ModsFileNamingConventions: Difference between revisions
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::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. "buildcategory_200.png" (see [[BuildingCatModIds|Build Category]] ) | |||
::e.g. "buildingfloor_200_L2.png" (see [[BuildingFloorCoordDict|Building Floor]] ) | ::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]] ) | ||
Revision as of 16:24, 29 December 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
- expeditions.json
- global.json
- map_generation.json
- market.json
- player.json
- players.json
- render.json
- terrain.json
- translation.csv
- ui.json
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.
- 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)
- 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