Dwarffortressmod.zip -
Modify existing creatures or plants.
Use the data/vanilla/vanilla_procedural files as examples to see how to script new types of monsters. What type of content A new item/creature (raw text file)? A graphical change (sprites)? A gameplay behavior tweak (Lua script)?
Your zip should contain a folder named with your Mod ID (e.g., MyUsefulMod ), containing: : Essential metadata defining your mod. DwarfFortressMod.zip
[ID:MyUsefulMod] [NUMERIC_VERSION:1] [DISPLAYED_VERSION:1.0.0] [NAME:Useful Mod] [AUTHOR:Your Name] [DESCRIPTION:Adds high-value, light-weight steel armor sets and better tavern food.] Use code with caution. Copied to clipboard 2. Create Useful Content Ideas
Idea: Define "Masterwork leather backpack" that provides extra storage. Modify existing creatures or plants
Based on community needs, here are three types of useful mods:
When generating a new world, select your mod in the "Mods" section of the advanced world generation screen. A graphical change (sprites)
For complex behavioral changes, create init.lua in your mod root.