ModsFileNamingConventions: Difference between revisions

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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>
File name number range: each custom ID must be in the range of 200 - 205 (e.g. resource_200, resourse_201... resource_250)
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=

Revision as of 23:40, 24 May 2023

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
global.json
map_generation.json
market.json
player.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.

animals.json
boats.json
buildings.json
flora.json
landroutes.json
naturalresources.json
projectiles.json
resources.json
structures.json
techs.json
trains.json
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. "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 )
e.g. "resource_200.png" (see Icon )
e.g. "terraindetail_200.png" (see TerrainTypeDetail )
e.g. "misccategory_201.png" (input image in building's Production, Research, or Boatyard Dock panel - see MiscCatModIds)
e.g. "category_200.png" (image for a resource category , e.g. alcohol)
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 )
thumbnail.png (image for Mod)
bot_material_main.png (image for Bot Materials)
bot_material_ramp.png (image for Bot Materials ramp)
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