![]() ![]() ![]() You put images/graphics_creatures_x.png inside of here. (Fortunately, only one thing.)įigure A: Inside the tile_page_x.txt there must be a TILE_PAGE: token with a FILE: subtoken. Creating creature raws is a different project however and this file will only be skimmed for whats important here. IMPORTANT: The titles of these files MUST start with graphics_creatures_ and tile_page_.Īdditionally, the 4th file-the creature raws-is contained in the objects folder. A graphics_creatures_x txt, a tile_page_x txt, and a graphics_creatures_x png in the /images/ folder. png-with resolution divisible ideally by 32 pixels into there.įigure 03 How the inside of /graphics/ looks by the end of this. In the /graphics/ folder you create an /images/ subfolder, within which you place your pixelart as a transparent. txt raw except for ones directly related to graphics. What I did because I'm lazy was download something random off the steam workshop and just the replace the files that are inside of it with what I wanted to work with, making it my own sandbox for modding, and the game recognises it when in world creation.įigure 02 Inside the folder of your mod should follow the same structure as inside any of the vanilla subfolders, which means putting in an 'objects' and/or 'graphics' folder, and having an info.txt SteamLibrary\steamapps\common\Dwarf Fortress\data\installed_mods\Mod_Title There is an installed mods folder where steam workshop mods are downloaded to. Non-steam DF has all the txt files laid out in one folder, but for steam version they segregated them into sub folders which carry an info.txt that makes them into distinct 'Mods' when playing the game.įigure 01 The Vanilla Subfolders as seen in the data\Vanilla folder It makes DF very moddable and modular but can be overwhelming. txt files that contain classification information for creatures, materials, language, etc. > \SteamLibrary\steamapps\common\Dwarf Fortress\data\vanilla contains the 'RAWS' as people call them. Just let me know in the comments if there's improvements I can make to the guide (be they merely language adjustments or formatting changes or further information.)įirst thing you have to do is find your Dwarf Fortress folder in the Steam directory. I don't generally make guides but I have been single minded on this game lately. The creature RAWs that I used for the Horn Beetle are credit to Squamous and Kruggsmash, I just made the pixelart. Once you look at the raws Dwarf Fortress has you'll pick up on what you need to copy and paste and the images taken are of files that are completely in working order to produce the mod I created here. The second section is more or less a cheat sheet rather than a walkthrough per se. If you want to know the whole process of creating a mod this guide does not provide that it is simply a reference for those trying to navigate the files needed to create their work. Editing vanilla creatures has extra steps involved related to CUT and SELECT tokens that you can learn about elsewhere. This guide also assumes you are ADDING creatures, not changing original ones. This guide will introduce you vaguely to modding DF then provide a small but dense cheatsheet of the stuff involved in RAWs for graphics. ![]()
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