ModsFileNamingConventions: Difference between revisions
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Json files containing multiple entries can take the form of ''all_object.json'' or ''object.json''. E.g. ''all_animals.json'' or ''animals.json''. <br> | Json files containing multiple entries can take the form of ''all_object.json'' or ''object.json''. E.g. ''all_animals.json'' or ''animals.json''. <br> | ||
Json files for single entries should have the prefix 'object_' . E.g. ''animal_201.json'' or ''animal_mynewanimal_202.json''. <br> | Json files for single entries should have the prefix 'object_' . E.g. ''animal_201.json'' or ''animal_mynewanimal_202.json''. <br> | ||
:[[ModAnimals| | :[[ModAnimals|all_animals.json]] | ||
:[[ModBoats| | :[[ModBoats|all_boats.json]] | ||
:[[ModBuildings| | :[[ModBuildings|all_buildings.json]] | ||
:[[ModFlora| | :[[ModFlora|all_flora.json]] | ||
:[[ModLandRoutes| | :[[ModLandRoutes|all_landroutes.json]] | ||
:[[ModNatural_Resources| | :[[ModNatural_Resources|all_naturalresources.json]] | ||
:[[ModProjectiles| | :[[ModProjectiles|all_projectiles.json]] | ||
:[[ModResources| | :[[ModResources|all_resources.json]] | ||
:[[ModStructures| | :[[ModStructures|all_structures.json]] | ||
:[[ModTechs| | :[[ModTechs|all_techs.json]] | ||
:[[ModTrains| | :[[ModTrains|all_trains.json]] | ||
:[[ModUnits| | :[[ModUnits|all_units.json]] | ||
=Image Files= | =Image Files= | ||
Revision as of 08:54, 7 June 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
- 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.
- 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. "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_200.png" (image for a resource category , e.g.
) - 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 )
- 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