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@ -339,10 +339,10 @@ The structure of a full mod
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---------------------------
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---------------------------
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Create a folder for mod projects somewhere outside your Dwarf Fortress
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Create a folder for mod projects somewhere outside your Dwarf Fortress
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installation directory (e.g. ``/path/to/mymods``) and use your mod IDs as the
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installation directory (e.g. ``/path/to/mymods/``) and use your mod IDs as the
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names for the mod folders within it. In the example below, we'll use a mod ID of
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names for the mod folders within it. In the example below, we'll use a mod ID of
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``example-mod``. I'm sure your mods will have more creative names! The
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``example-mod``. I'm sure your mods will have more creative names! The
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``example-mod`` mod will be developed in the ``/path/to/mymods/example-mod``
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``example-mod`` mod will be developed in the ``/path/to/mymods/example-mod/``
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directory and has a basic structure that looks like this::
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directory and has a basic structure that looks like this::
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raw/init.d/example-mod.lua
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raw/init.d/example-mod.lua
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@ -353,7 +353,7 @@ directory and has a basic structure that looks like this::
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Let's go through that line by line.
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Let's go through that line by line.
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* You'll need a short (one-line) script in ``raw/init.d/`` to initialise your
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* A short (one-line) script in ``raw/init.d/`` to initialise your
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mod when a save is loaded.
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mod when a save is loaded.
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* Modifications to the game raws (potentially with custom raw tokens) go in
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* Modifications to the game raws (potentially with custom raw tokens) go in
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``raw/objects/``.
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``raw/objects/``.
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@ -367,11 +367,11 @@ mod code. You can create a separate Git repository for each of your mods. The
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``README.md`` file will be your mod help text when people browse to your online
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``README.md`` file will be your mod help text when people browse to your online
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repository.
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repository.
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Unless you want to install your ``raw`` folder into your DF game folder every
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Unless you want to install your ``raw/`` folder into your DF game folder every
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time you make a change to your scripts, you should add your development scripts
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time you make a change to your scripts, you should add your development scripts
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directory to your script paths in ``dfhack-config/script-paths.txt``::
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directory to your script paths in ``dfhack-config/script-paths.txt``::
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+/path/to/mymods/example-mod/raw/scripts
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+/path/to/mymods/example-mod/raw/scripts/
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Ok, you're all set up! Now, let's take a look at an example
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Ok, you're all set up! Now, let's take a look at an example
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``raw/scripts/example-mod.lua`` file::
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``raw/scripts/example-mod.lua`` file::
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