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Editing Modding pitfalls
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# [OBJECT:type], where "type" is replaced with the relevant object type, [OBJECT:CREATURE] etc | # [OBJECT:type], where "type" is replaced with the relevant object type, [OBJECT:CREATURE] etc | ||
− | If | + | If it does have all those, ask in one of the [[Modding#Resource Overview|many places there are where one may get help.]] |
− | Although you can edit currently installed mods directly from the ''installed_mods'' folder (''Dwarf Fortress\data\installed_mods''), this often leads to confusion over where/how errors or bugs are occurring, as well as | + | Although you can edit currently installed mods directly from the ''installed_mods'' folder (''Dwarf Fortress\data\installed_mods''), this often leads to confusion over where/how errors or bugs are occurring, as well as increase the risk of accidentally overwriting edits made there. Applying newly edited raws by adding them to the 'mods' folder and loading them in from the in-game menu can avoid many oversights in troubleshooting. |
== My mod causes glitches in world generation/won't work with '(other mod)' == | == My mod causes glitches in world generation/won't work with '(other mod)' == | ||
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=== My civilization lives in "Nothing hamlets", "Nothing fortresses" or similar === | === My civilization lives in "Nothing hamlets", "Nothing fortresses" or similar === | ||
You forgot to add a [[Creature_token#N|NAME]]. These use NAME rather than CASTE_NAME, so if you have a CASTE_NAME but no NAME, you'll see the individuals having a correct species name but their sites not having one. | You forgot to add a [[Creature_token#N|NAME]]. These use NAME rather than CASTE_NAME, so if you have a CASTE_NAME but no NAME, you'll see the individuals having a correct species name but their sites not having one. | ||
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== Reactions == | == Reactions == | ||
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=== My custom armor/clothing reaction won't let user choose size === | === My custom armor/clothing reaction won't let user choose size === |