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(Be sure to install Modest Mod after the graphics pack.) Then it gives the name of our plant's seed, its plural name, its foreground, background, and brightness colors, followed by its seed material; said material should have [SEED_MAT] to permit proper stockpiling.And finally for the last chunk we have this:First we define what season(s) the plant may grow in, then we define how frequently this plant is generated in a particular area, followed by how many harvested crop items may come from 1 plant. BLOCK refers to which tiles will be untraversable--1 means blocked, 0 means unblocked. The tiles themselves can be given in quotes (as in ' ') or given as a number, which can be looked up,Color is as TILE, but with colors instead of tiles; however, colors are made up of 3 numbers each or MAT. [TRUNK_BRANCHING] decides how "curvy" the tree is, with [TRUNK_BRANCHING:0] meaning the tree is entirely straight.

It's possible to place variable arguments into a detail plan. WORK_LOCATION tells where the creature using it (usually a dwarf) will work, numbered from the top right--in this case, 2:2, or the middle. Dwarves are fond of naming their roads and tunnels after... roads and tunnels.This section deals with everything else. However, they are fairly simple.

However, I'm not sure how to "install" it into the Starter Pack. The growth then drops off, leaving no clouds (items to be picked up by your dwarves). Its first argument defines if it's to search by bodypart category (BY_CATEGORY), bodypart type (BY_TYPE), or look for a specific part (BY_TOKEN).

without going bonkers. TISSUE_LAYER allows you to control where each tissue is applied. Then just add the translation link to your civ in entity_default.txt and it'll be added to the game on worldgen. [WET][DRY] are the conditions under which the plant can grow. You should find the rest trivial by comparison.Items are fairly simple to deal with. Graphic sets, you usually download it instead of the game. Just copy an existing plant and edit it to your new plant.Trees are another kind of plant that can be modded. MAT refers to the color of the material used to make it; the 3 numbers refer to foreground:background:foreground brightness, and can be looked up,These refer to items required to build the building.

If one were to type:This would have very much the same effect as:This holds true for a lot of values throughout the files, excluding when it simply doesn't make sense, such as in materials.You can find many details about the rest of the civilization tokens.Besides those mentioned, some fundamental ones are the SITE_CONTROLLABLE token, which lets you control the civ in fortress mode, the OUTSIDER_CONTROLLABLE token, which allows you to play in adventure mode as an outsider, and the ALL_MAIN_POPS_CONTROLLABLE token, which allows you to play a civ native (non-outsider) in adventure mode. Will we have to type out all of those manually?Nope, detail plans have that covered as well. For example, if you wanted to do something silly, you could switch the "CREATURE:DWARF" entry in entity_default.txt with "CREATURE:ELF" and you would be marching elves around in fortress mode, although they would still use dwarven technology and language and names and so forth. A list of the tokens applicable to positions can be found.Creature modding is great fun. Inside the starter pack folder will be the Dwarf Fortress folder. You can see that the metals here refer to the templates, and, just like we did with creatures, then modify the properties of that template and expand upon it.Finally, let's look at inorganic_stone_mineral.txt. These are all necessary elements of the file, and without them, the file will be ignored by the game. So, just download Phoebus's set, and run the game from there.le sigh, I was hoping for less coding and more dwarfiness.You seem to be misled. You should just be able to install the mod normally. (Note that the name of the file doesn't actually matter; however, it's good form to name the file after a creature if only that creature speaks the language. Finally, we have the velocity modifier, which has a multiplying effect on the weapon's size for the purposes of determining how powerful it is in combat.Other, more miscellaneous items are generally simple and shouldn't require any further explanation.Once you've made an item, you just add it to the civ entry so a civilization can actually craft it, and it's done.Let's say you added a whole new species. "[TRANSLATION:]" defines the language file that the entity will be using, which will determine what their untranslated words are for things. Hi, maybe its so obvious i overlooked it, but how do you install mods? Let's say you were going to make a lot of creatures out of bronze, and you didn't want to have to copy and paste the bronze tissue all over the place. [SAPLING] ensures saplings of this tree are called "[tree name] sapling", instead of the standard "young [tree name]".Lastly, we are introduced to the [GROWTH] token. The colossus is now made of bronze.By now you're probably thinking "Wow, if this was for a creature made out of however many tissues, this would be amazingly longwinded".

[GROWTH] defines growths growing on a plant, in this case our apple tree.

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