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Difference between revisions of "Modding version 50.01+"

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Dwarf Fortress supports mods in the form of new objects and tiles. Each mod is a zip file or unzipped folder with the required format (see below.)
 
 
 
= Mods =
 
= Mods =
  
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= Modding =
 
= Modding =
  
== Mod Format and Updating Mods from Old Versions ==
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Dwarf Fortress supports mods in the form of new objects and tiles. Each mod is a zip file or unzipped folder with the required format (see below.)
 +
 
 +
== Mod Format==
  
 
Mods contain an info.txt file and either an "objects" folder or a "graphics" folder (or both.) All of the vanilla objects in the game now use this format.
 
Mods contain an info.txt file and either an "objects" folder or a "graphics" folder (or both.) All of the vanilla objects in the game now use this format.
  
Here is an example: Vanilla Items
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[[File:Folder-orange.svg|20px|link=]] Mod Name
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<br>&emsp;[[File:Text-x-generic.svg|20px|link=]] info.txt
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<br>&emsp;[[File:Text-x-generic.svg|20px|link=]] preview.png
 +
<br>&emsp;&emsp;[[File:Folder.svg|20px|link=]] objects
 +
<br>&emsp;&emsp;[[File:Folder.svg|20px|link=]] graphics
  
You can see that the info.txt just has a few fields defining basic information about the mod, and the objects folder contains objects exactly the same as objects from previous versions of Dwarf Fortress. It's beyond the scope of this short guide to go into what specific tags do, but the vanilla objects and previous mods by members of the community will give you plenty of examples to work with.
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=== Mod info ===
  
== Uploading Mods to Steam Workshop ==
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Each mod has a <code>info.txt</code>. It has a few fields defining basic information about the mod and can be edited using any text editor (like notepad++).  
 
 
To upload a mod to Steam Workshop, you need to make some additions to the info.txt file (see next paragraph.) Afterward, you put the unzipped mod folder in the "<code>mods/mod_upload</code>" folder. Then select Mods from the title menu, and upload your mods using the button you'll see there. Other Steam users will be able to subscribe to your mod immediately once it is uploaded.
 
 
 
Example info.txt additions for Steam Workshop:
 
  
 
{{code|
 
{{code|
Line 40: Line 40:
 
}}
 
}}
  
Once the upload process is completed successfully, you'll find a [STEAM_FILE_ID:#########] appended to your info.txt. Make sure this entry is included for future uploads if you want to make changes to your mod and have it overwrite the existing entry on the workshop. Otherwise you'll create a new entry every time you upload.
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You can create a thumbnail for your mod by creating an image called <code>preview.png</code> in the same level as your info.txt file. This image will become the thumbnail when the mod is uploaded to steam workshop. The image should be less than 1MB in size.
 +
 
 +
=== Objects and graphics folder ===
 +
 
 +
objects folder contains objects exactly the same as objects from previous versions of Dwarf Fortress. It's beyond the scope of this short guide to go into what specific tags do, but the vanilla objects and previous mods by members of the community will give you plenty of examples to work with.
 +
 
 +
== Uploading Mods to Steam Workshop ==
 +
 
 +
To upload a mod to Steam Workshop, you need to make some additions to the <code>info.txt</code> file (see next paragraph.) Afterward, you put the unzipped mod folder in the "<code>mods/mod_upload</code>" folder. Then select Mods from the title menu, and upload your mods using the button you'll see there. Other Steam users will be able to subscribe to your mod immediately once it is uploaded.
 +
 
 +
Once the upload process is completed successfully, you'll find a <code>[STEAM_FILE_ID:#########]</code> appended to your info.txt. Make sure this entry is included for future uploads if you want to make changes to your mod and have it overwrite the existing entry on the workshop. Otherwise you'll create a new entry every time you upload.
  
 
== Notes ==
 
== Notes ==
https://bay12games.com/dwarves/modding_guide.html
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* Offical https://bay12games.com/dwarves/modding_guide.html and an example: [https://bay12games.com/dwarves/vanilla_items.zip Vanilla Items] mod.

Revision as of 16:32, 15 December 2022

Mods

Downloading a mod

Mods can be acquired using the steam workshop (if using Steam version), a manual download from Bay 12 Forums or third party websites (like DFFD), or by creating one yourself.

When using the Steam workshop, all you have to do is to "Subscribe" to a mod and it should be available when creating a new world automatically. Install mods manually, require to download the mod, then placing the mod zip or the unzipped mod folder inside the mods folder (if this folder doesn't exist, you can create it.)

Using Mods

Mods are installed when you create a new world. When creating a world and choosing its initial parameters, if you have a mod available, there should be a Mods button at the bottom of the screen. Pressing this will let you select which mods you'd like to enable and what the load order should be. You should put mods at the end of the mod list after the vanilla objects if you don't have any further information, so that they can reference vanilla objects after those are loaded.

Note: Unlike the previous versions of Dwarf Fortress, mods no longer live inside save files and must be installed on every computer where saves using those mods are going to be loaded.

Modding

Dwarf Fortress supports mods in the form of new objects and tiles. Each mod is a zip file or unzipped folder with the required format (see below.)

Mod Format

Mods contain an info.txt file and either an "objects" folder or a "graphics" folder (or both.) All of the vanilla objects in the game now use this format.

Folder-orange.svg Mod Name
Text-x-generic.svg info.txt
Text-x-generic.svg preview.png
  Folder.svg objects
  Folder.svg graphics

Mod info

Each mod has a info.txt. It has a few fields defining basic information about the mod and can be edited using any text editor (like notepad++).

[STEAM_TITLE:Test Descriptors]
[STEAM_DESCRIPTION:Some test object definitions for shapes and colors.]
[STEAM_TAG:mod] <-- as many as you want, use a separate STEAM_TAG for each one
[STEAM_KEY_VALUE_TAG:test:stuff] <-- as many as you want, similarly
[STEAM_METADATA:metadata test]
[STEAM_CHANGELOG:made some changes]

You can create a thumbnail for your mod by creating an image called preview.png in the same level as your info.txt file. This image will become the thumbnail when the mod is uploaded to steam workshop. The image should be less than 1MB in size.

Objects and graphics folder

objects folder contains objects exactly the same as objects from previous versions of Dwarf Fortress. It's beyond the scope of this short guide to go into what specific tags do, but the vanilla objects and previous mods by members of the community will give you plenty of examples to work with.

Uploading Mods to Steam Workshop

To upload a mod to Steam Workshop, you need to make some additions to the info.txt file (see next paragraph.) Afterward, you put the unzipped mod folder in the "mods/mod_upload" folder. Then select Mods from the title menu, and upload your mods using the button you'll see there. Other Steam users will be able to subscribe to your mod immediately once it is uploaded.

Once the upload process is completed successfully, you'll find a [STEAM_FILE_ID:#########] appended to your info.txt. Make sure this entry is included for future uploads if you want to make changes to your mod and have it overwrite the existing entry on the workshop. Otherwise you'll create a new entry every time you upload.

Notes