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{{Quality|Fine}}
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{{Quality|Unrated}}
 
{{av}}
 
{{av}}
 
[[File:raw_preview.png|240px|right]]
 
[[File:raw_preview.png|240px|right]]
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  <...contents...>
 
  <...contents...>
  
''filename'' is a copy of the raw file name, minus the .txt extension; every raw must begin with this. It must begin with a certain prefix depending on the TYPE (see below).
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ID is a unique identificator for your type to use (i.e. [CREATURE:DOG], ID=DOG or [ITEM:ITEM_WEAPON_SWORD], ID=ITEM_WEAPON_SWORD).
 
 
''TYPE'' is a keyword that instructs the game what sort of objects are being defined in the raw (see below).  An individual raw file can (and must) have only one OBJECT:TYPE.
 
 
 
''ID'' is a unique identificator for your type to use (i.e. [CREATURE:DOG], ID=DOG or [ITEM:ITEM_WEAPON_SWORD], ID=ITEM_WEAPON_SWORD).
 
  
 
===Types of content===
 
===Types of content===
*BODY &mdash; body parts and structures; filename prefix <code>body_</code>.
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*BODY &mdash; body parts and structures.
*BODY_DETAIL_PLAN &mdash; similar to CREATURE_VARIATION, but used for defining tokens related to body parts (specifically materials, tissues, the assignment thereof, and body part positions, relative sizes, etc.); filename prefix <code>b_detail_plan_</code>.
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*BODY_DETAIL_PLAN &mdash; similar to CREATURE_VARIATION, but used for defining tokens related to body parts (specifically materials, tissues, the assignment thereof, and body part positions, relative sizes, etc.)
*BUILDING &mdash; custom workshops and smelters; filename prefix <code>building_</code>.
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*BUILDING &mdash; custom workshops and smelters.
*CREATURE &mdash; [[creature]]s; filename prefix <code>creature_</code>.
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*CREATURE &mdash; [[creature]]s.
*CREATURE_VARIATION &mdash; variations that can be applied to creatures (e.g., making them giants, or anthropomorphic). Technically a series of tokens that are added to or removed from the creature (essentially a set of templated changes); filename prefix <code>c_variation_</code>.
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*CREATURE_VARIATION &mdash; variations that can be applied to creatures (e.g., making them giants, or anthropomorphic). Technically a series of tokens that are added to or removed from the creature (essentially a set of templated changes).
*DESCRIPTOR_COLOR (tag is COLOR) &mdash; named colors for use with DESCRIPTOR_PATTERN objects (other purposes unknown); filename prefix <code>descriptor_color_</code>.
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*DESCRIPTOR_COLOR (tag is COLOR) &mdash; named colors for use with DESCRIPTOR_PATTERN objects (other purposes unknown)
*DESCRIPTOR_PATTERN (tag is COLOR_PATTERN) &mdash; patterns with color combinations for use with creatures; filename prefix <code>descriptor_pattern_</code>.
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*DESCRIPTOR_PATTERN (tag is COLOR_PATTERN) &mdash; patterns with color combinations for use with creatures.
*DESCRIPTOR_SHAPE (tag is SHAPE) &mdash; shapes with descriptions and variations, used for engravings; filename prefix <code>descriptor_shape_</code>.
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*DESCRIPTOR_SHAPE (tag is SHAPE) &mdash; shapes with descriptions and variations, used for engravings.
*ENTITY &mdash; civilization types, with assigned race, language, culture, ethics, and social structure; filename prefix <code>entity_</code>.
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*ENTITY &mdash; civilization types, with assigned race, language, culture, ethics, and social structure.
*GRAPHICS &mdash; graphic tiles for creatures. These are not found inside the raw/objects folder; filename prefix <code>graphics_</code>.
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*GRAPHICS &mdash; graphic tiles for creatures. These are not found inside the raw/objects folder.
*INTERACTION &mdash; interaction definitions; filename prefix <code>interaction_</code>.
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*INTERACTION &mdash; interaction definitions.
*INORGANIC &mdash; inorganic material definitions; filename prefix <code>inorganic_</code>.
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*INORGANIC &mdash; inorganic material definitions.
*ITEM &mdash; items ranging from ammunition to food types, has secondary types for the purposes of [TYPE:ID]; filename prefix <code>item_</code>.
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*ITEM &mdash; items ranging from ammunition to food types, has secondary types for the purposes of [TYPE:ID].
 
**ITEM_AMMO &mdash; ammunition for ranged weapons.
 
**ITEM_AMMO &mdash; ammunition for ranged weapons.
 
**ITEM_ARMOR &mdash; body clothing, including armor.
 
**ITEM_ARMOR &mdash; body clothing, including armor.
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**ITEM_TRAPCOMP &mdash; components that can be used in weapon traps (two special tags define trapcomps that can be used in other constructions: IS_SCREW and IS_SPIKE).
 
**ITEM_TRAPCOMP &mdash; components that can be used in weapon traps (two special tags define trapcomps that can be used in other constructions: IS_SCREW and IS_SPIKE).
 
**ITEM_WEAPON &mdash; weapons that are used by soldiers, as well as digging tools.
 
**ITEM_WEAPON &mdash; weapons that are used by soldiers, as well as digging tools.
*LANGUAGE &mdash; word definitions for the languages used by ENTITY objects; filename prefix <code>language_</code>.
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*LANGUAGE &mdash; word definitions for the languages used by ENTITY objects.
 
**Entries beginning with [SYMBOL:ID] sort words into symbolic/poetic groups to be referenced by ENTITY preferences.
 
**Entries beginning with [SYMBOL:ID] sort words into symbolic/poetic groups to be referenced by ENTITY preferences.
 
**Entries beginning with [WORD:ID] define words and their alternate forms (in English).
 
**Entries beginning with [WORD:ID] define words and their alternate forms (in English).
*MATERIAL_TEMPLATE &mdash; definitions of information common to groups of materials (referenced all over the place); filename prefix <code>material_template_</code>.
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*MATERIAL_TEMPLATE &mdash; definitions of information common to groups of materials (referenced all over the place).
*MUSIC &mdash; assigns music files to background and event music cues, modding currently very limited; filename prefix <code>music_</code>.
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*PLANT &mdash; definitions of plants, their materials, and their derivatives.
*PALETTE &mdash; defines a color palette and associates those colors to an image file containing color swatches; filename prefix <code>palette_</code>.
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*REACTION &mdash; reactions/custom workshop jobs (turn items into other items through dwarven or adventurer effort).
*PLANT &mdash; definitions of plants, their materials, and their derivatives; filename prefix <code>plant_</code>.
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*TISSUE_TEMPLATE &mdash; defines templated tissues for use with BODY_DETAIL_PLAN objects or in creatures.
*REACTION &mdash; reactions/custom workshop jobs (turn items into other items through dwarven or adventurer effort); filename prefix <code>reaction_</code>.
 
*SOUND &mdash; associates sound files with in-game event cues; filename prefix <code>sound_</code>.
 
*TEXT_SET &mdash; conversation text, mostly used in Adventure mode; ; filename prefix <code>text_</code>. Example: [[text_dwarf.txt]]
 
*TILE_PAGE &mdash; assigns IDs to image files and establishes their parameters for use in GRAPHICS raws; filename prefix <code>tile_page_</code>.
 
*TISSUE_TEMPLATE &mdash; defines templated tissues for use with BODY_DETAIL_PLAN objects or in creatures; filename prefix <code>tissue_template_</code>.
 
  
 
Usually empty lines are used to divide different types of structures like the file name and [OBJECT:] or different entries, however everything which is not a token besides the 1st string (which is the filename) is understood as comments and is not considered.
 
Usually empty lines are used to divide different types of structures like the file name and [OBJECT:] or different entries, however everything which is not a token besides the 1st string (which is the filename) is understood as comments and is not considered.
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{{Category|Files}}
 
{{Category|Files}}
 
{{Category|Modding}}
 
{{Category|Modding}}
{{Category|Raws}}
 
 
[[ru:Raw file]]
 
[[ru:Raw file]]

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