Mods: Difference between revisions

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render.json placeholder info
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==[[Bot Names]]==
==[[Bot Names]]==
=Footprint - render.json=
==[[buildingFloorCoordDict|Building Footprint]]==
==[[treeFieldRenderSpecDict|Tree Fields Footprint]]==
==[[plantableFieldRenderSpecDict|Plantable Fields Footprint]]==
==[[structureFloorCoordDict|Structures Footprint]]==

Revision as of 22:39, 14 August 2021

Mods are in development! This section is a work in progress!

Setup

Creating a mod

  1. If it doesn't already exist, create a Mods folder inside %userprofile%\appdata\LocalLow\Codebyfire Ltd\The Colonists\
  2. Create a folder for your mod inside the Mods folder, e.g. codebyfireTestMod
  3. Everything then goes inside codebyfireTestMod. You can use subfolders to organise content or keep it all in the main directory, the mod loader in the game will just look at the name of the file to determine what it is.

Enabling a mod

  1. When you run the game, open the Mod Manager window and you should see an entry for codebyfireTestMod as well as any other folders in the Mods directory.
  2. To enable a mod, tick the entry in the list. At this point any DLLs will be initialised.
  3. Create a sandbox game and the game will process all other content in your mod, i.e. json files, images etc.
  4. You can update your mod and reload the codex mid-game using the button in the top left info panel.
   Some things may go wrong when reloading the codex mid-game, depending on the changes you make! For example, removing a building or resource may not go down well.

Codex

Interface

JSON

Base Codex File

Generate default files using the button in the Mod Manager window.

Resource Spec

JSON fields

Name Description
constructionGridBuildingIds Defines order of buildings in the building selection (bottom right)
resourceCategoriesDict Defines categorisation and order of resources show in the bottom left
techCategoryOrderIds Defines order of research categories on research panel


Scripting (C#)

Text/Localisation

Footprint - render.json