Some editing of mod guide

develop
Tachytaenius 2022-07-14 11:10:23 +01:00
parent d7976e63b6
commit a996b29cf5
1 changed files with 2 additions and 2 deletions

@ -230,9 +230,9 @@ Now, we will add up the effect of all speed-increasing gear and apply it: ::
Your first whole mod
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Now, you may have noticed that you won't be able to run multiple functions on tick/as event callbacks with that ``modId`` idea alone. To solve that we can just define all the functions we want and call them from a single function.
Now, you may have noticed that you won't be able to run multiple functions on tick/as event callbacks with that ``modId`` idea alone. To solve that we can just define all the functions we want and call them from a single function. Alternatively you can create multiple callbacks with your mod ID being a prefix, though this way there is no guarantee about the order if that is important.
Create a folder for mod projects within your Dwarf Fortress directory somewhere (e.g. ``hack/my-scripts/mods/``) and use your mod ID (in hyphen-case) as the name for the mod folders within it. The structure of and environment for fully-functioning modular mods are as follows:
Create a folder for mod projects somewhere (e.g. ``hack/my-scripts/mods/``, or maybe somewhere outside your Dwarf Fortress installation) and use your mod ID (in hyphen-case) as the name for the mod folders within it. The structure of and environment for fully-functioning modular mods are as follows:
* The main content of the mod would be in the ``raw`` folder: