ModsFileNamingConventions: Difference between revisions
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Stlnegril9 (talk | contribs) →Object Specific Files: naming convention for multiple and single objects |
Stlnegril9 (talk | contribs) →Special Files: entries for map_generation.json, player.json, terrain.json |
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:[[Bot_Names|bot_names.txt]] | :[[Bot_Names|bot_names.txt]] | ||
:[[global.json|global.json]] | :[[global.json|global.json]] | ||
:[[ModMap_Generation|map_generation.json]] | |||
:[[ModMarket|market.json]] | :[[ModMarket|market.json]] | ||
:[[ModPlayer|player.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 18: | ||
:[[Meta|meta.json]] | :[[Meta|meta.json]] | ||
:[[PublishedFileId.txt]] | :[[PublishedFileId.txt]] | ||
=Object Specific Files= | =Object Specific Files= | ||
Revision as of 15:41, 6 January 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.
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
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_201.png" (image for a resource category , e.g.
) - 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)