const example. also, (preemptively acquiescing) readme.mkd --> readme.md

develop
Tachytaenius 2022-07-13 22:44:38 +01:00
parent 9c04a28bd9
commit d7976e63b6
1 changed files with 2 additions and 2 deletions

@ -238,10 +238,10 @@ Create a folder for mod projects within your Dwarf Fortress directory somewhere
* A Lua file in ``raw/init.d/`` to initialise the mod by calling ``your-mod-id/main/ enable``.
* Raw content (potentially with custom raw tokens) in ``raw/objects/``.
* A subfolder for your mod in ``raw/scripts/`` containing a ``main.lua`` file (an example of which we will see) and all the modules containing the functions used in callbacks to ``repeat-util`` and ``eventful``. Potentially a file containing constant definitions used by your mod (perhaps defined by the game) too.
* A subfolder for your mod in ``raw/scripts/`` containing a ``main.lua`` file (an example of which we will see) and all the modules containing the functions used in callbacks to ``repeat-util`` and ``eventful``. Potentially a file containing constant definitions used by your mod (perhaps defined by the game, like the acceleration of parabolic projectiles due to gravity (``4900``)) too.
* Using git within each mod folder is recommended, but not required.
* A ``readme.mkd`` markdown file is also recommended.
* A ``readme.md`` markdown file is also recommended.
* An ``addToEntity.txt`` file containing lines to add to entity definitions for access to mod content would be needed if applicable.
* Unless you want to merge your ``raw`` folder with your worlds every time you make a change to your scripts, you should add ``path/to/your-mod/raw/scripts/`` to your script paths.