Dwarf Fortress RAW Editor: A Beginner’s Guide to Modding Creatures and Items

How to Use a Dwarf Fortress RAW Editor to Create Custom Races and ProfessionsDwarf Fortress’s RAW files are the game’s modding backbone. They define creatures, items, materials, jobs, reactions, and—importantly for this guide—races and professions. Using a RAW editor simplifies working with these often-complex text files by providing validation, templates, and a more approachable interface. This article walks through choosing an editor, understanding RAW structure, creating a custom race and profession, testing your mod, and iterating safely.


Why use a RAW editor?

Working directly in plain-text RAW files is powerful but error-prone. A RAW editor helps by:

  • Highlighting syntax and structure.
  • Providing templates and autocompletion for tags and values.
  • Validating relationships (e.g., checking that a profession references existing skills).
  • Packaging mods for easy install/uninstall.

If you’re new to modding Dwarf Fortress or want to iterate quickly, an editor will speed up learning and reduce crashes caused by formatting mistakes.


Choosing an editor

Several community tools exist; choose one that matches your workflow:

  • GUI editors with forms and validation are best for beginners.
  • Text-based editors with syntax highlighting and snippets (e.g., VS Code with DF extensions) suit experienced modders who want maximum control.
  • Web-based editors can be convenient for quick edits from any device.

Whichever you pick, ensure it supports the current Dwarf Fortress RAW format (as of your game version) and can validate or preview results.


RAW structure overview (races & professions)

Two main RAW types you’ll work with:

  • creature raws (creature_standard, creature)
    • Define anatomy, attributes, behaviors, caste, and more.
  • profession raws (creature_job)
    • Define job names, skills, clothing, equipment, and starting assignments.

Key concepts:

  • Castes: Variants of a species (sexes, sizes, anatomical differences). You’ll often define a base creature and then one or more castes.
  • Body parts and tissue: Determines what a creature can wear, what limbs exist, and bleeding/damage logic.
  • Skills and labors: Professions map to in-game labors via skills and flags.
  • Prefilled inventories and uniform tags: Control starting gear and clothing priorities.

Planning your custom race and profession

Before editing, decide:

  • Theme and role (e.g., subterranean tunneling mole-people, aerial harpy-like merchants).
  • Balance: movement speed, strength, combat capabilities, dietary needs, and birth/reproduction.
  • Interactions: will they coexist peacefully, be hostile, or form civilizations?
  • Professions to create: Are you making a unique set of civic jobs or adding new military classes?

Sketch the anatomy and a few example professions (names, core skills, unique gear). This will keep edits organized.


Step-by-step: Creating a custom race

  1. Duplicate a base creature file

    • Start from an existing creature similar to your concept (e.g., dwarf or humanoid).
    • Work in your own mod folder under raw/objects to avoid overwriting game files.
  2. Define the creature header

    • Give it a unique [CREATURE:your_race_name] tag and a readable name.
    • Set flags like [MATERIAL_REACTION_PRODUCT], [MEANDERER], [PET_EXOTIC] as appropriate.
  3. Set castes

    • Add at least one [CASTE:your_race_caste] block per gender/variant.
    • Define body size, maximum age, weight, and personality predispositions.
    • Example fields: [BODY:G] or explicit [BODY_DETAIL] entries.
  4. Adjust anatomy and body parts

    • If you need nonstandard limbs or different wear locations, edit the body template or add [BODY_DETAIL] entries.
    • Ensure clothing and equipment tags align with existing worn items (e.g., which limbs can wear boots or cloaks).
  5. Tweak attributes and skills

    • Use [BODY_SIZE], [BIOME], and [LARGER_CREATURE] / [SMALLER_CREATURE] modifiers for physical traits.
    • Add initial skill preferences or aptitudes to influence training.
  6. Behavior and interactions

    • Use tags like [SOCIAL] or [PREFSTRING] to control how the race is described and interacts.
    • Define caste-specific flags such as [FIREIMMUNE] or [NOCTURNAL].
  7. Appearance and naming

    • Add creature tokens/graphics if using graphical packs or keep ASCII tokens.
    • Provide name lists for procedurally generated names if you want unique naming patterns.

Step-by-step: Creating a custom profession

  1. Create a new creature_job file

    • Place it in raw/objects within your mod folder and name it distinctively.
  2. Basic job definition

    • Start with [CREATURE_JOB:your_profession_id] and a short display name.
    • Provide [NAME:…] and [NOBLE_NAME:…] variants if relevant.
  3. Assign skills and labors

    • Use [SKILL:…] to set primary and secondary skills.
    • Map to in-game labors where possible so the fortress manager can assign related tasks.
  4. Equipment and uniforms

    • Add [DRESS] entries to define clothing and gear priorities.
    • Use item filters ([ITEM_WEAPON:…], [ITEM_ARMOR:…]) for custom equipment or let the fortress supply standard gear.
  5. Starting setup and population

    • If you want fortress starters or migrants to begin with this profession, include appropriate tags or use population/meeting code (often handled through raws or world gen).
  6. Special abilities and flags

    • Add any unique flags (e.g., [NO_THROW], [FLYER]) and ensure they’re supported by your race’s anatomy.

Example snippets

Below are concise conceptual examples. Adapt names and specifics for your mod and test thoroughly.

Creature header (conceptual):

[CREATURE:moldeer]     [NAME:Moldeer:Moldeer:Moldeer]     [CASTE:MALE]         [SKILL:MINING_USE:2]         [BODY_SIZE:600]     [CASTE:FEMALE]         [BODY_SIZE:580] 

Profession header (conceptual):

[CREATURE_JOB:moldeer_miner]     [NAME:Moldeer Miner:Moldeer Miners]     [SKILL:MINING_USE:5]     [DRESS:WEAR_BOOTS:100] 

Testing your mod

  • Load Dwarf Fortress with your mod folder in raw/objects.
  • Start a new world or embark; many RAW changes require new worldgen to fully apply (especially races).
  • Check the log/game output for parsing errors. RAW editors often show these before launching.
  • Observe the new race and profession in-game: behavior, equipment, and interactions. Note issues like missing equipment slots or odd body part behavior.

If you get crashes or silent failures, revert to the last working copy and bisect your changes—add features one at a time.


Common pitfalls and how to avoid them

  • Missing or malformed tags: use your editor’s validation and compare to working examples.
  • Mismatched body parts and clothing layers: ensure your body template supports the wear locations you assign.
  • Forgetting to include your files in the correct raw/objects directory: keep mod files isolated to avoid conflicts.
  • Expecting existing world saves to update: many creature/profession changes require generating a new world.

Iteration and balance

  • Playtest with focused scenarios: small towns, militia combat, and resource-limited embarks.
  • Adjust attributes gradually (e.g., speed, strength, skill aptitudes) and document each change.
  • If a profession makes the race overpowered, consider limiting access, increasing training requirements, or adding tradeoffs like dietary needs or lower reproduction.

Packaging and sharing

  • Keep README and changelogs in your mod folder.
  • Use unique IDs and namespace prefixes to reduce conflicts with other mods.
  • If releasing publicly, include install instructions and version compatibility notes.

Final tips

  • Back up your raws before major edits.
  • Start from similar existing raws to learn common patterns.
  • Use your editor’s validation and preview features; they save hours of debugging.
  • Join the Dwarf Fortress modding community to get feedback and examples.

Creating custom races and professions is one of the most rewarding ways to personalize Dwarf Fortress. With a RAW editor, the barrier to entry drops significantly—letting you focus on creative design instead of wrestling with formatting quirks.

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