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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.

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