From 6f2998d7e5514f4a7bbd922f33dae4efdc33c901 Mon Sep 17 00:00:00 2001 From: Tachytaenius Date: Tue, 21 Jun 2022 12:58:40 +0100 Subject: [PATCH] Update docs/guides/modding-guide.rst Co-authored-by: Myk --- docs/guides/modding-guide.rst | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/guides/modding-guide.rst b/docs/guides/modding-guide.rst index d4514156e..c8f13baf7 100644 --- a/docs/guides/modding-guide.rst +++ b/docs/guides/modding-guide.rst @@ -10,7 +10,7 @@ Why not just use raw modding? It's much less hacky for many things, easier to maintain, and easier to extend. Of course if you're adding a new creature or whatever do use raw modding, but for things like adding syndromes when certain actions are performed, absolutely try out DFHack. Many things will require a mix of raw modding and DFHack. -What kind of things can we make? +What kind of mods can we make? Lots of things, and the list grows as more and more hooks and tools are developed within DFHack. You can modify behaviours by cleverly watching and modifying certain areas of the game with functions that run on every tick or by using hooks. Familiarising yourself with the many structs oof the game will help with ideas immensely, and you can always ask for help in the right places (e.g. DFHack's Discord).