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v0.31 Talk:Modding guide

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Revision as of 03:06, 15 March 2011 by HugoLuman (talk | contribs)
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What can/cannot be modded

I don't see any information in mechanism modding. So far I'm assuming that's because they are not(yet at least) moddable. I've looked through the raws pretty thoroughly, and searched the bay12 forum mod section. I do see the raw for editing the mechanism components, what i'd like to be able to do is define my own mechanisms etc. Am I just missing something obvious? --MadGreyOne

Besides the contents of ~data\speech, only the things mentioned on this page (ie the contents of ~\raw) can be modified. Mechanical components/furniture/siege engines/the standard, non-custom workshops/ai routines/whatever else don't have any presence in the raws, and hence can't be modified. I considered making a list of things that modders can't change, but put it aside at the time. --3 04:37, 6 December 2010 (UTC)


Modding Liquids

Does anyone know if you can mod water? all i want to do is drop the freezing temp a bit to stop ice from forming, but i can't find it anywhere in the raws. Thanks. --rogue ork 16:47, 20 february 2011

Water is hardcoded, so you can't mod it. --SpitefulFox 06:02, 20 February 2011 (UTC)

Thanks --rogue ork 00:30, 25 february 2011 (UTC)

Crafting

Am i correct in thinking the crafting recipes for things such as weapons are hardcoded? I couldn't find any reference to their material requirements in the obvious raw files - do all weapons require a single item of metal/whatever and a plank of wood? - Shortzo 03:23, 7 March 2011 (GMT +13)

Flying Civs

Is it possible to make a controllable civ who's members can fly in adventure and fortress mode?