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[WIP] Modding guide

Open Tachytaenius opened this issue 3 years ago • 4 comments

As discussed on Discord

Tachytaenius avatar Jun 20 '22 19:06 Tachytaenius

Oh I forgot to stage the lua api changes

Tachytaenius avatar Jun 20 '22 19:06 Tachytaenius

copying from discord so it doesn't get lost: I think we also need to define some terms in the modding guide since there are several things that can be called "mods" there are standalone scripts that users run directly that make a change to the game, either a single change or an ongoing change there are raw modifications that don't use scripts and there are raw modifications that are packaged with supporting scripts that are intended to have an automatic, lasting effect on the game that the player doesn't have to explicitly do anything for to start or stop (other than installing the mod) it was my understanding that it's the third definition that we were focusing on for the guide, since I thought we were explaining how DFHack could improve raw-modding mods With examples for making specific changes that could give modders ideas but I don't think this document needs to be an overall guide to scripting I would love to see examples of how to use custom-raw-tokens -- that would work really well here

myk002 avatar Jun 21 '22 23:06 myk002

"example mod" or "tutorial mod" for prefixes and mod ids?

Tachytaenius avatar Jul 14 '22 10:07 Tachytaenius

It's clear that they are examples from the context. It might be best to give them actual descriptive names. "gender-id", "pegasusmod", etc.

myk002 avatar Jul 14 '22 13:07 myk002