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; Where to get help?
 
; Where to get help?
* This [http://www.bay12forums.com/smf/index.php?board=13.0 forum] is the official DF subforum dedicated to discussions about modding.
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* This [http://www.bay12games.com/forum/index.php?board=13.0 forum] is the official DF subforum dedicated to discussions about modding.
 
* [https://discord.com/channels/329272032778780672/629902895138996264 Kitfox modding discord]  
 
* [https://discord.com/channels/329272032778780672/629902895138996264 Kitfox modding discord]  
 
* [https://docs.dfhack.org/en/stable/docs/Introduction.html#getting-help DFhack questions]  
 
* [https://docs.dfhack.org/en/stable/docs/Introduction.html#getting-help DFhack questions]  
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=== Modifying the vanilla objects ===
 
=== Modifying the vanilla objects ===
  
You should not modify the vanilla raws where they originally are if you can help it. Instead, patch them using the patching functions provided with ''Dwarf Fortress'' since v50.01.
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You should not modify the vanilla raws where they originally are if you can help it. Instead, patch them using the patching functions now provided with ''Dwarf Fortress'' since v50.01.
  
 
There are two patching functions: SELECT and CUT. When SELECT is used, it lets you make changes to an object without needing the entire entry to be present in your mod file. When CUT is used, it forces the game to not use that object, even though it is still found in the vanilla raws (or in any other mods earlier in the load order). Both of these functions take the form of tokens. These functions are not universally applicable to any token found in any entry, just the following list of objects:
 
There are two patching functions: SELECT and CUT. When SELECT is used, it lets you make changes to an object without needing the entire entry to be present in your mod file. When CUT is used, it forces the game to not use that object, even though it is still found in the vanilla raws (or in any other mods earlier in the load order). Both of these functions take the form of tokens. These functions are not universally applicable to any token found in any entry, just the following list of objects:
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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.
 
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 [[position token|here]]; they don't require a great deal of explanation, but that can be found in [[Advanced Entity Position Mechanics]]
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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 [[position token|here]]; they don't require a great deal of explanation.
  
 
==== Trade ====
 
==== Trade ====
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{{code|code=
 
{{code|code=
Substitute X for the desired object. A CUT does not need a SELECT prior, this is simply a list of available options.
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Substitute X for the desired object.
  
 
[SELECT_CREATURE:X]
 
[SELECT_CREATURE:X]

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