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Эта статья предназначена для обучения новичков в DF моддингу, а точнее тому, какие элементы игры могут быть модифицированы, а также как. После прочтения этой статьи вы сможете редактировать существ, цивилизации, материалы и т.д., а также создавать собственные.

Не бойтесь ничего испортить — ни один элемент, поддающийся изменению не повлияет на исходный код DF, к тому же нововведения можно легко убрать.

Это руководство основано на оригинале, созданном для версии 0.27.176.39с, а позже было переписано для поздних версий различными авторами.

Смотри также: Category:Моддинг

Руководство по моддингу

Основы моддинга DF

Весь базовый материал, доступный для изменения можно найти в папке \raw\. Эта папка содержит ещё две: "graphics" (куда вы можете загружать тайлсеты) и "objects", которая содержит информацию обо всем в мире ДФ, что не было записано в исходном коде (случайно генерируемые существа, к примеру).

В папке \raw\objects находится множество текстовых файлов — так называемые raw-файлы. Редактировать их очень просто. Также вы можете создать свой собственный, если хотите. Теперь взгляните на один из существующих. Выглядят они следующим образом:

creature_standard

[OBJECT:CREATURE]

[CREATURE:DWARF]
    [DESCRIPTION:A short, sturdy creature fond of drink and industry.]
    [NAME:dwarf:dwarves:dwarven]
    [CASTE_NAME:dwarf:dwarves:dwarven]
    [CREATURE_TILE:1][COLOR:3:0:0]
    [CREATURE_SOLDIER_TILE:2]
...

Как видите, каждый файл состоит из заглавной строки, повторяющей название файла, второй строки, указывающей к какому типу объектов относится информация, которую он содержит, а также собственно информации. Это необходимые элементы файла, без них игра не сможет корректно его прочесть. Вы, возможно, заметили схему наименования файлов — это тоже важно: названия файлов, содержащих существ начинаются с "creature_", файлы, содержащие цивилизации должны начинаться с "entity_", и так далее...

Под заголовками находится список объектов. Каждый объект состоит из собственного заголовка (в нашем случае это "[CREATURE:DWARF]"), опять же обозначающий тип объекта, а также уникальный идентификатор объекта — если идентификатор не будет уникальным, игра все перемешает и будет выдавать серьёзные ошибки. Под этим мы имеем тело объекта, которое определяет его характеристики.

Тело объекта состоит из так называемых "токенов", которые можно добавить или удалить, что повлияет на атрибуты объекта. Большинство эффектов закодированы: к примеру, с помощью токена [CARNIVOUROUS] можно заставить существо есть только мясо, но невозможно создать свою уникальную диету для каждого существа.

Перед тем, как продолжить, запомните несколько ключевых моментов при внесении изменений в raw-файлы:

  • Не рекомендуется модифицировать raw-файл, не сделав его резервную копию в отдельной папке. Если вы хотите создать резервные файлы непосредственно в самой папке объектов, обратите нимание: игра не делает различия между расширениями файлов. Она будет читать bak-файл точно так же, как и txt-файл, а, как уже упоминалось ранее, дублирование записей очень плохо.
  • При генерации нового мира все файлы копируются из папки \raw\ в папку save/созданный_мир. Если Вы хотите изменить что-либо в игре, которая уже идёт, нужно менять равки в папках мира, а не в DF\raw\objects.
  • Ничто вам не помешает просто скопировать существующее животное/цивилизацию/что-либо ещё, изменить идентификатор и модифицировать это во что-нибудь другое. Это поможет Вам сохранить уйму времени, особенно когда дело касается цивилизаций... о которых мы поговорим дальше.

Изменение цивилизаций (entities)

Entities — объекты, которые определяют, как ведут себя различные цивилизации — находятся в entity_default.txt. Они составлены в таком же формате, как и другие raw-файлы:

entity_default

[OBJECT:ENTITY]

[ENTITY:ENTITYNAME]
    [CREATURE:CREATURETYPE]
    [TRANSLATION:LANGUAGETYPE]
    [BIOME_SUPPORT:BIOMETOKEN:FREQENCY]
    ...[OTHER TAGS]...

В большинстве случаев, результат не зависит от порядка расположения токенов, главное, чтобы они были расположены под "ENTITY:" идентификатором, но есть и важные исключения, особенно связанные с существами.

"[CREATURE:]" связывает цивилизацию с указанным типом существ. Эти существа как раз и будут составлять население цивилизации, а также этими существами Вы будете играть в режиме крепости и приключенца, если цивилизация доступна для игрока. Приведём простой пример: если вы поменяете "CREATURE:DWARF" в равке entity_default.txt на "CREATURE:ELF", то вместо дварфов в режиме крепости вы будете иметь эльфов, однако использующих дварфийские технологии, имена и язык.

Ох, перед тем, как у вас появятся весёлые идеи — РЕАЛЬНО заселить в цивилизацию существ разного типа, но осуществляется это не добавлением ещё одного токена "CREATURE:КТО-ТО": позже, когда мы будем говорить о кастах, вы узнаете об этом.

"[TRANSLATION:]" определяет файл с языком, который будут использовать существа. Это не устанавливает, какие слова они используют для наименования вещей, только способ их написания. Стандартные файлы языков — HUMAN, DWARF, ELF, и GOBLIN.

"[BIOME_SUPPORT:]" определяет биомы, в которых цивилизация может возникнуть и развиваться. "FREQUENCY" определяет насколько усердно они будут заселять этот биом, но также учитывается важный момент: большинство из этих значений устанавливаются относительно друг друга. То есть, следующая запись:

[BIOME_SUPPORT:ANY_FOREST:1]
[BIOME_SUPPORT:SAVANNA:2]

будет подобна по эффекту такой:

[BIOME_SUPPORT:ANY_FOREST:5]
[BIOME_SUPPORT:SAVANNA:10]
Данная статья помечена как не оконченная.
Вы можете прочитать эту статью на английском или помочь проекту её переводом.

This holds true for a lot of values throughout the files, excluding when it simply doesn't make sense, such as in materials.

Вы можете найти много информации про the rest of the civilization tokens here. Besides those mentioned, some fundamental ones are the CIV_CONTROLLABLE token, which lets you control the civ in fortress mode, the INDIV_CONTROLLABLE token, which allows you to play the civ in adventure mode as an outsider, and the ADVENTURE_TIER token, which allows you to play a civ native (non-outsider) in adventure mode. Other tokens that you should pay attention to are START_BIOME and the ones regarding sites, but in general, you can just run through the aformentioned list and add or remove what you want.

If you have more than one civ with the CIV_CONTROLLABLE token, all the available civs from those entities will appear in the group selection section on the embark screen. It may not be immediately obvious from which species each civ may be — while this can be determined from legends mode, the topmost species in the "neighbors" display in the embark screen is always the same as the currently selected species; if your group is dwarven, dwarves will be topmost, whilst (say) elves will be topmost if your chosen group is elven. By default, the game seems to choose a civ (and therefore a species if there is more than one) at random.

You can also attempt to discern the civ yourself by the names it uses — this is the realm of "symbols", collections of words centered around a specific concept. The civ will use the words comprising whatever symbols are applicable to it for various things. This association might be a little obfuscating at first, so I'll run through it. Let's refer to the DWARF entity:

[SELECT_SYMBOL:WAR:NAME_WAR]
[SUBSELECT_SYMBOL:WAR:VIOLENT]
[SELECT_SYMBOL:BATTLE:NAME_BATTLE]
[SUBSELECT_SYMBOL:BATTLE:VIOLENT]
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]

Here we can see that dwarves will generally name their wars first after words in the "NAME_WAR" symbol group, and then after words in the "VIOLENT" symbol group. This might, for example, result in a war being named "The War of Carnage". The symbols used for the other types of conflict are arrayed in a similar fashion. It would be trivial to replace the instances of VIOLENT with, say, PEACE and end up with a battle called "The Clash of Calm" or something.

[SELECT_SYMBOL:ROAD:NAME_ROAD]
[SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]
[SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]
[SELECT_SYMBOL:WALL:NAME_WALL]

The above applies here. Dwarves are fond of naming their roads and tunnels after roads and tunnels.

[SELECT_SYMBOL:REMAINING:ARTIFICE]
[SELECT_SYMBOL:REMAINING:EARTH]
[CULL_SYMBOL:ALL:DOMESTIC]
[CULL_SYMBOL:ALL:SUBORDINATE]
[CULL_SYMBOL:ALL:EVIL]
[CULL_SYMBOL:ALL:UNTOWARD]
[CULL_SYMBOL:ALL:FLOWERY]
[CULL_SYMBOL:ALL:NEGATIVE]
[CULL_SYMBOL:ALL:UGLY]
[CULL_SYMBOL:ALL:NEGATOR]

This section deals with everything else. The things that haven't already been dealt with (hence the "REMAINING") — such as site names, kingdom names, the names of individuals, and such — will have names from the ARTIFICE and EARTH symbol groups. After that the dwarf entity is told to cull all innapropriate symbols — this applies to everything (hence the "ALL") so if the game happens to choose a symbol associated with, say, EVIL for one of the battles, it'll scrap that name and try again. This sort of thing adds a lot of flavour to DF's entities and can account for a lot of a civ's percieved personality.

Another basic thing to note: any entity token that's dealing with weapons, armor, clothing, etc., will state the items that the civ can build natively, not necessarily the ones they can wear or use. For example, you could create a species with no clothes specified, but then rob a clothes shop in adventurer mode and wear everything you want, or give them weapons that are too large to wield and they could sell them, but not use them.

An easy method of creating a civilization is just to copy-paste a similar one to the bottom of the entity_default.txt file and edit things to your liking. Remember to always change the civ's "ENTITY:" identifier! This can be anything so long as it's not already existing.

At the end of some of the default entries you'll find a list of positions, both ones that'll directly affect you in fort mode (such as nobles) and ones that'll primarily affect worldgen and adventure mode. A list of the tokens applicable to positions can be found here; they don't require a great deal of explaination

Создание существ

Создание существ - весёлая штука. В игре можно менять каждую деталь существа, позволяя создать нечто из ничего. Моддинг существ похож на моддинг цивилизаций - то же редактирование, добавление либо удаление токенов, закрытых в квадратные скобки с заголовком [CREATURE:]. Токены существ содержат всю информацию о каждом не-рандомном существе в игре, от животных до дварфов, от гоблинов до даже деревянных тележек. Большинство токенов говорят сами за себя, но чтобы узнать о них поточнее, можно посмотреть тут. Но перед началом создания нового существа необходимо понять как работает система тканей.

Создание материала и ткани

Грубо говоря, существо есть серия частей тела. Эти части описаны в своих файлах и мы поговорим о них позже. As a specific aspect of how creatures work which throws off a lot of prospective modders is the relationship between bodyparts, tissues, and materials, I'm going to show you part of the creature entry for a bronze colossus (bear with me):

...
[BODY:HUMANOID:2EYES:2EARS:NOSE:HUMANOID_JOINTS:5FINGERS:5TOES]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[TISSUE:BRONZE]
    [TISSUE_NAME:bronze:bronze]
    [TISSUE_MATERIAL:INORGANIC:BRONZE]
    [MUSCULAR]
    [FUNCTIONAL]
    [STRUCTURAL]
    [RELATIVE_THICKNESS:1]
    [CONNECTS]
    [TISSUE_SHAPE:LAYER]
[TISSUE_LAYER:BY_CATEGORY:ALL:BRONZE]
...

At the top, we can see the "BODY:" token, followed by a list of bodyparts. As you've probably guessed, these parts make up the physical form of the colossus. But the colossus has to be made out of something — it has to have tissues. And those tissues also have to be made out of something — in this case, bronze.

Below the BODY token you'll see a TISSUE token, followed by an identifier, much like the others we've seen. The TISSUE block is determining how the tissue works, and which purposes it'll serve. As the colossus is just going to be made out of this one tissue, this tissue needs to act like bone, muscle, and everything else combined, hence the MUSCULAR, FUNCTIONAL and STRUCTURAL tokens. The tissue also references a material — INORGANIC:BRONZE — the properties of which are declared in the inorganic materials file, and the tissue is subsequently made out of this material. With me so far?

Below the tissue definition is the TISSUE_LAYER line. TISSUE_LAYER allows you to control where each tissue is applied. 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). That's followed by the parts argument itself, which is in this case ALL (so the game's looking for parts in all categories, which is to say, every bodypart). This is followed by the tissue to be applied, BRONZE. So the TISSUE_LAYER token is telling the game to select all bodyparts in every category and make them out of the tissue "BRONZE". 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". And you're right. Luckily, there are two methods by which we can speed things up a lot.

Firstly, there are material and tissue templates. 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. Instead, you create a tissue template. This goes, as you've probably guessed, in a tissue template file.

[TISSUE_TEMPLATE:BRONZE_TEMPLATE]
    [TISSUE_NAME:bronze:bronze]
    [TISSUE_MATERIAL:INORGANIC:BRONZE]
    [MUSCULAR]
    [FUNCTIONAL]
    [STRUCTURAL]
    [RELATIVE_THICKNESS:1]
    [CONNECTS]
    [TISSUE_SHAPE:LAYER]

Now, instead of applying the tissue to each and every bronze creature you're making, you can just refer to the template:

...
[BODY:HUMANOID:2EYES:2EARS:NOSE:HUMANOID_JOINTS:5FINGERS:5TOES]
[NO_THOUGHT_CENTER_FOR_MOVEMENT]
[USE_TISSUE_TEMPLATE:BRONZE:BRONZE_TEMPLATE]
[TISSUE_LAYER:BY_CATEGORY:ALL:BRONZE]
...

Material templates work in the same way, but refer to materials instead of tissues.

However, if we're looking at something like a dwarf, even with the templates, editing can get very slow indeed:

    ...
    [USE_MATERIAL_TEMPLATE:SKIN:SKIN_TEMPLATE]
    [USE_MATERIAL_TEMPLATE:FAT:FAT_TEMPLATE]
    [USE_MATERIAL_TEMPLATE:MUSCLE:MUSCLE_TEMPLATE]
    [USE_MATERIAL_TEMPLATE:BONE:BONE_TEMPLATE]
    [USE_MATERIAL_TEMPLATE:CARTILAGE:CARTILAGE_TEMPLATE]
    [USE_MATERIAL_TEMPLATE:HAIR:HAIR_TEMPLATE]
    [USE_MATERIAL_TEMPLATE:TOOTH:TOOTH_TEMPLATE]
    [USE_MATERIAL_TEMPLATE:EYE:EYE_TEMPLATE]
    [USE_MATERIAL_TEMPLATE:NERVE:NERVE_TEMPLATE]
    [USE_MATERIAL_TEMPLATE:BRAIN:BRAIN_TEMPLATE]
    [USE_MATERIAL_TEMPLATE:LUNG:LUNG_TEMPLATE]
    [USE_MATERIAL_TEMPLATE:HEART:HEART_TEMPLATE]
    [USE_MATERIAL_TEMPLATE:LIVER:LIVER_TEMPLATE]
    [USE_MATERIAL_TEMPLATE:GUT:GUT_TEMPLATE]
    [USE_MATERIAL_TEMPLATE:STOMACH:STOMACH_TEMPLATE]
    [USE_MATERIAL_TEMPLATE:PANCREAS:PANCREAS_TEMPLATE]
    [USE_MATERIAL_TEMPLATE:SPLEEN:SPLEEN_TEMPLATE]
    [USE_MATERIAL_TEMPLATE:KIDNEY:KIDNEY_TEMPLATE]
    [USE_TISSUE_TEMPLATE:SKIN:SKIN_TEMPLATE]
    [USE_TISSUE_TEMPLATE:FAT:FAT_TEMPLATE]
    [USE_TISSUE_TEMPLATE:MUSCLE:MUSCLE_TEMPLATE]
    ...

This is where body detail plans come in. Detail plans, of course, have their own file, and they are designed to help automate some of the more common processes in creature creation. The first entry in b_detail_plan_default.txt does exactly what we've been trying to do above: it takes all the common materials and shoves them into one plan, which can be referenced with a single token.

    ...
    [BODY_DETAIL_PLAN:STANDARD_MATERIALS]
    ...

Much easier. But what about the TISSUE_LAYER tokens? Will we have to type out all of those manually?

Nope, detail plans have that covered as well. It's possible to place variable arguments into a detail plan. For example:

[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS]
    [BP_LAYERS:BY_CATEGORY:BODY:ARG3:50:ARG2:5:ARG1:1]
    [BP_LAYERS:BY_CATEGORY:BODY_UPPER:ARG3:50:ARG2:5:ARG1:1]
    [BP_LAYERS:BY_CATEGORY:BODY_LOWER:ARG3:50:ARG2:5:ARG1:1]
    [BP_LAYERS:BY_CATEGORY:ARM:ARG4:25:ARG3:25:ARG2:5:ARG1:1]
    [BP_LAYERS:BY_CATEGORY:ARM_UPPER:ARG4:25:ARG3:25:ARG2:5:ARG1:1]
    ...
    [BP_LAYERS:BY_CATEGORY:NOSE:ARG5:4:ARG1:1]
    ...

First an argument is placed in the plan (ARG1, ARG2 etc.), followed by the thickness of the tissue that will be inserted in place of the argument. So when we reference the VERTEBRATE_TISSUE_LAYERS plan, we'll be able to do something like this:

    [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]

ARG1 in the detail plan is replaced by SKIN, the first tissue we entered. ARG2 is replaced by FAT, ARG3 by muscle, ARG4 by bone, and ARG5 by CARTILAGE. Hence, our creature's bodypart designated as BODY is made up of SKIN with thickness 1, FAT with thickness 5, and MUSCLE with thickness 50. Its nose is made up of SKIN (thickness 1) and CARTILAGE (thickness 4).

Things left out of the body plans aside, our dwarf's entire body, material, tissue and tissue layer tokens have been boiled down to this:

    ...
    [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:
    THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]
    [BODY_DETAIL_PLAN:STANDARD_MATERIALS]
    [BODY_DETAIL_PLAN:STANDARD_TISSUES]
    [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
    ...

This can save you a lot of time and space if you're making lots of changes common to many creatures. In general, if you're making a creature that's fleshy or chitinous, there's detail plans already included in the game to help you out. You should only have to resort to declaring tissues individually (like our bronze colossus) if you're doing something really out-of-the-ordinary.

Another great thing about templates (and so, detail plans) is that they can be modified after being declared. Let's say I wanted my dwarves to be perpetually on fire (don't ask). We declare the body stuff normally:

    ...
    [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:
    THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]
    [BODY_DETAIL_PLAN:STANDARD_MATERIALS]
    [BODY_DETAIL_PLAN:STANDARD_TISSUES]
    [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
    ...

We then select the appropriate material:

    ...
    [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:
    THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]
    [BODY_DETAIL_PLAN:STANDARD_MATERIALS]
    [BODY_DETAIL_PLAN:STANDARD_TISSUES]
    [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
    [SELECT_MATERIAL:SKIN]
        [MAT_FIXED_TEMP:10600]
    ...

We don't want them burning to death, so we'll need to stop that from happening:

    ...
    [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:
    THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]
    [BODY_DETAIL_PLAN:STANDARD_MATERIALS]
    [BODY_DETAIL_PLAN:STANDARD_TISSUES]
    [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]
    [SELECT_MATERIAL:SKIN]
        [MAT_FIXED_TEMP:10600]
    [SELECT_MATERIAL:ALL]
        [HEATDAM_POINT:NONE]
    ...

Note that this makes use of DF's built-in temperature scale. You can read more about that on this page. I'm also referencing material tokens, which we haven't gone over yet — I'll talk about making your own materials later.

Creature castes

Another potentially extremely powerful part of the creature raws is the caste system. The caste system handles both true biological castes and lesser variations, such as sexes.

To understand the true potential of the caste system, we only need to take a look at the raws for antmen, found in creature_subterrenean.txt:

    ...
    [CASTE:WORKER]
        [CASTE_NAME:worker ant woman:worker ant women:worker ant woman]
        Female, but non-breeding.
        [POP_RATIO:10000]
    [CASTE:SOLDIER]
        [CASTE_NAME:soldier ant woman:soldier ant women:soldier ant woman]
        Female, but non-breeding.
        [POP_RATIO:1000]
    [CASTE:DRONE]
        [MALE]
        [CASTE_NAME:drone ant man:drone ant men:drone ant man]
        [POP_RATIO:5]
    [CASTE:QUEEN]
        [FEMALE]
        [CASTE_NAME:queen ant woman:queen ant women:queen ant woman]
        [POP_RATIO:1]
    [SELECT_CASTE:WORKER]
     [SELECT_ADDITIONAL_CASTE:SOLDIER]
     [SELECT_ADDITIONAL_CASTE:QUEEN]
        [BODY:HUMANOID_4ARMS:2EYES:HEART:GUTS:BRAIN:MOUTH]
        [BODYGLOSS:INSECT_UPPERBODY:INSECT_LOWERBODY]
    [SELECT_CASTE:DRONE]
        [BODY:HUMANOID_4ARMS:2EYES:HEART:GUTS:BRAIN:MOUTH:2WINGS]
        [BODYGLOSS:INSECT_UPPERBODY:INSECT_LOWERBODY]
        [FLIER]
    [SELECT_CASTE:ALL]
        [BODY_DETAIL_PLAN:CHITIN_MATERIALS]
        [BODY_DETAIL_PLAN:CHITIN_TISSUES]
        [BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:CHITIN:FAT:MUSCLE]
        [BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
        [ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]
            [ATTACK_SKILL:GRASP_STRIKE]
            [ATTACK_VERB:punch:punches]
    ...

It's evident that the process of creating and editing castes is comparable to the modifications we were making to tissues and materials earlier: A caste is declared, and modifications to the base creature are made. Declared castes can be selected and subsequently modified, again, just like tissues and materials.

In this case, each caste is declared, given its own name, and a POP_RATIO, which determines how commonly a birth results in that caste — for every 10000 workers born, there'll be an average of 1000 soldiers, 5 drones and one queen. You've probably also noticed that the DRONE and QUEEN castes have the MALE and FEMALE tokens respectively — these tokens determine how breeding works. A creature without both a MALE caste and a FEMALE caste will be unable to breed (no asexual creatures yet, unfortunately). As they lack FEMALE, the workers and soldiers are unable to breed with the male drones.

After this, there are some modifications to bodyparts. In this case, the drones have wings and the FLIER token, which the other castes lack. It's entirely possible for creatures of different castes to have completely different body stuctures, even to the extent that they don't resemble each other at all. If you read the section of this guide that dealt with entities, you may remember a passing mention of multi-creature civilisations and how they don't quite work as you may think they would. The castes system is your workaround. You could create a caste that is, for all intents and purposes, a human, and another caste of the same creature that acts exactly like a giant cave spider, put the creature in a civ, and get a human-spider civ. The only flaw in this approach is that the castes will interbreed.

That's the most complex components of creature creation out of the way. You should find the rest trivial by comparison.

Создание вещей

Items are fairly simple to deal with. By default, each item type is contained in its own file; this may help make browsing for a specific item easier, but from a purely technical point of view, it's possible to throw all items into one file. Unfortunately, item tokens don't seem to be especially well-documented (at least as not as well as the other object types), but you should be able to figure out most things by way of my explainations and your assumptions.

Let's look at the entry for, of course, the thong:

[ITEM_PANTS:ITEM_PANTS_THONG]
[NAME:thong:thongs]
[LAYER:UNDER]
[COVERAGE:25]
[LAYER_SIZE:10]
[LAYER_PERMIT:30]
[MATERIAL_SIZE:1]
[SOFT]
[LEATHER]
[STRUCTURAL_ELASTICITY_WOVEN_THREAD]

Most of these are pretty obvious if one compares them to the other entries in the file. There's a layer for the item, determining where it's worn; a coverage value to determine how well it protects you from cold and other things; a size token to determine how much it counts for when it's under something else; a layer permit token to determine how much can be worn under it; and a material size token to determine how much raw material it takes to make it.

Now, if you wanted to mod these to turn them into metal thongs (ouch!), you would simply have to add [METAL] to it somewhere, and probably [HARD] instead of [SOFT]. Simple! These tokens work by tying into material properties — some materials are designated as suitable for making hard items, some for soft, etc..

Weapons involve a little more detail:

[ITEM_WEAPON:ITEM_WEAPON_SWORD_2H]
[NAME:two-handed sword:two-handed swords]
[SIZE:900]
[SKILL:SWORD]
[TWO_HANDED:67500]
[MINIMUM_SIZE:62500]
[MATERIAL_SIZE:5]
[ATTACK:EDGE:100000:8000:slash:slashes:NO_SUB:1250]
[ATTACK:EDGE:50:4000:stab:stabs:NO_SUB:1000]
[ATTACK:BLUNT:100000:8000:slap:slaps:flat:1250]
[ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]

SIZE determines how heavy the weapon is. This has a substantial effect on weapon effectiveness. SKILL determines which skill is used in using the weapon; a list of skills can be found on this page. MINIMUM_SIZE determines the minimum size a creature must be before the weapon can be wielded, while TWO_HANDED determines how large a creature must be in order to wield the weapon with one hand.

Attacks take a little more explaination. The first value determines the contact area of the weapon's attack; this should be high for slashing or bludgeoning weapons, and low for piercing and poking ones. The second value determines how deep the weapon penetrates — for BLUNT attacks this value is ignored as they're not supposed to penetrate anyway, but in the case of EDGE attacks it should generally be lower for slashing attacks and higher for stabbing attacks.

Following these are the adjectives used; they should be self-explanatory. 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 explaination.

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.

Создание языкового файла

Coming later

Создание части тела

Imagine you have this fantastic idea for a multi-tentacled winged spider-monster. Sounds great! But in order to make this a reality you may need to create a new set of body parts for it. That's no problem! Making body parts is easy, though it may look complicated at first.

All of the default body definitions are located in body_default.txt and then linked to a creature in the creature's entry. We've talked about how bodyparts make up creatures earlier, in the creature section. You can mix and match them in the creature entry and it makes no difference, as long as they're there: each bodypart will link itself to the appropriate connection automatically when the creature is first created.

Body parts work by sections: you can add as many sections as you want to a bodypart definition, but generally you should keep it fairly low for ease of use. Each body section entry is in the, very simple, format:

[BODY:BODYNAME]
[BP:TOKENID:name][TOKENSGOHERE][DEFAULT_RELSIZE:][CATEGORY:WHATEVER]

The most important tokens are "CONTYPE" and "CON": CONTYPE means the bodypart in question is connected to a certain type of bodypart, while CON means it's connected to a specific one. TOKENID is yet another identifier, which should be unique, as it's referenced every time something uses CON or BY_TOKEN. DEFAULT_RELSIZE defines, of course, what the bodypart's size is in relation to the other parts. CATEGORY defines a category for the part, which can be unique or shared with other parts. This is referenced whenever BY_CATEGORY is used.

A list of bodypart tokens can be found here.

Let's take a simple example, a head:

[BODY:BASIC_HEAD]
[BP:HD:head:STP][CONTYPE:UPPERBODY][HEAD][CATEGORY:HEAD]
[DEFAULT_RELSIZE:300]

It connects directly to an upper body.

[BODY:2EYES]
    [BP:REYE:right eye:STP][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][RIGHT][CATEGORY:EYE]
        [DEFAULT_RELSIZE:5]
    [BP:LEYE:left eye:STP][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][LEFT][CATEGORY:EYE]
        [DEFAULT_RELSIZE:5]

These are a pair of eyes, connecting to the head.

[BODY:HUMANOID]
    [BP:UB:upper body:upper bodies][UPPERBODY][CATEGORY:BODY_UPPER]
        [DEFAULT_RELSIZE:1000]
    [BP:LB:lower body:lower bodies][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]
        [DEFAULT_RELSIZE:1000]
    [BP:HD:head:STP][CON:UB][HEAD][CATEGORY:HEAD]
        [DEFAULT_RELSIZE:300]
    [BP:RUA:right upper arm:STP][CON:UB][LIMB][RIGHT][CATEGORY:ARM_UPPER]
        [DEFAULT_RELSIZE:200]
    [BP:LUA:left upper arm:STP][CON:UB][LIMB][LEFT][CATEGORY:ARM_UPPER]
        [DEFAULT_RELSIZE:200]
    [BP:RLA:right lower arm:STP][CON:RUA][LIMB][RIGHT][CATEGORY:ARM_LOWER]
        [DEFAULT_RELSIZE:200]
    [BP:LLA:left lower arm:STP][CON:LUA][LIMB][LEFT][CATEGORY:ARM_LOWER]
        [DEFAULT_RELSIZE:200]
    [BP:RH:right hand:STP][CON:RLA][GRASP][RIGHT][CATEGORY:HAND]
        [DEFAULT_RELSIZE:80]
    [BP:LH:left hand:STP][CON:LLA][GRASP][LEFT][CATEGORY:HAND]
        [DEFAULT_RELSIZE:80]
    [BP:RUL:right upper leg:STP][CON:LB][LIMB][RIGHT][CATEGORY:LEG_UPPER]
        [DEFAULT_RELSIZE:500]
    [BP:LUL:left upper leg:STP][CON:LB][LIMB][LEFT][CATEGORY:LEG_UPPER]
        [DEFAULT_RELSIZE:500]
    [BP:RLL:right lower leg:STP][CON:RUL][LIMB][RIGHT][CATEGORY:LEG_LOWER]
        [DEFAULT_RELSIZE:400]
    [BP:LLL:left lower leg:STP][CON:LUL][LIMB][LEFT][CATEGORY:LEG_LOWER]
        [DEFAULT_RELSIZE:400]
    [BP:RF:right foot:right feet][CON:RLL][STANCE][RIGHT][CATEGORY:FOOT]
        [DEFAULT_RELSIZE:120]
    [BP:LF:left foot:left feet][CON:LLL][STANCE][LEFT][CATEGORY:FOOT]
        [DEFAULT_RELSIZE:120]

An entire humanoid body. The foot bone's connected to the ankle bone...

"BODYGLOSS" entries, which you can sometimes find applied to creature entries, are simply replacement words for specific part names in a creature. For example, you'll find the bodygloss [BODYGLOSS:CLAW_HAND:hand:claw] in body_default.txt; you can then use this in a creature via "[BODYGLOSS:CLAW_HAND]" and it'll replace all instances of "hand" with "claw" in that creature. For all intents and purposes the body part will still function as the proper part, though.

Растения

Plants are, again, not unlike creatures. With what you've learned so far in regard to tokens and the materials system, running through the notes included in plant_standard.txt should explain most things. Here's the list of plant-specific tokens.

Мастерские

Coming later

Материал

As we've seen when talking about creatures, materials are vital. Materials show up in two forms: material templates, which generally show up in creatures, and specific materials (designated as "inorganic"), which are (by default, at least) consigned purely to metal and stone types.

Let's take a look at METAL_TEMPLATE in material_template_default.txt. It's evident that most of the basic properties of metals are already defined in the template — it goes red and melts at a high enough temperature, it's heavy, and (as noted by the very bottom token) is a metal. We already know just how useful templates can be to creatures, and the same applies to other materials.

Now let's take a look at inorganic_metal.txt. 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. Here we can see that in addition to the changes made to the template, there are also ENVIONMENT tokens — these tell the game where to place these minerals during worldgen.

Here's a list of material tokens. It should also help you out with any modifications you want to make regarding those creature modifications we were making a while back. See, it all ties together in the end. The beauty of the current materials system is that there's actually very little difference between, say, leather and iron — they're fundamentally the same thing, just with different properties, which is how things really should be.

Примеры

Coming later

Утилиты для мододела

A list of many mods and community-developed utilities