From a996b29cf5845024ac50dacb7c35c097c28abcda Mon Sep 17 00:00:00 2001 From: Tachytaenius Date: Thu, 14 Jul 2022 11:10:23 +0100 Subject: [PATCH] Some editing of mod guide --- docs/guides/modding-guide.rst | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/docs/guides/modding-guide.rst b/docs/guides/modding-guide.rst index 033ddc731..6b18188a0 100644 --- a/docs/guides/modding-guide.rst +++ b/docs/guides/modding-guide.rst @@ -230,9 +230,9 @@ Now, we will add up the effect of all speed-increasing gear and apply it: :: Your first whole mod -------------------- -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: