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Editing Modding pitfalls

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== My mod won't load ==
 
== My mod won't load ==
Make sure you have an [[info.txt file]] and that your mod is in the root directory of the ''mods'' folder (''Dwarf Fortress\mods''), '''not''' in the ''mod_upload'' folder. Dwarf Fortress doesn't read ''mod_upload'' for using mods, but only to publish them to the steam workshop.
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Make sure you have an [[info.txt file]] and that your mod is in the root directory of the ''mods'' folder (''Dwarf Fortress\mods''), '''not''' in the ''mod_upload'' folder. Dwarf Fortress doesn't read ''mod_upload'' for using mods, only to publish them to the steam workshop.
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Although you can edit currently installed mods directly from the ''installed_mods'' folder (''Dwarf Fortress\data\installed_mods''), this often leads to confusion over where/how errors or bugs are occurring, as well as increase the risk of accidentally overwriting edits made there. Applying newly edited raws by adding them to the 'mods' folder and loading them in from the in-game menu can avoid many oversights in troubleshooting.
  
 
Make sure you have '''every [[Mod info token#Tokens|required token in your info.txt!]]'''
 
Make sure you have '''every [[Mod info token#Tokens|required token in your info.txt!]]'''
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# [OBJECT:type], where "type" is replaced with the relevant object type, [OBJECT:CREATURE] etc
 
# [OBJECT:type], where "type" is replaced with the relevant object type, [OBJECT:CREATURE] etc
  
If your edit meets all of the above criteria, and still won't load, you can ask, or look for, specific advice from these [[Modding#Resource Overview|modding resources]].
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If it does have all those, ask in one of the [[Modding#Resource Overview|many places there are where one may get help.]]
 
 
Although you can edit currently installed mods directly from the ''installed_mods'' folder (''Dwarf Fortress\data\installed_mods''), this often leads to confusion over where/how errors or bugs are occurring, as well as increasing the risk of accidentally overwriting edits made there. Applying newly edited raws by adding them to the 'mods' folder and loading them in from the in-game menu can avoid many oversights in troubleshooting.
 
  
 
== My mod causes glitches in world generation/won't work with '(other mod)' ==
 
== My mod causes glitches in world generation/won't work with '(other mod)' ==
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=== My civilization lives in "Nothing hamlets", "Nothing fortresses" or similar ===
 
=== My civilization lives in "Nothing hamlets", "Nothing fortresses" or similar ===
You forgot to add a [[Creature_token#N|NAME]]. These use NAME rather than CASTE_NAME, so if you have a CASTE_NAME but no NAME, you'll see the individuals having a correct species name but their sites not having one.
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You forgot to add a NAME. These use NAME rather than CASTE_NAME, so if you have a CASTE_NAME but no NAME, you'll see the individuals having a correct species name but their sites not having one.
 
 
=== Creature edits not working or duplicate creatures/creature materials appearing in-game ===
 
You might have added a [[Duplicated_raws|duplicate]] creature entry by forgetting to either [[Modding#Selecting_and_Cutting|SELECT or CUT]] the pre-existing vanilla creature entry.
 
  
 
== Reactions ==
 
== Reactions ==
 
=== My custom reaction isn't appearing in the game ===
 
 
Make sure you have added the corresponding tokens to the relevant civilization entity object [[Entity_token#Flavor|(PERMITTED_BUILDING/JOB/REACTION)]].
 
  
 
=== My custom armor/clothing reaction won't let user choose size ===
 
=== My custom armor/clothing reaction won't let user choose size ===

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