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Witchen Mechanica

A magic-themed Dwarf Fortress tech/automation mod by Tachytaenius. Requires DFHack.

Not finished or ready to play! The plugin and its builds are unfinished!

There is no information about versioning, changelogging, or releasing yet. It'll probably be taken from the mod Tachy Guns.

Installation

A plugin (summon) is required to get creating units to work reliably in certain conditions. It calls code within the DF executable, but won't be required in future versions of DFHack.

  • Assuming there is no summon plugin already, copy the built plugin from the folder appropriate to your build of DF in plugins/build and paste it into hack/plugins in your DF(Hack) installation.
  • Merge raw with your DF(Hack) installation's raw.
  • Paste the contents of add-to-entity.txt into the entity definition (under raw/entity_*.txt) for whichever type of civilisation you want to have access to the mod's features. Likely MOUNTAIN, for vanilla dwarves. Note that it's wise to keep these lines together for updating or uninstalling the mod.

Now a new world should have access to the mod's features.

Uninstallation

In your DF(Hack) installation,

  • Delete hack/plugins/summon.plug.*.
  • Delete the files raw/objects/*witchen_mechanica*.txt.
  • Delete raw/init.d/init-witchen-mechanica.lua.
  • Delete raw/scripts/witchen-mechanica.lua.
  • Delete raw/scripts/witchen-mechanica (a directory).
  • Delete the lines from the add-to-entity.txt files from your entity definitions.

Updating

Uninstall then reinstall, to be sure. Just overwriting is not necessarily safe, if any files were moved/deleted.

Building the Plugin

TODO

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Dwarf Fortress magic-themed automation mod (using DFHack)

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