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Editing Modding
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; Modding tools | ; Modding tools | ||
There are several [[Utilities#Modding_tools|utilities]] that assist in modding efforts. There is [http://www.bay12forums.com/smf/index.php?topic=28829.0 a list of them] on the [[Bay 12 Forums]]. | There are several [[Utilities#Modding_tools|utilities]] that assist in modding efforts. There is [http://www.bay12forums.com/smf/index.php?topic=28829.0 a list of them] on the [[Bay 12 Forums]]. | ||
− | * Text Editors are used in all areas of modding. Use a good text editor to edit files and search into multiple files (like | + | * Text Editors are used in all areas of modding. Use a good text editor to edit files and search into multiple files (like th/e free [https://notepad-plus-plus.org/ Notepad++] for example) or more advanced editors capable of highlighting and formatting the displayed text (like [[Utilities#DF_RAW_Language_server|DF RAW Language server]]) |
* Image Editor will be needed for doing custom graphics. [https://www.getpaint.net/ Paint.NET], Photoshop and GIMP are the most used, but whatever supports the .png format will work. | * Image Editor will be needed for doing custom graphics. [https://www.getpaint.net/ Paint.NET], Photoshop and GIMP are the most used, but whatever supports the .png format will work. | ||
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=== Best practice === | === Best practice === | ||
− | The current best practice is to not modify the original raw files, since most modifications can be made via mods. Mods can add new objects, add tokens to existing objects, and cut objects entirely | + | The current best practice is to not modify the original raw files, since most modifications can be made via mods. Mods can add new objects, add tokens to existing objects, and cut objects entirely. |
== Guide == | == Guide == | ||
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* [[Entity token#ACTIVE_SEASON|[ACTIVE_SEASON]]] - Defines the seasons when an entity may visit your fortress. | * [[Entity token#ACTIVE_SEASON|[ACTIVE_SEASON]]] - Defines the seasons when an entity may visit your fortress. | ||
* [[Entity token#PROGRESS_TRIGGER_POPULATION|[PROGRESS_TRIGGER_*]]] - Defines the triggers which control when an entity will become interested in your fortress. | * [[Entity token#PROGRESS_TRIGGER_POPULATION|[PROGRESS_TRIGGER_*]]] - Defines the triggers which control when an entity will become interested in your fortress. | ||
− | * [[Entity token#COMMON_DOMESTIC_PACK|[COMMON_DOMESTIC_PACK]]] - Allows the civilization to use domestic pack animals. If an entity lacks pack animals (or ability to pull wagons), it will be unable to send caravans (showing as {{DFtext|No Trade|6:1}} at the [[embark]] screen), unless it has domesticated any suitable animal species or is forced to use a non-suitable creature by the [ANIMAL] definition [ | + | * [[Entity token#COMMON_DOMESTIC_PACK|[COMMON_DOMESTIC_PACK]]] - Allows the civilization to use domestic pack animals. If an entity lacks pack animals (or ability to pull wagons), it will be unable to send caravans (showing as {{DFtext|No Trade|6:1}} at the [[embark]] screen), unless it has domesticated any suitable animal species or is forced to use a non-suitable creature by the [ANIMAL] definition [ALWAYS_WAGON-PULLER] on creature, caste or class. |
* [[Entity token#COMMON_DOMESTIC_PULL|[COMMON_DOMESTIC_PULL]]] - Allows the civilization to use domestic animals to pull [[wagon]]s, assuming their [[Ethic#KILL_PLANT|KILL_PLANT ethic]] permits them to use wagons in the first place. | * [[Entity token#COMMON_DOMESTIC_PULL|[COMMON_DOMESTIC_PULL]]] - Allows the civilization to use domestic animals to pull [[wagon]]s, assuming their [[Ethic#KILL_PLANT|KILL_PLANT ethic]] permits them to use wagons in the first place. | ||
* [[Entity token#MERCHANT_BODYGUARDS|[MERCHANT_BODYGUARDS]]] - Caravan will be guarded by [[soldier]]s. | * [[Entity token#MERCHANT_BODYGUARDS|[MERCHANT_BODYGUARDS]]] - Caravan will be guarded by [[soldier]]s. | ||
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== Selecting and Cutting == | == Selecting and Cutting == | ||
− | [[Modding#Modifying_the_vanilla_objects|As explained above]], existing raws can be altered with the use of SELECT, and can also be culled with CUT for more granular control, compared to simply unloading vanilla content in the mod loader. Token behavior when multiple tokens are added is dependent on the individual token. Removing tags from an object without cutting and recreating the object in question is typically impossible | + | [[Modding#Modifying_the_vanilla_objects|As explained above]], existing raws can be altered with the use of SELECT, and can also be culled with CUT for more granular control,compared to simply unloading vanilla content in the mod loader. Token behavior when multiple tokens are added is dependent on the individual token. Removing tags from an object without cutting and recreating the object in question is typically impossible. Creatures can have tags removed without being removed and replaced by way of creature variations. |
The syntax for selecting and cutting objects is as follows: | The syntax for selecting and cutting objects is as follows: |