![]() To upload a mod to Steam Workshop, you need to add STEAM tags to the info.txt file (see above.) Afterward, you put the unzipped mod folder in the " mods/mod_upload" folder. These are Steam Workshop and the Dwarf Fortress File Depot (DFFD). There are two official platforms for publishing Dwarf Fortress mods, recommended because it's easy for people to find them there. The graphics filenames are not important, furthermore they can be arbitrarily nested into other sub-folders to help you organize your mod content. It's beyond the scope of this short guide to go into what specific tags do, but the vanilla objects and previous mods by members of the community will give you plenty of examples to work with. The image should be less than 1MB in size.Īt the root of your mod folder you can have a objects\ and graphics\ folder, this is where all the raw files or graphics goes (exactly the same as objects from previous versions of Dwarf Fortress) allowing you to tweak or add new content for the game. This image will become the thumbnail when the mod is uploaded to Steam Workshop. You can also create a thumbnail for your mod, by creating an image called preview.png in the same level as your info.txt file.You can use as many entries as you want, use a separate tag for each one. The STEAM_TAG and STEAM_KEY_VALUE_TAG are used by Steam's search engine and the categorization.This is automatically managed when uploading to Steam the first time, and required if you wish to update an existing Steam Workshop mod. The STEAM_FILE_ID used to identify the mod in the Workshop.Only ID and NAME are required to appear in the in-game mod menu. The game will detect all mods that are properly made in this folder and let the user select which mods to play (see below.) Otherwise, manually download the mod, then place the mod zip file or the unzipped mod folder into the Dwarf Fortress mod folder (if this folder doesn't exist, you can create it.) You can have more than one mod in the mod folder, including different versions of the same mod. Users of the Steam version can subscribe to mods on the Steam Workshop, once the download is complete they will be available when creating a new world automatically. Motherboard BIOS firmware and AMD CHipset drivers were updated to the latest prior to tests.Mods can be acquired using the Steam Workshop (if using the Steam version), a manual download from Bay 12 Forums or third party websites (like DFFD), or by creating one yourself. System used was Asus Prime X570-P motherboard, 32 GB of RAM (3200 Mhz, exact timings evade me), Radeon RX6600, Windows 10 21H2.I was planning doing bit longer tests, but I got a brainfart while doing tests on 3800X and ended up with shorter version as I really didn't want switch back to 3800X. Stellaris was restarted after each test.Camera was not moved after exiting to the galaxy map. Game was switched to observer mode using console and galaxy map before starting the test.I progressed the game few months forward so that I could get the end of year to the test too without making it overly long. Post above lists the game settings for the save.I suspect slightly longer test would have increased the difference a bit as there a noticeable slowdown after unpausing the loaded game. 3800X completed 98 days in 70 seconds, 1,4 days/second.The exact save game used for the tests is attached to this post. ![]() Sorry about double post, but I just finished my really quick and dirty comparison of AMD Ryzen 3800X and 5800X3D in Stellaris. Or if it's just not alot of money to them and they judge it worth it They benefit alot of more mainstream games like regular FPS' and stuff too, but I think anyone considering a somewhat specialized CPU like these should make sure they're doing it because it greatly benefits a majority of what they play and likely will in the future, for the life of that PC/CPU. ![]() I would say it's a majority of my playtime though that has massive gains from the X3Ds. If it was only one game bottlenecking I'd completely agree. ![]() MOBAs (DotA) which I play gets a ton of value from it. I can't imagine whats gonna happen with Vic3s pop system. CK3 was super laggy in some late game scenarios - people made a population control mod to delete insignificant characters for it. HoI4 starts chugging late game, especially with ExpertAI mod. WoW, especially with lots of UI add-ons, benefits a ton from the X3D. Click to expand.I'd agree if it was just Stellaris - but I play several paradox games, and it's also been a recurring theme in other games I've played for many years.
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