diff --git a/docs/changelog.txt b/docs/changelog.txt index dee191fb9..9c59ec7e9 100644 --- a/docs/changelog.txt +++ b/docs/changelog.txt @@ -69,6 +69,7 @@ Template for new versions: ## Documentation - UTF-8 text in tool docs is now properly displayed in-game in `gui/launcher` (assuming that it can be converted to cp-437) +- `modding-guide`: Add examples for script-only and blueprint-only mods that you can upload to DF's Steam Workshop ## API diff --git a/docs/guides/modding-guide.rst b/docs/guides/modding-guide.rst index 297e8482a..ebb388d93 100644 --- a/docs/guides/modding-guide.rst +++ b/docs/guides/modding-guide.rst @@ -56,12 +56,13 @@ Let's go through that line by line. - The :file:`info.txt` file contains metadata about your mod that DF will display in-game. You can read more about this file in the `Official DF Modding Guide `__. -- Modifications to the game raws (potentially with custom raw tokens) go in - the :file:`graphics/` and :file:`objects/` folders. You can read more about - the files that go in these directories on the :wiki:`Modding` wiki page. +- Modifications to the game raws (potentially with + `custom raw tokens `) go in the :file:`graphics/` and + :file:`objects/` folders. You can read more about the files that go in + these directories on the :wiki:`Modding` wiki page. - Any `quickfort` blueprints included with your mod go in the :file:`blueprints` folder. Note that your mod can *just* be blueprints and - nothing else if you like. + the :file:`info.txt` file if you like. See the next section for an example. - A control script in :file:`scripts_modactive/` directory that handles system-level event hooks (e.g. reloading state when a world is loaded), registering `overlays `, and @@ -87,6 +88,31 @@ in or install them from the :file:`data/installed_mods/` when the mod is selected as "active" for the first time. +What if I just want to distribute quickfort blueprints? +------------------------------------------------------- + +For this, all you need is :file:`info.txt` and your blueprints. + +Your :file:`info.txt` could look something like this:: + + [ID:drooble_blueprints] + [NUMERIC_VERSION:1] + [DISPLAYED_VERSION:1.0.0] + [EARLIEST_COMPATIBLE_NUMERIC_VERSION:1] + [EARLIEST_COMPATIBLE_DISPLAYED_VERSION:1.0.0] + [AUTHOR:Drooble] + [NAME:Drooble's blueprints] + [DESCRIPTION:Useful quickfort blueprints for any occasion.] + [STEAM_TITLE:Drooble's blueprints] + [STEAM_DESCRIPTION:Useful quickfort blueprints for any occasion.] + [STEAM_TAG:dfhack] + [STEAM_TAG:quickfort] + [STEAM_TAG:blueprints] + +and your blueprints, which could be .csv or .xlsx files, would go in a +``blueprints/`` subdirectory. If you add blueprint file named +``blueprints/bedrooms.csv``, then it will be shown to players as ``drooble_blueprints/bedrooms.csv`` in `quickfort` and `gui/quickfort`. The "drooble_blueprints" prefix comes from the mod ID specified in ``info.txt``. + What if I just want to distribute a simple script? --------------------------------------------------