ModsFileNamingConventions: Difference between revisions

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The Colonists Mod file naming conventions
The Colonists Mod file naming conventions


The following filenames in a mod folder will be "read" and processed. <br>  
The following filenames in a mod folder will be "read" and processed. <br>
The file "custom_log.txt" should show results of processing each file.<br>
The file "custom_log.txt" should show results of processing each file.<br>
<br>
<br>
'''File name number range''': Each custom ID must be in the range of 200 - 250 (e.g. resource_200, resource_201... resource_250)<br>
'''NOTE''': most filenames are forgiving of case.<br> E.g. "landroutefloor_200.png", "LandRouteFloor_200.png", "LANDROUTEFLOOR_200.png", or "Landroutefloor_200.png" should all work the same.<br>
'''NOTE''': most filenames are forgiving of case.<br> E.g. "landroutefloor_200.png", "LandRouteFloor_200.png", "LANDROUTEFLOOR_200.png", or "Landroutefloor_200.png" should all work the same.<br>
=Special Files=
=Special Files=
:[[Bot_Names|bot_names.txt]]
:[[Bot_Names|bot_names.txt]]
:[[ModExpeditions|expeditions.json]]
:[[global.json|global.json]]
:[[global.json|global.json]]
:[[ModMap_Generation|map_generation.json]]
:[[ModMarket|market.json]]
:[[ModMarket|market.json]]
:[[ModPlayer|player.json]]
:[[ModPlayers|players.json]]
:[[ModRender|render.json]]
:[[ModRender|render.json]]
:[[ModTerrain|terrain.json]]
:[[ModTranslation.Csv|translation.csv]]
:[[ModTranslation.Csv|translation.csv]]
:[[ModUI|ui.json]]
:[[ModUI|ui.json]]
Line 15: Line 21:
:[[Meta|meta.json]]
:[[Meta|meta.json]]
:[[PublishedFileId.txt]]
:[[PublishedFileId.txt]]


=Object Specific Files=
=Object Specific Files=
:[[ModAnimals|animals.json]]
Json files containing multiple entries can take the form of ''all_object.json'' or ''object.json''. E.g. ''all_animals.json'' or ''animals.json''. <br>
:[[ModBoats|boats.json]]
Json files for single entries should have the prefix 'object_' . E.g. ''animal_201.json'' or ''animal_mynewanimal_202.json''. <br>
:[[ModBuildings|buildings.json]]
:[[ModAnimals|all_animals.json]]
:[[ModFlora|flora.json]]
:[[ModBoats|all_boats.json]]
:[[ModLandRoutes|landroutes.json]]
:[[ModBuildings|all_buildings.json]]
:[[ModNatural_Resources|naturalresources.json]]
:[[ModFlora|all_flora.json]]
:[[ModProjectiles|projectiles.json]]
:[[ModLandRoutes|all_landroutes.json]]
:[[ModResources|resources.json]]
:[[ModNatural_Resources|all_naturalresources.json]]
:[[ModStructures|structures.json]]
:[[ModProjectiles|all_projectiles.json]]
:[[ModTechs|techs.json]]
:[[ModResources|all_resources.json]]
:[[ModTrains|trains.json]]
:[[ModStructures|all_structures.json]]
:[[ModUnits|units.json]]
:[[ModTechs|all_techs.json]]
 
:[[ModTrains|all_trains.json]]
:[[ModUnits|all_units.json]]


=Image Files=
=Image Files=
:''Files that match the object ID in the mod''
:''Files that match the object ID in the mod''
::e.g. "animal_200.png" -(image in building's in certain situations - see [[MiscCatModIds]] )
::e.g. "animal_200.png" -(image in building's in certain situations - see "Notes" in [[MiscCatModIds]] )
::e.g. "boat_200.png" (see [[ModBoats#Icon|Icon]] )
::e.g. "boat_200.png" (see [[ModBoats#Icon|Icon]] )
::e.g. "building_200_L2.png" (see [[ModBuildings#Icon|Icon]] )
::e.g. "building_200_L2.png" (see [[ModBuildings#Icon|Icon]] )
::e.g. "buildingfloor_200_L2.png" (see [[BuildingFloorCoordDict|Icon]] )
::e.g. "buildcategory_200.png" (see [[BuildingCatModIds|Build Category]] )
::e.g. "buildingfloor_200_L2.png" (see [[BuildingFloorCoordDict|Building Floor]] )
::e.g. "dynamicfloor_200_L2.png" (see [[StructureDynamicFloorSpecs|Structure Dynamic  Floor]] )   
::e.g. "dynamicfloor_200_L2.png" (see [[StructureDynamicFloorSpecs|Structure Dynamic  Floor]] )   
::e.g. "structurefloor_200_L2.png" (see [[StructureDynamicFloorSpecs|Struture Floor]] )
::e.g. "structurefloor_200_L2.png" (see [[StructureFloor|Struture Floor]], optional static floor image )
::e.g. "resource_200.png" (see [[ModResources#Icon|Icon]] )
::e.g. "resource_200.png" (see [[ModResources#Icon|Icon]] )
::e.g. "terraindetail_200.png" (see [[TerrainTypeDetailSpecs|TerrainTypeDetail]] )
::e.g. "terraindetail_200.png" (see [[TerrainTypeDetailSpecs|TerrainTypeDetail]] )
::e.g. "misccategory_201.png" (input image in building's Production, Research, or Boatyard Dock panel - see [[MiscCatModIds]])
::e.g. "misccategory_201.png" (images used in input/output of building's Production panel - see [[MiscCatModIds]])
::e.g. "category_201.png" (image for a resource category , e.g. [[File:Resource_Category_Alcohol.png|64px|alcohol]])
::e.g. "category_200.png" (image for a resource category , e.g. [[File:Resource_Category_Alcohol.png|64px|alcohol]]- see [[Resource Categories]])
::e.g. "globalstoragecategory_200.png" (see [[globalstoragecategory|Global Storage Resource Category Menu ]] )
::e.g. "resourcecategory_201.png" (image for new a resource category , alternate naming)
::e.g. "naturalresource_200.png" (image for natural resource, e.g. used in creating a new natural resource in Custom Maps - see [[ModNatural_Resources#Icon|Icon]])
::e.g. "naturalresource_200.png" (image for natural resource, e.g. used in creating a new natural resource in Custom Maps - see [[ModNatural_Resources#Icon|Icon]])
::e.g. "tech_200.png" (image for new research technology in Technology Panel -see  [[ModTechs#Icon|Icon]]
::e.g. "tech_200.png" (image for new research technology in Technology Panel -see  [[ModTechs#Icon|Icon]]
::e.g. "landroutefloor_200.png" (see [[LandRouteFloor]] )
::e.g. "landroutefloor_200.png" (see [[LandRouteFloor]] )
::e.g. "landroute_200.png" (see [[StructureDynamicFloorSpecs#Image_File|Image File]] )
::e.g. "landroute_200.png" (see [[StructureDynamicFloorSpecs#Image_File|Image File]] )
::e.g. "ItemGroupPreset_200.png" (placeholder for future Preset ability)
::e.g. "flora_200.png" (icon for placing flora in map, or production input)


:[[Mod_thumbnail.png|thumbnail.png]] (image for Mod)
:[[Mod_thumbnail.png|thumbnail.png]] (image for Mod)
:[[ModUnits#Bot_Materials|bot_material_main.png]] (image for Bot Materials)
:[[ModUnits#Bot_Materials|bot_material_main.png]] (image for Bot Materials)
:[[ModUnits#Bot_Materials|bot_material_ramp.png]] (image for Bot Materials ramp)
:[[ModUnits#Bot_Materials|bot_material_ramp.png]] (image for Bot Materials ramp)
:[[water_ramp|water_ramp.png]] (image for Custom Water)
:<s>floor_buildings.png</s> (obsolete)
:<s>floor_buildings.png</s> (obsolete)
:<s>floor_base.png</s> (obsolete)
:<s>floor_base.png</s> (obsolete)
:<s>floor_extra.png</s> (obsolete)
:<s>floor_extra.png</s> (obsolete)


=3D Model Files=
=3D Model Files=
:[[ModsUnityAssetBundles|xyz.assetbundle]]
:See [[ModsUnityAssetBundles|Modding in Unity]] for using 3D models from Unity in The Colonists mods

Latest revision as of 16:55, 3 February 2024

The Colonists Mod file naming conventions

The following filenames in a mod folder will be "read" and processed.
The file "custom_log.txt" should show results of processing each file.

File name number range: Each custom ID must be in the range of 200 - 250 (e.g. resource_200, resource_201... resource_250)
NOTE: most filenames are forgiving of case.
E.g. "landroutefloor_200.png", "LandRouteFloor_200.png", "LANDROUTEFLOOR_200.png", or "Landroutefloor_200.png" should all work the same.

Special Files

bot_names.txt
expeditions.json
global.json
map_generation.json
market.json
player.json
players.json
render.json
terrain.json
translation.csv
ui.json

meta.json
PublishedFileId.txt

Object Specific Files

Json files containing multiple entries can take the form of all_object.json or object.json. E.g. all_animals.json or animals.json.
Json files for single entries should have the prefix 'object_' . E.g. animal_201.json or animal_mynewanimal_202.json.

all_animals.json
all_boats.json
all_buildings.json
all_flora.json
all_landroutes.json
all_naturalresources.json
all_projectiles.json
all_resources.json
all_structures.json
all_techs.json
all_trains.json
all_units.json

Image Files

Files that match the object ID in the mod
e.g. "animal_200.png" -(image in building's in certain situations - see "Notes" in MiscCatModIds )
e.g. "boat_200.png" (see Icon )
e.g. "building_200_L2.png" (see Icon )
e.g. "buildcategory_200.png" (see Build Category )
e.g. "buildingfloor_200_L2.png" (see Building Floor )
e.g. "dynamicfloor_200_L2.png" (see Structure Dynamic Floor )
e.g. "structurefloor_200_L2.png" (see Struture Floor, optional static floor image )
e.g. "resource_200.png" (see Icon )
e.g. "terraindetail_200.png" (see TerrainTypeDetail )
e.g. "misccategory_201.png" (images used in input/output of building's Production panel - see MiscCatModIds)
e.g. "category_200.png" (image for a resource category , e.g. alcohol- see Resource Categories)
e.g. "globalstoragecategory_200.png" (see Global Storage Resource Category Menu )
e.g. "resourcecategory_201.png" (image for new a resource category , alternate naming)
e.g. "naturalresource_200.png" (image for natural resource, e.g. used in creating a new natural resource in Custom Maps - see Icon)
e.g. "tech_200.png" (image for new research technology in Technology Panel -see Icon
e.g. "landroutefloor_200.png" (see LandRouteFloor )
e.g. "landroute_200.png" (see Image File )
e.g. "ItemGroupPreset_200.png" (placeholder for future Preset ability)
e.g. "flora_200.png" (icon for placing flora in map, or production input)
thumbnail.png (image for Mod)
bot_material_main.png (image for Bot Materials)
bot_material_ramp.png (image for Bot Materials ramp)
water_ramp.png (image for Custom Water)
floor_buildings.png (obsolete)
floor_base.png (obsolete)
floor_extra.png (obsolete)

3D Model Files

See Modding in Unity for using 3D models from Unity in The Colonists mods