12games.com/ DFFD]), or by [[Modding|creating]] one yourself.  
 
Mods can be acquired using the [https://steamcommunity.com/app/975370/workshop/ Steam Workshop] (if using the Steam version), a manual download from [[Bay 12 Forums]] or third party websites (like [https://dffd.bay12games.com/ DFFD]), or by [[Modding|creating]] one yourself.  
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Users of the Steam version can subscribe to mods on the Steam Workshop, once the download is complete they will be available when creating a new world automatically. Otherwise, manually download the mod, then place the mod zip file or the unzipped mod folder into the ''Dwarf Fortress'' [[mod folder]] (if this folder doesn't exist, you can create it.)  You can have more than one mod in the mod folder, including different versions of the same mod. The game will detect all mods that are properly made in this folder and let the user select which mods to play (see below.)
 
Users of the Steam version can subscribe to mods on the Steam Workshop, once the download is complete they will be available when creating a new world automatically. Otherwise, manually download the mod, then place the mod zip file or the unzipped mod folder into the ''Dwarf Fortress'' [[mod folder]] (if this folder doesn't exist, you can create it.)  You can have more than one mod in the mod folder, including different versions of the same mod. The game will detect all mods that are properly made in this folder and let the user select which mods to play (see below.)
  
== Enabling/installing mods ==
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== Enabling/Installing Mods ==
 
[[File:Ui-p-mod-selection.png|thumb|world generation mod menu]]  
 
[[File:Ui-p-mod-selection.png|thumb|world generation mod menu]]  
  
Mods are enabled per world. When [[World generation|creating a world]] and choosing its initial parameters, if you have a mod available, there should be a '''Mods''' button at the bottom of the screen. Pressing this will let you select which mods you'd like to enable and what the load order should be. You should put mods at the end of the mod list after the vanilla objects if you don't have any further information, so that they can reference vanilla objects after those are loaded.
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Mods are enabled per per world. When [[World generation|creating a world]] and choosing its initial parameters, if you have a mod available, there should be a '''Mods''' button at the bottom of the screen. Pressing this will let you select which mods you'd like to enable and what the load order should be. You should put mods at the end of the mod list after the vanilla objects if you don't have any further information, so that they can reference vanilla objects after those are loaded.
  
 
Some mods might depend on other mods which have to be loaded before, refer to the mod description for information about that.
 
Some mods might depend on other mods which have to be loaded before, refer to the mod description for information about that.
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</div>
 
</div>
  
== Updating/missing mods ==
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== Updating/missing Mods ==
 
[[File:mod_version_v50_prompt.png|thumb|possible update message]]
 
[[File:mod_version_v50_prompt.png|thumb|possible update message]]
 
If a [[save]] is using a mod that's been updated, and is currently using an older version of that mod, the player will be prompted about this when a save is loading. When this happens, you have the choice of simply updating the mod, updating ''all'' mods at once, continuing to use the older version of the mod in question without updating, selecting the previous task but not updating ''any'' possibly outdated mods or simply returning to the title screen.
 
If a [[save]] is using a mod that's been updated, and is currently using an older version of that mod, the player will be prompted about this when a save is loading. When this happens, you have the choice of simply updating the mod, updating ''all'' mods at once, continuing to use the older version of the mod in question without updating, selecting the previous task but not updating ''any'' possibly outdated mods or simply returning to the title screen.
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''Dwarf Fortress'' supports mods in the form of new objects and tiles. Each mod is a zip file or unzipped folder with the required format (see below.)
 
''Dwarf Fortress'' supports mods in the form of new objects and tiles. Each mod is a zip file or unzipped folder with the required format (see below.)
  
=== Mod format===
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=== Mod Format===
  
 
Mods contain an [[info.txt file]] and either an "objects" folder or a "graphics" folder (or both.) All of the vanilla objects in the game use this format too. Your mod folder should look something like this:
 
Mods contain an [[info.txt file]] and either an "objects" folder or a "graphics" folder (or both.) All of the vanilla objects in the game use this format too. Your mod folder should look something like this:

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