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If a [[save]] is using a mod that's been updated, and is currently using an older version of that mod, the player will be prompted about this when a save is loading. When this happens, you have the choice of simply updating the mod, updating ''all'' mods at once, continuing to use the older version of the mod in question without updating, selecting the previous task but not updating ''any'' possibly outdated mods or simply returning to the title screen.
 
If a [[save]] is using a mod that's been updated, and is currently using an older version of that mod, the player will be prompted about this when a save is loading. When this happens, you have the choice of simply updating the mod, updating ''all'' mods at once, continuing to use the older version of the mod in question without updating, selecting the previous task but not updating ''any'' possibly outdated mods or simply returning to the title screen.
  
If a save is using a mod that is missing, the player will be prompted about this when a save is loading. When this happens, try to reinstall the mods, either by manually downloading them again, or in the case of Steam Workshop, making sure you are subscribed and if you are, by unsubscribing and subscribing again.
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If a save is using a mod that is missing, the player will be prompted about this when a save is loading. When this happens, try to reinstall the mods. Either by manually downloading them again or in case of Steam Workshop making sure you are subscribed and if you do by unsubscribing and subscribing again.
  
 
== Modding ==
 
== Modding ==
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{{main|Mod info token}}
 
{{main|Mod info token}}
  
Each mod must have an <code>info.txt</code> at the root of your mod folder. It has a few fields defining basic metadata information about the mod and can be edited using any text editor (like notepad++). See Example:
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Each mod must have a <code>info.txt</code> at the root of your mod folder. It has a few fields defining basic metadata information about the mod and can be edited using any text editor (like notepad++). See Example:
  
 
{{code|
 
{{code|
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STEAM tags are only used by Steam.  
 
STEAM tags are only used by Steam.  
 
* The <code>STEAM_FILE_ID</code> used to identify the mod in the Workshop. This is automatically managed when uploading to Steam the first time, and required if you wish to update an existing Steam Workshop mod.  
 
* The <code>STEAM_FILE_ID</code> used to identify the mod in the Workshop. This is automatically managed when uploading to Steam the first time, and required if you wish to update an existing Steam Workshop mod.  
* The <code>STEAM_TAG</code> and <code>STEAM_KEY_VALUE_TAG</code> are used by Steam's search engine for categorization. You can use as many entries as you want, use a separate tag for each one.
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* The <code>STEAM_TAG</code> and <code>STEAM_KEY_VALUE_TAG</code> are used by Steam's search engine and the categorization. You can use as many entries as you want, use a separate tag for each one.
 
* You can also create a thumbnail for your mod, by creating an image called <code>preview.png</code> in the same level as your info.txt file. This image will become the thumbnail when the mod is uploaded to Steam Workshop. The image should be less than 1MB in size.
 
* You can also create a thumbnail for your mod, by creating an image called <code>preview.png</code> in the same level as your info.txt file. This image will become the thumbnail when the mod is uploaded to Steam Workshop. The image should be less than 1MB in size.
  
 
=== Objects and graphics folder ===
 
=== Objects and graphics folder ===
  
A mod folder can contain an <code>objects</code> and <code>graphics</code> folder. These are where all the [[raw file]]s or [[graphics]] for the mod go (exactly the same as objects from previous versions of Dwarf Fortress) allowing you to tweak or add new content for the game. It's beyond the scope of this short guide to go into what specific tags do, but the vanilla objects and previous mods by members of the community will give you plenty of examples to work with. See [[modding]] for more information.
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At the root of your mod folder you can have a <code>objects\</code> and <code>graphics\</code> folder, this is where all the [[raw file]]s or [[graphics]] goes (exactly the same as objects from previous versions of Dwarf Fortress) allowing you to tweak or add new content for the game. It's beyond the scope of this short guide to go into what specific tags do, but the vanilla objects and previous mods by members of the community will give you plenty of examples to work with. See: [[modding]].
  
The graphics filenames are not important; furthermore, they can be arbitrarily nested into other sub-folders to help you organize your mod content.
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The graphics filenames are not important, furthermore they can be arbitrarily nested into other sub-folders to help you organize your mod content.
  
 
== Publishing mods ==
 
== Publishing mods ==
  
There are two official platforms for publishing ''Dwarf Fortress'' mods, recommended because it's easy for people to find them there. These are [https://steamcommunity.com/app/975370/workshop/ the Steam Workshop] and [https://dffd.bay12games.com/ the Dwarf Fortress File Depot (DFFD)].
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There are two official platforms for publishing ''Dwarf Fortress'' mods, recommended because it's easy for people to find them there. These are [https://steamcommunity.com/app/975370/workshop/ Steam Workshop] and [https://dffd.bay12games.com/ the Dwarf Fortress File Depot (DFFD)].
  
 
=== Publishing on Steam Workshop ===
 
=== Publishing on Steam Workshop ===

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