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Author Topic: New to Modding.  (Read 637 times)

Haigen

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New to Modding.
« on: March 12, 2012, 12:25:01 am »

Hello there, Ive been creeping about the forums and reading about a lot of awesomeness. Just now made a forum profile. I have a  bit of DF experience. But I would really love to get into modding. Ive been told that it is very easy to mod this game that the RAWS or something like that is easy to tinker with.Just curious were I should start first.

My goal is to make a complete game over-haul with World Of Warcraft eventually.

Sorry if Im blind and there is a guide right in fron of my face. Thanks anyways.
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Meph

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Re: New to Modding.
« Reply #1 on: March 12, 2012, 12:27:43 am »

Welcome and good luck. :)

You should have a look at this: http://dwarffortresswiki.org/index.php/Token

Another great way to learn is the download all the big mods out there and look through the raws. Some stuff is difficult, while other things are super easy to understand. If you need any help, you will find it here in the forum, the people are awesome.

Have fun.
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Haigen

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Re: New to Modding.
« Reply #2 on: March 12, 2012, 12:28:54 am »

Welcome and good luck. :)

You should have a look at this: http://dwarffortresswiki.org/index.php/Token

Another great way to learn is the download all the big mods out there and look through the raws. Some stuff is difficult, while other things are super easy to understand. If you need any help, you will find it here in the forum, the people are awesome.

Have fun.

Thanks so much!
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TheLinguist

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Re: New to Modding.
« Reply #3 on: March 12, 2012, 01:53:14 am »

I'm fairly new to modding too, and it seems like a good way to get started is to just go and tinker with something, and see what it does. Give chickens a poisonous dust cloud, or add in some adventurer mode reactions, or change the stats on an item, or something.
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Telgin

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Re: New to Modding.
« Reply #4 on: March 12, 2012, 01:58:48 am »

I'm fairly new to modding too, and it seems like a good way to get started is to just go and tinker with something, and see what it does. Give chickens a poisonous dust cloud, or add in some adventurer mode reactions, or change the stats on an item, or something.

Seconded.

I learned a lot by just trying to give a creature a new body part, that also required new tissues.

Start by doing something simple like adding or removing body parts (not requiring new tissues, I'd recommend), or by adjusting other little things here or there in the creature files.  That's where a lot of the immediately interesting and visible things will be.  Once I moved on from being able to muck around with body parts, body plans and tissue definitions, I moved on to giving creatures special attacks, like venom.  All of this was in .31.25, so I don't know a thing about interactions.

Another thing I'd recommend is doing all of this with the object testing arena.  You can spawn your modified critters and inspect them, or watch them kill each other.  You can then back out of the arena, modify the RAWs some more, go back into the arena and try again, without having to terminate the program.

A lot of stuff you'll have to figure out on your own, or by asking here.  There aren't any particularly comprehensive guides that I could find, although the DF Wiki has a little on it.
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arzzult

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Re: New to Modding.
« Reply #5 on: March 12, 2012, 02:34:22 am »

Also remember to check your error_log often! Also I actually figured out material definitions, venom and breath attacks before tissues and body_detail_plans personally. But Body parts and various creature tags are probably what I learn to mess with first.
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Trapezohedron

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Re: New to Modding.
« Reply #6 on: March 12, 2012, 04:06:23 am »

One of the best ways to start modding is to analyze how tokens work, and where they belong.

In short, once you have a basic understanding of token mechanics, you should totally dig into others' mods and analyze every bit of the raws.
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