6/29/2023 0 Comments Forts game mods![]() This folder should contain a file named "info.txt" and two subfolders: "graphics" (where you insert graphics sets), and "objects", which contains all the data for, generally, everything in the game that is not hardcoded. The vast majority of modifications to the game can be done via this method. To make a mod, one must put a folder into the /mods/ folder. Even experienced modders have to look up tokens! A list of articles about tokens can be found here. It's always good to refer to tokens on the wiki. Per wiki tradition, it has been updated through all the major releases since then hopefully it reflects current knowledge. This guide is based on Teldin's guide, originally created for version 0.27.176.39c. Generally, breaking stuff is fine - nothing that can be changed will affect the DF executable, and new additions can be easily removed. After reading through this guide, a user should be capable of editing creatures, entities, materials et al, and creating their own. This is intended to be a guide to inform those new to Dwarf Fortress modding on what elements of the game can be modified, and how. You should prefer SELECT over CUT, and prefer CUT over not loading vanilla raws. Mods can add new objects, add tokens to existing objects, and cut objects entirely. The current best practice is to not modify the original raw files, since most modifications can be made via mods. However, you can't add new music or sounds other than replacing what's already there. You can also change some of the definitions of when certain musical cues are played, using available music tokens and sound tokens in the raw files. That has to be performed manually and isn't actually supported by the game. You can replace the existing ogg files with different ones. ![]() ogg format within the /data/sound/ subfolders. Reactions Language and Speech file Sound and Music filesĪll sound and music files used by Dwarf Fortress are stored in the. The `/data/art/` subfolder of Dwarf Fortress is used to store user-customizable graphics sets. See Token reference - It's always good to refer to tokens on the wiki. These are text based and can be edited with any text editor, however, editing the vanilla raw files is now discouraged. These object files, stored in /data/vanilla/*/objects/, define various specifics of game items, materials, and creatures, and can be changed using mods to alter how the game behaves. Paint.NET, Photoshop and GIMP are the most used, but whatever supports the. Image Editor will be needed for doing custom graphics.Use a good text editor to edit files and search into multiple files (like the free Notepad++ for example) or more advanced editors capable of highlighting and formatting the displayed text (like DF RAW Language server) Text Editors are used in all areas of modding.There is a list of them on the Bay 12 Forums. ![]() There are several utilities that assist in modding efforts.
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