PyLNP Content Formats ##################### This document will introduce PyLNP content formats and conventions; especially for graphics packs, mods, and utilities. .. contents:: PyLNP.json ========== For basic pack customization, a JSON file named `PyLNP.json` is used. This file must be stored in either the base folder (the folder containing the Dwarf Fortress folder itself), or in `the LNP folder `. If both exist, the one in the LNP folder will be used. DFHack ====== If DFHack is detected in the Dwarf Fortress folder, a DFHack tab is added to the launcher. This tab includes a list where preconfigured hacks can be turned on or off. See `this documentation ` for configuration instructions. .. _content-manifest: Content Manifests ================= Raw-based content - ie graphics packs or mods - may be distributed with a file titled ``manifest.json`` in their root directory. This can be used to declare the name, version, and author of the content, versions of DF known to be incompatible, an explanatory tooltip, and more. If the manifest does not exist, or a field is missing, PyLNP will use sensible default values - letting the user make the decision based on autodetection. For example, in ``LNP/Mods/foo_mod/manifest.json``:: { "author": "Urist McFoo_Modder and friends", "content_version": "1.2a", "df_min_version": "0.40.03", "df_max_version": "", "title": "Foo Mod!", "tooltip": "The mod all about foo-ing.\nA second line." } "title" and "tooltip" control presentation in the list for that kind of content. Both should be strings. Title is the name in the list; tooltip is the hovertext - linebreaks are inserted with "\n", since it must be one line in the manifest file. "folder_prefix" For graphics, the folder_prefix is the identifier of record (to allow noting resolution or authorship in the title). "author" and "content_version" are strings for the author and version of the content. Both are for information only at this stage. "df_min_version" and "df_max_version" allow you to specify versions of DF with which the content is incompatible. When playing a version outside the range, which is open ended if not specified, the content is hidden. In the example, the mod will be visible for DF 40.03 and all later versions. Finally, "df_incompatible_versions" is a list of incompatible DF versions, and "needs_dfhack" will hide the content if DFHack is not activated - so use it only when the content is *totally* useless without DFHack. Utility manifests ----------------- Utilities may also have manifests, which may be placed in any directory and disable the global utilities configuration for anything in that or a lower directory. They thus offer utility authors control over the presentation of their work. Utility manifests include the same keys as content manifests, as well as the following utility-specific options:: { "win_exe": "My Util.exe", "osx_exe": "path/to/My Util.app", "linux_exe": "another/path/launcher.sh", "launch_with_terminal": false, "readme": "My_Readme.txt" } The utility for each OS is configured as the relative path from the manifest directory to the file, including intermediate directory names and the filename. **This must be an exact match**, or the utility will not be found by PyLNP! For Linux and OSX, the "launch_with_terminal" option denotes that the utility requires launching from a terminal. This option does nothing on Windows. The readme entry points to a readme file for your utility. It may point to any file type; the operating system will try to open it using the default viewer for that file type, so common types like TXT and PDF are more likely to work. If absent, PyLNP will try to open the first file it encounters which starts with either "README", "READ ME", or "READ_ME", using case-insensitive matching (so "readme.txt" will still be found). .. _LNP-directory: Directory structure =================== PyLNP expects to see the following directory structure:: LNP Baselines Colors Defaults Embarks Extras Graphics Keybinds Mods Tilesets Utilities PyLNP itself may be placed anywhere, so long as it is somewhere inside the base folder. It can be placed directly in the base folder, in a subfolder, in a subfolder of a subfolder, etc. The base folder is determined by checking the its own directory; if it cannot find a Dwarf Fortress folder, it will try the parent folder, and continue in this manner until it finds a suitable folder; that folder is considered the base folder. Additionally, it will look for a configuration file `PyLNP.json` in either the base folder, or the LNP folder. If both exist, it will use the one in the LNP folder. All currently available DF versions are supported. If multiple valid DF folders are present, a selection dialog will be shown at the start of the program. The LNP folder and all subfolders are optional, but certain features will not work properly if they do not contain the relevant files. If missing, the LNP folder and any missing subfolders will be created automatically, to make it easier to create a new setup. On case-sensitive platforms and filesystems (Linux, OS X), you must use either this exact case, or all-lowercase names for each pre-defined folder name (e.g. ``LNP`` and ``lnp`` are both okay; ``Lnp`` is not.) In all folders containing .txt files, any filename starting with ``README`` (arbitrary case) is ignored. PyLNP.user ---------- This file, found in the base folder, contains user settings such as window width and height. It should not be distributed if you make a pack. Baselines --------- This folder contains full unmodified raws for various versions of DF, and the settings and images relevant to graphics packs. These are used to rebuild the reduced raws used by graphics packs and mods, and should not be modified or removed - any new graphics or mod install would break. Add versions by downloading any edition of that version and placing it in the baselines folder (eg "df_40_15_win.zip"), or by attempting an action that would require that baseline - such as installing a graphics pack - and accepting the download. Colors ------ This folder contains color schemes. As of DF 0.31.04, these are stored as data/init/colors.txt in the Dwarf Fortress folder; in 0.31.03 and below, they are contained in data/init/init.txt. Defaults -------- This folder should contain two files: init.txt and d_init.txt. These files will replace the corresponding files in data/init when the user clicks the Defaults button. Keep in mind that these files should be kept current with the DF installation you are using - only use files matching your DF version. For DF 0.31.03 and below: Only init.txt is used, since these versions do not have d_init.txt. Embarks ------- This folder contains embark profiles, stored as data/init/embark_profiles.txt. Multiple of these files can be installed at once. This feature is only available for DF 0.28.181.40a and later; for earlier versions it will be hidden. Extras ------ If this version of PyLNP has not yet been run on the selected DF installation, any files in here will be copied to the Dwarf Fortress directory on launch. Graphics -------- This folder contains graphics packs, consisting of data and raw folders. Any raws identical to vanilla files will be discarded; when installing a graphics pack the remaining files will be copied over a set of vanilla raws and the combination installed. Through more complex merge logic, graphics can also be used with mods and changed on most modded saves. Graphics can be configured with a content manifest. Keybinds -------- This folder contains keybindings. If you intend to use multiple versions of DF, note that legacy Windows and Mac versions uses a different keybinding syntax, so files from newer SDL-based versions are not compatible (and vice versa). Mods ---- This folder contains mods for Dwarf Fortress, in the form of changes to the defining raws (which define the content DF uses). Mods use the same reduced format for raws as graphics packs. Mods can be configured with a content manifest. If mods are present in LNP/Mods/, a mods tab is added to the launcher. Multiple mods can be merged, in the order shown in the 'installed' pane. Those shown in green merged OK; in yellow with minor issues. Orange signifies an overlapping merge or other serious issue, and red could not be merged. Once you are happy with the combination, you can install them to the DF folder and generate a new world to start playing. Note that even an all-green combination might be broken in subtle (or non-subtle) ways. Graphics packs are generally compatible with minor mods. When combining mods, the current graphics pack is merged first followed by the selected mods - so it's best to start without graphics, for maximum compatibility. Because PyLNP logs the installed raws, it can also update the graphics on modded savegames. This is done by recreating the logged merge with new graphics at the base, and replacing the savegame raws, if nothing worse than overlapping changes was found and the previous set (including graphics) could be rebuilt exactly. Tilesets -------- This folder contains tilesets; individual image files that the user can use for the FONT and GRAPHICS_FONT settings (and their fullscreen counterparts). Tilesets can be installed through the graphics customisation tab, which reads from /data/art, as they are added to each graphics pack as the pack is installed - especially useful for TwbT text tiles. Utilities --------- Utilities may be `configured by a manifest `, which will override the global configuration described here for the directory the manifest is in, and all subdirectories. This also disables autodetection 'below' a manifest. Each platform will auto-detect different file types in the Utilities pane. :Windows: ``*.exe``, ``*.jar``, ``*.bat`` :Linux: ``*.jar``, ``*.sh`` :OS X: ``*.app``, ``*.jar``, ``*.sh`` Correcting the auto-detection ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ For some platforms, you may wish to include a utility not matched by the above patterns. Also, some utilities may include subprograms that should not appear in the list. To correct these, you can use the files ``include.txt`` and ``exclude.txt`` in the Utilities directory. These files follow a simple format, similar to : anything contained in square brackets is either included or excluded, respectively, from the final list of utilities, while anything else is ignored. Only filenames are considered in these lists; paths are ignored. For example, to prevent the file ``libfoo.jar`` from appearing, add ``[libfoo.jar]`` to exclude.txt. To include a file ``bar.py``, add ``[bar.py]`` to include.txt. Alternatively, you can also use the file ``utilities.txt`` to cover both scenarios, as documented below. .. _relabeling-utilities: Relabeling utilities ~~~~~~~~~~~~~~~~~~~~ By default, the title for a utility is derived from its filename. This can be overriden using the file ``utilities.txt`` in the Utilities folder, and tooltips can be added. The basic syntax is similar to ``include.txt`` and ``exclude.txt`` detailed above: anything in square brackets is an entry, while everything else is a comment. Each entry consists of up to 3 fields, separated with a colon. The first field specifies the filename to match, the second field provides an override for the title, and the third field contains the tooltip to use for the utility. Both title and tooltip are optional; if omitted or left blank, the default will be used (default title and no tooltip). To exclude a filename from the auto-detection, give it a title of ``EXCLUDE``. All other file names will be included in the detection, even if they do not match the normal file name patterns. Examples:: [dwarftool.exe:DwarfTool:A utility to do stuff with your dwarves] Custom title and tooltip [bar.py] Not covered by auto-detection: any matches will be displayed with default title and no tooltip [lib_xyz.jar:EXCLUDE] Exclude lib_xyz.jar from the utility list [bar.exe::This is a tooltip] Default name, custom tooltip Notes for Mod Creators ====================== Storage and distribution format ------------------------------- The raws for mods (and ``data/speech``) are stored, and should be distributed, in "reduced raw format". Reduced raw format was designed to maximise ease of installation, compatibility across DF versions and with other mods, and to minimise file size for storage and distribution. It is quite simply a complete ``raw`` folder, identically structured to vanilla DF, with all unmodified files removed. It can thus be installed simply by overwriting a vanilla install of DF, and mods that change little will have tiny file sizes. The ``data/speech`` folder is installed as if it was part of the raws, but should be included in the usual place (ie ``data`` and ``raw`` as sibling dirs) if any files there have been changed. In all cases, file which are not present are assumed to be identical to the vanilla file, NOT deleted. To delete a file, only remove the file contents to ensure that merging will overwrite with an empty string. When the 'simplify mod' option is used, PyLNP uses the presence of more than ten files outside the raws or ``data/speech`` as a heuristic to indicate that this is a complete raw folder, and will use this method to preserve deletions. Only files ending in ``.txt``, ``.init``, ``.lua``, ``.rb`` will be copied or merged. This is intended to cover the raws themselves, and also DFHack files which can be stored in the raw folder. Merge logic limitations ----------------------- While the merge logic strives to fit as large a subset of mods as possible, there are some cases that are not covered. Due to the narrow scope for filetype mentioned above, images are not handled - so mods distributed with integrated graphics may behave oddly. For minor mods, PyLNP's capability to combine mods and vanilla graphics should suffice; a solution for major mods is a priority for further development. Mods are not handled if they require: * Custom graphics for mod creatures * Non-standard DFHack scripts outside the raw folder * Custom worldgen, init, embark, or other settings * Pre-generated worlds * User configuration of the raws Using other aspects of PyLNP can cover most of there limitations, but would also impact unmodded saves. Maximising compatibility ------------------------ This section lists tips for maximising compatibility with other mods. They also increase the chance that a merge warning will be raised when the combination is problematic - instead of merging correctly into invalid raws. * Modify vanilla files, rather than adding new files, where your changes might clash with another mod * Avoid using a graphics pack as your baseline - vanilla raws are more widely compatible * A mod should have a single purpose; if the user wants general tweaks as well as new content (or vice versa), that can be a separate mod * Make minimal changes to achieve the purpose of your mod; decreasing the distance to vanilla increases mod compatibility for combinations.