ModsFileNamingConventions: Difference between revisions

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Line 8: Line 8:
:bot_names.txt
:bot_names.txt
:[[global.json|global.json]]
:[[global.json|global.json]]
:[[ModMarket|market.json]]


=Object Specific Files=
=Object Specific Files=
Line 14: Line 15:
:[[ModBuildings|buildings.json]]
:[[ModBuildings|buildings.json]]
:[[ModFlora|flora.json]]
:[[ModFlora|flora.json]]
:[[ModMarket|market.json]]
:[[ModNatural_Resources|natural_resources.json]]
:[[ModNatural_Resources|natural_resources.json]]
:[[ModProjectiles|projectiles.json]]
:[[ModProjectiles|projectiles.json]]

Revision as of 17:10, 18 January 2022

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.

Special Files

translation.csv
ui.json
render.json
bot_names.txt
global.json
market.json

Object Specific Files

animals.json
boats.json
buildings.json
flora.json
natural_resources.json
projectiles.json
resources.json
structures.json
techs.json
trains.json
units.json


Image Files

Files that match the object name in the mod
e.g. "animal_200.png"
e.g. "boat_200.png"
e.g. "building_200_L2.png"
e.g. "resource_200.png"
misccategory_201.png (input image in building's Production, Research, or Boatyard Dock panel)
category_201.png (image for a resource category , e.g. alcohol)
tech_200.png (image for new research technology in Technology Panel)
floor_buildings.png
floor_base.png
floor_extra.png


3D Model Files

xyz.assetbundle