add example for blueprint-only mods

develop
Myk Taylor 2024-01-03 14:44:50 -08:00
parent 807977fd3d
commit 039532a3a6
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2 changed files with 31 additions and 4 deletions

@ -69,6 +69,7 @@ Template for new versions:
## Documentation ## 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) - 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 ## API

@ -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 - 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 display in-game. You can read more about this file in the
`Official DF Modding Guide <https://bay12games.com/dwarves/modding_guide.html>`__. `Official DF Modding Guide <https://bay12games.com/dwarves/modding_guide.html>`__.
- Modifications to the game raws (potentially with custom raw tokens) go in - Modifications to the game raws (potentially with
the :file:`graphics/` and :file:`objects/` folders. You can read more about `custom raw tokens <custom-raw-tokens>`) go in the :file:`graphics/` and
the files that go in these directories on the :wiki:`Modding` wiki page. :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 - Any `quickfort` blueprints included with your mod go in the
:file:`blueprints` folder. Note that your mod can *just* be blueprints and :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 - A control script in :file:`scripts_modactive/` directory that handles
system-level event hooks (e.g. reloading state when a world is loaded), system-level event hooks (e.g. reloading state when a world is loaded),
registering `overlays <overlay-dev-guide>`, and registering `overlays <overlay-dev-guide>`, 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 :file:`data/installed_mods/` when the mod is selected as "active" for the first
time. 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? What if I just want to distribute a simple script?
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