ModsFileNamingConventions: Difference between revisions

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::e.g. "resource_200.png" (see [[ModResources#Icon|Icon]] )
::e.g. "resource_200.png" (see [[ModResources#Icon|Icon]] )
::e.g. "terraindetail_200.png" (see [[TerrainTypeDetailSpecs|TerrainTypeDetail]] )
::e.g. "terraindetail_200.png" (see [[TerrainTypeDetailSpecs|TerrainTypeDetail]] )
::e.g. "misccategory_201.png" (images used in input/output ofbuilding's Production panel - see [[MiscCatModIds]])
::e.g. "misccategory_201.png" (images used in input/output of building's Production panel - see [[MiscCatModIds]])
::e.g. "category_200.png" (image for a resource category , e.g. [[File:Resource_Category_Alcohol.png|64px|alcohol]]- see [[Resource Categories]])
::e.g. "category_200.png" (image for a resource category , e.g. [[File:Resource_Category_Alcohol.png|64px|alcohol]]- see [[Resource Categories]])
::e.g. "globalstoragecategory_200.png" (see [[globalstoragecategory|Global Storage Resource Category Menu ]] )
::e.g. "globalstoragecategory_200.png" (see [[globalstoragecategory|Global Storage Resource Category Menu ]] )

Revision as of 13:12, 15 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

meta.json
PublishedFileId.txt

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, optional static floor image )
e.g. "resource_200.png" (see Icon )
e.g. "terraindetail_200.png" (see TerrainTypeDetail )
e.g. "misccategory_201.png" (images used in input/output of building's Production panel - see MiscCatModIds)
e.g. "category_200.png" (image for a resource category , e.g. alcohol- see Resource Categories)
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