Gaining familiarity with mods on KeeperRL
Contents
- 1 Modding tutorial for KeeperRL
- 2 Suggestions for simple changes to workshops_menu.txt
- 3 Suggestions for simple changes to technology.txt
- 4 Suggestions for simple changes to player_creatures.txt
- 5 Suggestions for simple changes to immigration.txt
- 6 Suggestions for simple changes to campaign_villains.txt
- 7 Suggestions for simple changes build_menu.txt
Modding tutorial for KeeperRL
- The first recommendation is to get familiar with the existing modding system on KeeperRL
- There are two types of mod on KeeperRL
- Local mods (Edit the official game files locally) - Can't be uploaded onto the Web. Easier to learn for beginners.
- Web mods (Write new mod files that modify, replace or append to the official game files)
- Make some simple changes to the vanilla files, that is the official files (Try some of the suggestions below) and test the changes. Vanilla configs are found under "KeeperRL\datafree\gamedata\*.txt"
Note, when changing vanilla configs you need to back them up in case you damage them
- After learning to do local mods, install some existing Web Mods
- Test them
- Start writing your own Web mods
Locate workshops_menu.txt. It should look like this linked file, which is a bit out of date but basically similar.
Remove wooden staffs from the workshop
Delete the line containing:
WoodenStaff
under the
# Workshop
section.
Reduce the cost of golden staffs
In the line containing
GoldenStaff
on the
"# Forge"
section change the numbers in that line.
Sell rings of invisibility instead of wakefulness
Change the line containing
"RESTED"
in the
# Jeweller section.
Change it to
"INVISIBLE"
Change an exchange rate for resources
In the
"# Lab section".
experiment with changing the numbers.
Suggestions for simple changes to technology.txt
Locate technology.txt. It should like like this
Include a mention of heavy wooden clubs considering two-handed weapon tech
Change the line containing
two-handed weapons
and edit the description text.
Remove the requirement for researching advanced sorcery before demonology
Change the line containing:
DEMONOLOGY
and delete this:
{"advanced sorcery"}
Suggestions for simple changes to player_creatures.txt
Make it impossible for mages to get the archery technology
Change lines for evil keepers containing:
"archery"
Remove the text
"archery"
Remove female adventurers
In the
# Adventures
section at the bottom delete this text:
ADVENTURER_F
Suggestions for simple changes to immigration.txt
Locate immigration.txt. It should like like this
Allow recruitment of gnomes
Find the "Dark Keeper " section. Look at the block where:
ids = { GOBLIN }
Change it to:
ids = { GOBLIN GNOME }
Recruiting all goblins without any insanity
In that section, remove the text:
LastingEffect INSANITY
Suggestions for simple changes to campaign_villains.txt
Locate campaign_villains.txt. It should like like this
Remove green dragons from keeper campaigns
Delete the whole of the Line containing the text:
GREEN_DRAGON
Remove red dragons from keeper campaigns
- Delete the whole of Line containing the text:
RED_DRAGON
Locate build_menu.txt. It should like like this
Make it free to fill in stone blocks
On line filling in blocks change the text:
STONE 5
to
STONE 0
Allow building of iron training rooms without the iron working tech
On line for building iron dummies remove the text:
TechId "iron working"