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Editing v0.34:Modding guide

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"BODYGLOSS" entries, which you can sometimes find applied to creature entries, are simply replacement words for specific part name strings in a creature. For example, you'll find the bodygloss [BODYGLOSS:CLAW_HAND:hand:claw] in body_default.txt; you can then use this in a creature via "[BODYGLOSS:CLAW_HAND]" and it'll replace all instances of "hand" with "claw" in that creature. Be warned, however—if you were to, say make a bodygloss [BODYGLOSS:EARSTALK:ear:stalk:ears:stalk], it would not only change "ear" and "ears" to "stalk" and "stalks", it would also change "h'''ear'''t" to "h'''stalk'''t"! For all intents and purposes the body part will still function as the proper part, though.
 
"BODYGLOSS" entries, which you can sometimes find applied to creature entries, are simply replacement words for specific part name strings in a creature. For example, you'll find the bodygloss [BODYGLOSS:CLAW_HAND:hand:claw] in body_default.txt; you can then use this in a creature via "[BODYGLOSS:CLAW_HAND]" and it'll replace all instances of "hand" with "claw" in that creature. Be warned, however—if you were to, say make a bodygloss [BODYGLOSS:EARSTALK:ear:stalk:ears:stalk], it would not only change "ear" and "ears" to "stalk" and "stalks", it would also change "h'''ear'''t" to "h'''stalk'''t"! For all intents and purposes the body part will still function as the proper part, though.
  
== Modding plants ==
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== Plants ==
  
 
Plants are, again, not unlike creatures. With what you've learned so far in regard to tokens and the materials system, running through the notes included in plant_standard.txt should explain most things. [[Plant token|Here's the list of plant-specific tokens]].
 
Plants are, again, not unlike creatures. With what you've learned so far in regard to tokens and the materials system, running through the notes included in plant_standard.txt should explain most things. [[Plant token|Here's the list of plant-specific tokens]].
 
Below is the [[plump helmet]] raw description:
 
  
 
  [PLANT:MUSHROOM_HELMET_PLUMP]
 
  [PLANT:MUSHROOM_HELMET_PLUMP]
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  [DEAD_SHRUB_COLOR:5:6:0]
 
  [DEAD_SHRUB_COLOR:5:6:0]
  
Let's look at this line by line:<br>
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Let's look at this line by line:
First, we define its file name. In this case it's MUSHROOM_HELMET_PLUMP. Next we define its in-game name (plump helmet) and its adjective for if you were to craft with it (e.g. plump helmet earrings).
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First, we define it's file name. In this case it's MUSHROOM_HELMET_PLUMP. Next we define it's in-game name (plump helmet) and it's adjective for if you were to craft with it. (plump helmet earrings)  
  
 
  [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
 
  [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]
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This defines the structure and material of the plant. It references STRUCTURAL_PLANT_TEMPLATE in the first line, so if you were to say, add wings to the template, the plump helmet plant would be winged. This is for the plant itself, not the end plump helmets.
 
This defines the structure and material of the plant. It references STRUCTURAL_PLANT_TEMPLATE in the first line, so if you were to say, add wings to the template, the plump helmet plant would be winged. This is for the plant itself, not the end plump helmets.
  
After that we get our edible tokens. These say that vermin can eat the plant, and it can be eaten raw or cooked by your dwarves. So if you wanted a plant vermin would leave alone, you'd remove the [EDIBLE_VERMIN] token.
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After that we get our edible tokens. These say that vermin can eat the plant, and it can be eaten raw or cooked by your dwarves. So if you wanted a plant vermin would leave alone, you'd remove the [EDIBLE_VERMIN] token
  
 
  [EDIBLE_VERMIN]
 
  [EDIBLE_VERMIN]
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  [EDIBLE_COOKED]
 
  [EDIBLE_COOKED]
  
Next, [PICKED_TILE:161] is the character (161 in this case) shown when the crop is harvested. See [[Main:Character table|character table]] for a table of usable tiles. [PICKED_COLOR:6:13:0] is the color used for the crop's tile when harvested. It's in a foreground:background:brightness format. See [[color]] for the colors usable.
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Next, [PICKED_TILE:161] is the character(161 in this case) shown when the crop is harvested. See [[character table|character table]] for a table of usable tiles.
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[PICKED_COLOR:6:13:0] Is the color used for the crop's tile when harvested. It is in a foreground:background:brightness format. See [[color|color]] for the colors usable.
  
 
  [PICKED_TILE:161][PICKED_COLOR:6:13:0]
 
  [PICKED_TILE:161][PICKED_COLOR:6:13:0]
  
[GROWDUR:300] is how long it takes for your crop to grow. There are 1008 growdur units in a season.<br>
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[GROWDUR:300] Is how long it takes for your crop to grow. There are 1008 growdur units in a season.
 
[VALUE:2] Is the value of harvested plant (default 1). Appears to have no effect in version 0.31.
 
[VALUE:2] Is the value of harvested plant (default 1). Appears to have no effect in version 0.31.
  
 
  [GROWDUR:300][VALUE:2]
 
  [GROWDUR:300][VALUE:2]
  
This defines the plant's alcohol states. [STATE_NAME_ADJ:ALL_SOLID:] is the frozen name, followed is the actual drink name, and then its boiling name. These are achieved by either Scorching or Freezing climates. [DISPLAY_COLOR] is, of course, color, and [EDIBLE_RAW] and [EDIBLE_COOKED] are saying you can drink the alcohol raw or cooked.
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This define's the plant's alcohol states. [STATE_NAME_ADJ:ALL_SOLID:] Is the frozen name. Followed is the actual drink name, and then it's boiling name. These are achieved by either Scorching or Freezing climates. [DISPLAY_COLOR] Is of course color. And [EDIBLE_RAW] and [EDIBLE_COOKED] are saying you can drink the alcohol raw or cooked<sup>?</sup>
  
 
  [USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
 
  [USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
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  [SEED:plump helmet spawn:plump helmet spawn:4:0:1:LOCAL_PLANT_MAT:SEED]
 
  [SEED:plump helmet spawn:plump helmet spawn:4:0:1:LOCAL_PLANT_MAT:SEED]
  
And all this says is that the seeds may be eaten by vermin or cooked. Then it gives the name of our plant's seed, its plural name, its foreground, background, and brightness colors, followed by its seed material; said material should have [SEED_MAT] to permit proper stockpiling.
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And all this says is that the seeds may be eaten by vermin, or cooked. Then it gives the name of our plant's seed, it's plural name, its foreground, background, and brightness colors. Followed by it's seed material, said material should have [SEED_MAT] to permit proper stockpiling.
  
 
And finally for the last chunk we have this:
 
And finally for the last chunk we have this:
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  [DEAD_SHRUB_COLOR:5:6:0]
 
  [DEAD_SHRUB_COLOR:5:6:0]
  
First we define what season(s) the plant may grow in, then we define how frequently this plant is generated in a particular area, followed by how many harvested crop items may come from 1 plant. [PREFSTRING:] is what your dwarves like about the plant, which in this case is the rounded tops. [WET][DRY] are the conditions under which the plant can grow. Wet means it can grow close to water, dry means it can grow away from water. This does not mean you can grow the plant on dry stone however. It is just for natural spawning of the plant.<br>
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First we define what seasons the plant may grow in, then we define how frequently this plant is generated in a particular area, followed by how many harvested crop items(fruit?) may come from 1 plant. [PREFSTRING:] Is what your dwarves like about the plant, which in this case is the rounded tops. [WET][DRY] Are the conditions under which the plant can grow. Wet means it can grow close to water, dry means it can grow away from water. This does not mean you can grow the plant on dry stone however. It is just for natural spawning of the plant.
[BIOME] Is what biome the plant grows in. [UNDERGROUND_DEPTH:Minimum:Maximum] Is the highest and lowest cavern levels that the plant can appear in if its biome is subterranean. Dwarven civilizations will only export (via the embark screen or caravans) things that available at depth 1. Defaults to 0:0 (surface only).<br>
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[BIOME] Is what biome the plant grows in. [UNDERGROUND_DEPTH:Minimum:Maximum] Is the highest and lowest cavern levels that the plant can appear in if its biome is subterranean. Dwarven civilizations will only export (via the embark screen or caravans) things that available at depth 1. Defaults to 0:0 (surface only).
Lastly, [SHRUB_TILE] is the character used for the naturally spawning shrub of this plant, [DEAD_SHRUB] is the dead shrub character. [SHRUB_COLOR] Is the shrub's color, and [DEAD_SHRUB_COLOR] is, of course, the dead shrub's color.
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Lastly, [SHRUB_TILE] is the character used for the naturally spawning shrub of this plant, [DEAD_SHRUB] Is the dead shrub character. [SHRUB_COLOR] Is the shrub's color, and [DEAD_SHRUB_COLOR] is, of course, the dead shrub's color.
 
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While this may or may not look like a lot of tokens, it's very easy. Just copy an existing plant and edit it to your new plant.
While this may or may not look like a lot of tokens, it's very easy. Just copy an existing plant and edit it to your new plant.<br>
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For the rest of the tokens, see [[plant token|plant token.]]
For the rest of the tokens, see [[plant token]].
 
  
 
== Workshops ==
 
== Workshops ==

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