![]() ![]() ![]() My first hit on that was the raws for Blue Peafowl, I can't remember if that's a masterwork only animal or not but the proccess will work for any animal so if that's wrong just look for the standard peafowl. To find the creature's specific data faster, ctrl+f search for peafowl. txt file containing their raws - I had a look for you and it's in creature_domestic, along with most embarkable creatures. Now, you want to change Peafowl, so you've got to find the relavant. These contain the data for creatures, entities, buildings, minerals and other objects. In your objects folder you will find a bunch of text files. I:\Dwarf Fortress\Dwarf Fortress\data\save\region1\raw\objects So if you have like five worlds going, you're going to want to find the world you're currently using with your peafowl breeding operation and go into the relevant save files.įor example, if I wanted to mod my region 1 world I go to this path. I can walk you through it.įirst up, the changes you make can only be made for individual worlds and every new one genned will use default RAWs. txt files in your save folders, and add or remove tags and interactions. You just need to find the animal's RAWs in one of the many. One of my favorite things about DF is that it's beautifully simple and clean to mod. Kitfox Discord #modding-discussion channelīronzemurder and Oilfurnace (illustrated) A three step guide:ĭownload DF Classic or install the premium version from Steam or Itch.ioįollow the quickstart guide on the wiki, or see other learning resources (below)Īsk any questions in the ☼Bi-weekly DF Questions Thread☼ - it's always active See the reasons for our rules here, and please report any problems!ĭF can be intimidating, but we're dedicated to helping new players. Updates and releases will still be posted, as will the questions thread for those needing help. Please note, the subreddit is currently closed to new user submissions, as part of the ongoing Reddit fiasco. It makes this sort of thing much more satisfying, and most rooms are designed for that multi-level top down view.Want to start playing? Read this sidebar! Note that i play with multi-level view on, through LNP. The fort ends up having 2 or 3 "main z-levels" where the entry points to rooms are these multi-level rooms are the main transition points between levels, such as a 3 level tavern where the top level has an exit towards the surface, the second level has branches off into the food industry, and the bottom goes off to the rest of the fort (example from ~3 forts ago, death by update). Later on, I end up with multiple z-level structures. The exception is the stairway to magma I ain't building that many z-levels of ramps. Ramps must be used to transition between levels. General fort design rule that I force on myself: No stairs. The focus is on creating a fort layout that's easy to read at a glance. Kitfox Discord #modding-discussion channelīronzemurder and Oilfurnace (illustrated)Įarly on, my rooms tend to be horizontally spread across 1-3 z-levels (all rooms 1-level, but I may tunnel down depending on available space). ![]() Want to start playing? Read this sidebar! ![]()
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