"" links the civilization with a specific creature defined in a creature file. Most of the time, it doesn't matter which order these tokens are in or where they're placed so long as they're below the "ENTITY:" identifier, but there are some important exceptions in the case of other files, especially creatures, which can contain a lot of "nested" tokens. They follow the same format as any other raw file: which are coincidentally what we'll be talking about next.Įntities - the objects that determine how civilizations work - are stored in entity_default.txt (though, like all other files, you may add more). This can save you a lot of time, especially when it comes to entities. There's nothing stopping you from just copying an existing creature/entity/whatever, changing the identifier, and modifying it.If you want to change something within a world that's already been generated, you'll have to edit those files, not the ones in ~DF\raw\objects. When a new world is generated, all the raw files get copied into a \raw\ folder within the applicable save folder. Since v0.31.22, the game no longer loads backup files with an extension other than ".txt", but duplicate entries are still a very bad thing. If you want to edit an already-existing creature, always back up the files you plan on editing to a different location.For example, you can add a new pair of leather boots and not even have to add it to the item_shoes.txt file, but rather make your own file, say item_shoes_new.txt and ensure you have the token listed, ex. The game will load up all *.txt files in the raw folder, and searches through them by tokens. When adding files, all you need to include to ensure proper references are maintained is the token identifiers.Try to avoid modifying the existing raw files when adding objects.Most of these effects are hardcoded: for example, it's possible to make a creature only eat meat with the token, but it's impossible to create your own token detailing a specific diet for the creature.īefore we continue, a few key things to remember when modding the raw files: The body of an entry is made up of a series of "tokens", which are essentially flags that can be added or removed to affect the entry's attributes. ( For example.) Below that, we have the body of the entry, which determines the entry's specific properties. Each entry is made up of its own header (in this case, ""), again stating the type of object, and then the object's unique identifier - if an identifier isn't unique, the game will mess up and you'll get some serious, and potentially very trippy, errors. You may have also noticed the file naming scheme - this is also important files containing creatures have names starting with "creature_", entity file names must begin with "entity_", etc.īelow the headers, there begins a list of entries. These are all necessary elements of the file, and without them, the file will be ignored by the game. For example, if you open creature_standard.txt, it should look something like this:Īs you can see, each file comprises a header string stating the file name, a second header stating the type of object data it contains, followed by the contents of the file itself. For now, take a look at one of the existing files. Within the \raw\objects folder are a large number of text files - these are the raw files, and editing them is quite easy - you can also create your own if you wish. This folder contains 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. Even experienced modders have to look up tokens! A list of articles about tokens can be found here.Īll the base data that can be edited by prospective modders can be found in the \raw\ folder. 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.
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