ModResources: Difference between revisions
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| See | | See [[Resource_Categories|Resource Categories ]] | ||
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| isAvailable | | isAvailable | ||
Revision as of 21:21, 11 January 2023
Mod Resources Translation.csv
List of fields used in translation.csv for Resources
Resources Translation
placeholder for now - note common fields used in translation.csv for Resources
Should this section be in each individual mod item type's page OR
a separate translation.csv [age that lists value/tables for each mod item type - and link to that mod item type??
JSON
| Field | Description | Example | Notes |
|---|---|---|---|
| typeId | Resource Unique ID | 2 (Logs) | For customIDs use a value between 200-250 |
| category | Resource Category | 1 | See Resource Categories |
| isAvailable | Available In Game | true | set to false to remove from game |
Icon
image file naming convention: resource_200.png
image file should be 128x128 pixel size with transparent background
Example file:
3D Models
Github3DModels
See ModsUnityAssetBundles for general information.
For resource selection, a collider should be added and placed on Layer 9 (Content) and sized appropriately
A typical size collider would be a ~50x50x50 cube centered at X=0,Y=25,Z=0
See Examples:
and
New Resources
When creating a new resource there is an extra step to get it to appear in all the right UI locations.
To appear in the resource panels (bottom left) amend the resourceCategoriesDict value for it in ui.json.
Notes
Please note that in the codex or codebase "resources" are sometimes referred to as "items". Consider these terms interchangeable.