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Modding pitfalls

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Revision as of 21:04, 17 January 2023 by Putnam3145 (talk | contribs)
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This article is about the current version of DF.
Note that some content may still need to be updated.

For a guide to getting started with modding, see Modding.


When making a mod, there's a lot of things that can go wrong. Here's a bunch of common pitfalls that people might fall into.

Errorlog

The errorlog is in a file called "errorlog.txt", living in the same folder as Dwarf Fortress's executable. Check that before you read on; your problem may in fact be in there.

My mod won't load

Make sure you have an info.txt file and that your mod is in the base of the mods folder, not in the mod_upload folder. Dwarf Fortress doesn't read that folder for using mods, only to publish them to the steam workshop.

Also make sure that the mod has a NUMERIC_VERSION which is an integer, and greater than or equal to EARLIEST_COMPATIBLE_NUMERIC_VERSION. So this is acceptable:

[NUMERIC_VERSION:1]
[EARLIEST_COMPATIBLE_NUMERIC_VERSION:1]

But this isn't:

[NUMERIC_VERSION:1.05]
[EARLIEST_COMPATIBLE_NUMERIC_VERSION:1.0]

Nor is this:

[NUMERIC_VERSION:1]
[EARLIEST_COMPATIBLE_NUMERIC_VERSION:5005]

My mod loads, but my creature/plant/entity won't

Make sure the file contains all of the following:

  1. A filename that refers to the type of objects contained therein. Creature files must start with creature_, entity files must start with entity_, and so on.
  2. The filename on the first line of the file.
  3. [OBJECT:type], where "type" is replaced with the relevant object type, [OBJECT:CREATURE] etc

If it does have all those, ask in one of the many places there are where one may get help.

Creatures

My civilization lives in "Nothing hamlets", "Nothing fortresses" or similar

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.