Example Step-by-Step Mods: Difference between revisions

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Example step-by-step placeholder
Example Step-by-steps are demonstrating only the minimum requirements to make the specific mod.
 
==Step-by-Step Building a New Farm, Plant Production and Field==
{| class="wikitable"
|-
! <b>Modding Objective</b> !! <b>File in Mod Folder</b> !! <b>Minimum Requirements</b> !! <b>Notes</b>
|-
|New Farm Building || building_###.assetbundle || [[ModsUnityAssetBundles|Built AssetBundle from Unity]] || See [[ModsUnityAssetBundles#3D_Models_.26_Colliders:|3D Models & Colliders]]; Note: reload mods does not incorporate new changes to any assetbundle, must go back to main menu
|-
| || building_###.json || "typeId": ###  (must equal the building_### in the assetbundle. || Copy one of the farm buildings (1, 13, 18, 21, 66, 67) from [[Mods#Codex|BaseCodex]]
|-
| || [[ModUI|ui.json]] || add building id "###," to "constructionGridBuildingIds" || This allows it to be shown on the Build menu
|-
| || buildingfloor_###_L#.png || 128 pixels * width by 128 pixels * length (e.g. 2x3 tiles = 256x384 image) || without the Floor png image the building will be on the game's terrain
|-
| || building_###_L#.png || 128x128 w/ transparent background || without the Building png image, the building menu will show "no icon"
|-
| || [[ModTranslation.Csv|translations.csv]] || Building_###_Name
Building_###_Description
Building_###_Plural
Building_###_Worker || see [[ModTranslation.Csv|translations.csv]] help; without this the building descriptions will be missing
Note: reload mods does not incorporate new changes IF the [[ModTranslation.Csv|translations.csv]] file is still open, save and close it"
|-
|New Plant Structure || building_###.json || "structureTypeId": ### (must equal the structure_### in structure_###.json file) || If you don't change this, it will use the structure from the building you chose
|-
| || structure_###.json || ""typeId"": ###  (must equal the ""structureTypeId"" in the building_###.json file || Copy one of the farm structures (1,2,3,4,7,8) from [[Mods#Codex|BaseCodex]]
Best to start with the cooresponding structure from the farm building you copied above
You'll need to note whether is is ""PlantableFarmField"", ""TreeFieldInfo"", or ""AnimalFieldInfo""
|-
| || [[ModRender|render.json]] || must have a ""###"" list entry under the cooresponding [Plantable,Tree,Animal]FieldRenderSpecDict.  This has multiple lines
 
""structureId:"" ### (must equal the ""typeId"" in the structure_###.json file || Copy over the one you are wanting from existing plots;
without a cooresponding ""structureid"" the ground will be whatever the terrain is"
|-
| || subasset_plantablefieldplantable_###.assetbundle || [[ModsUnityAssetBundles|Built AssetBundle from Unity]] || See [[ModsUnityAssetBundles#3D_Models_.26_Colliders:|3D Models & Colliders]] - This is the growing plant
|-
| || [[ModTranslation.Csv|translations.csv]] || Structure_###_Name
Structure_###_Plural || see [[ModTranslation.Csv|translations.csv]] help; without this the plots/structure descriptions will be missing
Note: reload mods does not incorporate new changes IF the [[ModTranslation.Csv|translations.csv]] file is still open, save and close it"
|-
|Plant Production Input || building_###.json || "miscCatTypeId": ### (must equal the new icon for itemRequirements) || This is the pointer to the icon that is shown to the left of the production window
|-
| || misccategory_###.png || 48x48 w/ transparent background || This is the [[MiscCatModIds|Misc Category Icon]] that is shown to the left of the production window
|-
| || [[ModTranslation.Csv|translations.csv]] || MiscCat_###_Name
MiscCat_###_Pural
MiscCat_###_Desc || see [[ModTranslation.Csv|translations.csv]] help; without this the required plot/plant descriptions will be missing
Note: reload mods does not incorporate new changes IF the [[ModTranslation.Csv|translations.csv]] file is still open, save and close it"
|-
|Plant Production Output || resource_###.assetbundle || [[ModsUnityAssetBundles|Built AssetBundle from Unity]] || See [[ModsUnityAssetBundles#3D_Models_.26_Colliders:|3D Models & Colliders]] - This is the harvested and ready to use plant (resource)
|-
| || building_###.json || "miscCatTypeId": ### (must equal the new icon for itemRequirements) || This is the pointer to the icon that is shown to the left of the production window
|-
| || resource_###.json || "typeId": ###  (must equal the "structureTypeId" in the building_###.json file ||
|-
| || resource_###.png || 128x128 w/ transparent background || This is the icon that is shown to the right of the production window and on Resources
|-
| || [[ModUI|ui.json]] || need to add another ""resourceId"": ###, (multiple lines) in the correct section || Copy over from another similar category (example Wheat is under ""category"": 2
This put the count and icon in the Resource Storage section of the User Interface"
|-
| || [[ModTranslation.Csv|translations.csv]] || Item_###_Name
Item_###_Desc
Item_###_FullDesc
Item_###_Past
Item_###_Present
Item_###_Sowing || see [[ModTranslation.Csv|translations.csv]] help; without this the required harvested plant/resource item descriptions will be missing
Note: reload mods does not incorporate new changes IF the [[ModTranslation.Csv|translations.csv]] file is still open, save and close it"
|-
|New Farm Field plot || [[ModRender|render.json]] || "dynamicFloorId": ### (must equal the "dynamicfloor_###.png" file number) ||
|-
| || dynamicfloor_###.png || 144x720 png file with the various combinations || See [[StructureDynamicFloorSpecs|DynamicFloor Specs]]
|}

Latest revision as of 16:55, 14 June 2023

Example Step-by-steps are demonstrating only the minimum requirements to make the specific mod.

Step-by-Step Building a New Farm, Plant Production and Field

Modding Objective File in Mod Folder Minimum Requirements Notes
New Farm Building building_###.assetbundle Built AssetBundle from Unity See 3D Models & Colliders; Note: reload mods does not incorporate new changes to any assetbundle, must go back to main menu
building_###.json "typeId": ### (must equal the building_### in the assetbundle. Copy one of the farm buildings (1, 13, 18, 21, 66, 67) from BaseCodex
ui.json add building id "###," to "constructionGridBuildingIds" This allows it to be shown on the Build menu
buildingfloor_###_L#.png 128 pixels * width by 128 pixels * length (e.g. 2x3 tiles = 256x384 image) without the Floor png image the building will be on the game's terrain
building_###_L#.png 128x128 w/ transparent background without the Building png image, the building menu will show "no icon"
translations.csv Building_###_Name

Building_###_Description Building_###_Plural Building_###_Worker || see translations.csv help; without this the building descriptions will be missing Note: reload mods does not incorporate new changes IF the translations.csv file is still open, save and close it"

New Plant Structure building_###.json "structureTypeId": ### (must equal the structure_### in structure_###.json file) If you don't change this, it will use the structure from the building you chose
structure_###.json ""typeId"": ### (must equal the ""structureTypeId"" in the building_###.json file Copy one of the farm structures (1,2,3,4,7,8) from BaseCodex

Best to start with the cooresponding structure from the farm building you copied above You'll need to note whether is is ""PlantableFarmField"", ""TreeFieldInfo"", or ""AnimalFieldInfo""

render.json must have a ""###"" list entry under the cooresponding [Plantable,Tree,Animal]FieldRenderSpecDict. This has multiple lines

""structureId:"" ### (must equal the ""typeId"" in the structure_###.json file || Copy over the one you are wanting from existing plots; without a cooresponding ""structureid"" the ground will be whatever the terrain is"

subasset_plantablefieldplantable_###.assetbundle Built AssetBundle from Unity See 3D Models & Colliders - This is the growing plant
translations.csv Structure_###_Name

Structure_###_Plural || see translations.csv help; without this the plots/structure descriptions will be missing Note: reload mods does not incorporate new changes IF the translations.csv file is still open, save and close it"

Plant Production Input building_###.json "miscCatTypeId": ### (must equal the new icon for itemRequirements) This is the pointer to the icon that is shown to the left of the production window
misccategory_###.png 48x48 w/ transparent background This is the Misc Category Icon that is shown to the left of the production window
translations.csv MiscCat_###_Name

MiscCat_###_Pural MiscCat_###_Desc || see translations.csv help; without this the required plot/plant descriptions will be missing Note: reload mods does not incorporate new changes IF the translations.csv file is still open, save and close it"

Plant Production Output resource_###.assetbundle Built AssetBundle from Unity See 3D Models & Colliders - This is the harvested and ready to use plant (resource)
building_###.json "miscCatTypeId": ### (must equal the new icon for itemRequirements) This is the pointer to the icon that is shown to the left of the production window
resource_###.json "typeId": ### (must equal the "structureTypeId" in the building_###.json file
resource_###.png 128x128 w/ transparent background This is the icon that is shown to the right of the production window and on Resources
ui.json need to add another ""resourceId"": ###, (multiple lines) in the correct section Copy over from another similar category (example Wheat is under ""category"": 2

This put the count and icon in the Resource Storage section of the User Interface"

translations.csv Item_###_Name

Item_###_Desc Item_###_FullDesc Item_###_Past Item_###_Present Item_###_Sowing || see translations.csv help; without this the required harvested plant/resource item descriptions will be missing Note: reload mods does not incorporate new changes IF the translations.csv file is still open, save and close it"

New Farm Field plot render.json "dynamicFloorId": ### (must equal the "dynamicfloor_###.png" file number)
dynamicfloor_###.png 144x720 png file with the various combinations See DynamicFloor Specs