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Difference between revisions of "v0.31:Raw file"

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(Fixing quality template tags (207/943))
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{{av}}
 
{{av}}
 
{{Quality|Fine}}
 
{{Quality|Fine}}
'''Raw files''' are text files found in the \raw\objects subfolder of Dwarf Fortress.  These files can be looked through to discover various specifics of game items, materials, and creatures, and can be changed to alter how the game behaves.  They are sometimes referred to by players as just "the raws".
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'''Raw files''' are text files found in the '''\raw\objects''' subfolder of Dwarf Fortress (used for [[world generation]]) and in '''\data\save\<region-name>\raw\objects''' (for already generated worlds).  These files can be looked through to discover various specifics of game items, materials, and creatures, and can be changed to alter how the game behaves.  They are sometimes referred to by players as just "the raws".
  
The \raw\graphics subfolder of Dwarf Fortress is used to store user-customizable {{L|graphics sets|graphics sets}}.
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The '''\raw\graphics''' subfolder of Dwarf Fortress is used to store user-customizable [[graphics sets]].
  
Dwarf Fortress is not an open source program, so most {{L|modding|modding}} of the game is limited to altering the raws or doing {{L|memory hacking}}.
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Dwarf Fortress is not an open source program, so most [[modding]] of the game is limited to altering the raws or doing [[memory hacking]].
 +
 
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Duplicating the raw files can cause several bugs, and even crashes. The game gets very messy and buggy when you do it.
  
 
==Syntax of raw files==
 
==Syntax of raw files==
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===Types of content:===
 
===Types of content:===
 
*BODY - body parts and structures
 
*BODY - body parts and structures
*BODY_DETAIL_PLAN - similar to BODY, but for layers/tissues/other small details, instead of large-scale parts (somebody please verify this)
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*BODY_DETAIL_PLAN - similar to CREATURE_VARIATION, but used for defining tokens related to body parts (specifically materials, tissues, the assignment thereof, and body part positions, relative sizes, etc.)
 
*BUILDING - custom workshops
 
*BUILDING - custom workshops
 
*CREATURE - creatures
 
*CREATURE - creatures
*CREATURE_VARIATION - variations that can be applied to creatures (eg, making them giants, or anthropomorphic)
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*CREATURE_VARIATION - variations that can be applied to creatures (eg, making them giants, or anthropomorphic). Technically a series of tokens that are added to or removed from the creature (essentially a set of templated changes)
 
*DESCRIPTOR_COLOR - named colours for use with DESCRIPTOR_PATTERN objects (other purposes unknown)
 
*DESCRIPTOR_COLOR - named colours for use with DESCRIPTOR_PATTERN objects (other purposes unknown)
 
*DESCRIPTOR_PATTERN - patterns with colour combinations for use with creatures (other purposes unknown)
 
*DESCRIPTOR_PATTERN - patterns with colour combinations for use with creatures (other purposes unknown)
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*MATERIAL_TEMPLATE - definitions of information common to groups of materials (referenced all over the place)
 
*MATERIAL_TEMPLATE - definitions of information common to groups of materials (referenced all over the place)
 
*PLANT - definitions of plants, their materials, and their derivitives
 
*PLANT - definitions of plants, their materials, and their derivitives
*REACTION - reactions/custom workshop jobs (turn items into other items though dwarven effort)
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*REACTION - reactions/custom workshop jobs (turn items into other items through dwarven effort)
*TISSUE_TEMPLATE - defines the tissues for use with BODY_DETAIL_PLAN objects
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*TISSUE_TEMPLATE - defines templated tissues for use with BODY_DETAIL_PLAN objects or in creatures
 
 
  
    * usually the empty strings are used to divide different types of structures like the fine name
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Usually empty strings are used to divide different types of structures like the fine name and [OBJECT:] or different entries, however everything which is not a token besides the 1st string (which is the filename) is understood as comments and is not considered.
and [OBJECT:] or different entries, however everything which is not a token besides the 1st string
 
(which is the filename) is understood as comments and is not considered.
 
  
 
The tokens are enclosed in square brackets ([TOKEN:VALUES]).
 
The tokens are enclosed in square brackets ([TOKEN:VALUES]).
  
When a world is generated, the raw files are moved from <game folder>/raw/ to <game folder>/data/save/REGION/raw/. It is currently unknown how much these can then be changed without breaking the save. Unlike [[40d:raw file|previous versions]] of the game, raw files are not "compiled" into the data/objects folder. Indeed, said folder does not exist.
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When a world is generated, the raw files are copied from <game folder>/raw/ to <game folder>/data/save/REGION/raw/. It is currently unknown how much these can then be changed without breaking the save.
  
 
A list of tokens can be seen at [[:Category:Tokens]].
 
A list of tokens can be seen at [[:Category:Tokens]].
  
[[Category:Files]]
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[[Category:v0.31:Files]]
 
{{Category|Modding}}
 
{{Category|Modding}}

Revision as of 15:02, 15 April 2019

This article is about an older version of DF.

Raw files are text files found in the \raw\objects subfolder of Dwarf Fortress (used for world generation) and in \data\save\<region-name>\raw\objects (for already generated worlds). These files can be looked through to discover various specifics of game items, materials, and creatures, and can be changed to alter how the game behaves. They are sometimes referred to by players as just "the raws".

The \raw\graphics subfolder of Dwarf Fortress is used to store user-customizable graphics sets.

Dwarf Fortress is not an open source program, so most modding of the game is limited to altering the raws or doing memory hacking.

Duplicating the raw files can cause several bugs, and even crashes. The game gets very messy and buggy when you do it.

Syntax of raw files

filename

[OBJECT:TYPE]

[TYPE:ID] 
<...contents...>

ID is an unique identificator for your type to use (i.e. [CREATURE:DOG], ID=DOG or [ITEM:ITEM_WEAPON_SWORD], ID=ITEM_WEAPON_SWORD).

Types of content:

  • BODY - body parts and structures
  • BODY_DETAIL_PLAN - similar to CREATURE_VARIATION, but used for defining tokens related to body parts (specifically materials, tissues, the assignment thereof, and body part positions, relative sizes, etc.)
  • BUILDING - custom workshops
  • CREATURE - creatures
  • CREATURE_VARIATION - variations that can be applied to creatures (eg, making them giants, or anthropomorphic). Technically a series of tokens that are added to or removed from the creature (essentially a set of templated changes)
  • DESCRIPTOR_COLOR - named colours for use with DESCRIPTOR_PATTERN objects (other purposes unknown)
  • DESCRIPTOR_PATTERN - patterns with colour combinations for use with creatures (other purposes unknown)
  • DESCRIPTOR_SHAPE - shapes with descriptions and variations. Previous versions used this for engravings, but their use in the current version is unverified as of yet.
  • ENTITY - civilization types, with assigned race, language, culture, ethics, and social structure.
  • GRAPHICS - graphic tiles for creatures
  • INORGANIC - inorganic material definitions.
  • ITEM - items ranging from ammunition to food types, has secondary types for the purposes of [TYPE:ID]
    • ITEM_AMMO - ammunition for ranged weapons
    • ITEM_ARMOR - body clothing, including armour
    • ITEM_FOOD - prepared food definitions
    • ITEM_GLOVES - hand clothing, including armour
    • ITEM_HELM - head clothing, including armour
    • ITEM_INSTRUMENT - instrument definitions
    • ITEM_PANTS - lower body clothing, including armour
    • ITEM_SHIELD - shields (always armour?)
    • ITEM_SHOES - foot clothing, including armour
    • ITEM_SIEGEAMMO - ammunition for siege weapons (only ballista?)
    • ITEM_TOY - toy definitions
    • ITEM_TRAPCOMP - components that can be used in weapon traps (two special tags define trapcomps that can be used in other constructions: IS_SCREW and IS_SPIKE)
    • ITEM_WEAPON - weapons that are used by soldiers, as well as digging tools
  • LANGUAGE - word definitions for the languages used by ENTITY objects
    • Entries beginning with [SYMBOL:ID] sort words into symbolic/poetic groups to be referenced by ENTITY preferences
    • Entries beginning with [WORD:ID] define words and their alternate forms (in english)
  • MATERIAL_TEMPLATE - definitions of information common to groups of materials (referenced all over the place)
  • PLANT - definitions of plants, their materials, and their derivitives
  • REACTION - reactions/custom workshop jobs (turn items into other items through dwarven effort)
  • TISSUE_TEMPLATE - defines templated tissues for use with BODY_DETAIL_PLAN objects or in creatures

Usually empty strings are used to divide different types of structures like the fine name and [OBJECT:] or different entries, however everything which is not a token besides the 1st string (which is the filename) is understood as comments and is not considered.

The tokens are enclosed in square brackets ([TOKEN:VALUES]).

When a world is generated, the raw files are copied from <game folder>/raw/ to <game folder>/data/save/REGION/raw/. It is currently unknown how much these can then be changed without breaking the save.

A list of tokens can be seen at Category:Tokens.