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Author Topic: Some modding questions  (Read 375 times)

lastofthelight

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Some modding questions
« on: January 07, 2011, 04:32:34 pm »

Question. I havn't done any modding since DF 2010 came out. The caste system was just too complex for me to work out from the raw. Is there a good, detailed explanation of how the new raws work somewhere? Like DWARF FORTRESS RAW FOR DUMMIES or somesuch?

Also, would it be theoretically possible to make Night Creatures which are amphibious or otherwise live in water, by setting their biomes to ocean? I was just wishing I could make some fish-like Night Creatures to mate with seaside villagemen and turn them into fish-things.
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Wirevix

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Re: Some modding questions
« Reply #1 on: January 07, 2011, 05:25:36 pm »

Unfortunately, a "comprehensive raws guide" would be a megaproject all in its own.  My advice, how I learned the new raws, is to use a combination of these particular pages of the wiki:
General Modding page gives lists of the different categories of tokens like unit, creature, entity, etc. and is invaluable.
String Dump page is where you can grab the small subtokens that are referenced in the bigger tokens, like Physical and Mental Attributes for creatures, etc.
and just constantly referencing raws that deal with what I'm working on at the moment.

As far as night creatures--there are some tags that allow one to mark something as having similar attributes to a night creature, so while you can't edit the hardcoded night creatures without cracking into world data, you can make amphibious beasts that attack in hordes like bogeymen or convert people like lair-dwellers.  The "Creature token" list on the wiki mentions tokens that imitate night creature behavior.
« Last Edit: January 07, 2011, 05:28:17 pm by Wirevix »
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In other news, the trees in my game can have invisible sex.