![]() ![]() All game files require those markers at the top. This word (or "string") must appear at the top of the file and it must match the file name (without extension). They are quite simple files that are in the following format:Īt the top of the file you'll see 'entity_default' all by itself. The civilization entries are stored in entity_default.txt. It has been reported that the name of the raw files is important as to their contents, such as entity_foo.txt should contain an entity and creature_foo.txt should contain creature(s). This is not necessary if you just don't change any of the filenames. This is required because once the world is generated it creates the new files and saves them for use next time the world is needed without deleting the file you will get duplication errors. In addition, if you rename the any of the \raw\ files themselves (such as 'creature_insects.txt' to 'creature_bugs.txt'), you must find the same filename in the \data\objects\ folder and delete it. The absolute easiest way to add an entirely new creature/entity/etc is to simply copy-paste an existing one and rename it, then edit the various tokens appropriately.This allows you to keep track of them easier and keeps them all in one place so there's less messing about with tons of files. In general it's better to make whole new text files for new stuff you're adding rather than editing the existing ones by tagging them onto the bottom.Just don't try to play a "non-modded" world with modded files! Should you desire to go back to your old sites, make sure you revert to the raw files used for the creation of that world. You do not need to delete old saves simply create a new world using your modded files and things should run fine. ![]() This way, if your game crashes (due to say, a typo that you can't find) you can simply copy-paste it back in for a 'vanilla' DF. Always back up the default text files you plan on editing.Most of the actual effects are hardcoded: for example, giving a creature such as a moose the creature token will make it only appear in evil maps, or giving it will make it chow down on bones.Ī few key things to remember when modding the text files: They are essentially attributes that you can add or remove or edit for any particular object in the game, that change the way the object works or acts. With a bit of know-how you can tinker with just about everything.Įvery text file uses what are called "tokens", also called "flags". Simply open the text file, edit what you want, save and close, and generate a new world after you're done editing what you want.Įssentially, everything that can be modded uses text files to determine how they interact with the world or with other objects. For example, is a token in the entity text file, which determines what creatures are used for dwarven civilizations. When you are changing a token you can simply change the values - these are the numbers/strings after the : in a token entry. I personally find it easier just to edit the existing ones in a new \DF\ game folder. When you are modding your game, you can either change existing files or add your own. When you go into the \raw\objects folder you will see a wide variety of text files. Quite a lot is not hardcoded, so you can edit a wide variety of things in the game.Įditing the raw text files is easy and simple. The raw folder contains two subfolders: graphics (where you insert graphic packs to make custom tiles), and objects, which contains all the data for generally everything in the game that is not hardcoded. Modding Guide Basics of DF modding Īll of the data you can edit are stored in the \raw\ folder wherever you saved your DF executable. 1.8 Example two: "Arachnid" playable creature. ![]()
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