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| | == Debugging console == | | == Debugging console == |
| − | You'll need the in-game console to properly test your mods and check if everything is working as it should. The debugging console is enabled by binding the console key at the bottom of the key binding menu in the options window. | + | You'll need the in-game console to properly test your mods and check if everything is working as it should. The debugging console is enabled by binding the console key at the bottom of the key binding menu in the options window. More information about how to use console can be found on [[Console]]. |
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| | == Folder structure == | | == Folder structure == |
| − | Unless downloaded from the Steam Workshop, mods are placed in the root of the game folder, depending on which type of mod your are making. Each mod should be placed in its own folder within the following folders: | + | Unless downloaded from the Steam Workshop, mods are placed in the root of the game folder, depending on which type of mod you are making. Each mod should be placed in its own folder within the following folders (Note that these folders might not exist in the first place, so you should create them yourself): |
| − | * Software types and personalities should be placed in a '''Mods''' folder. | + | * Software types and personalities should be placed in the '''Mods''' folder. |
| − | * Furniture should be placed in a '''Furniture''' folder. | + | * Furniture should be placed in the '''Furniture''' folder. |
| − | * Room, path and roof textures should be placed in a '''Materials''' folder. | + | * Room, path and roof textures should be placed in the '''Materials''' folder. |
| − | * C# code and dll files should be placed in a '''DLLMods''' folder. | + | * C# code and dll files should be placed in the '''DLLMods''' folder. |
| − | * Translations should be placed in the Localization folder. | + | * Translations should be placed in the '''Localization''' folder. |
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| | == Meta file == | | == Meta file == |
| − | Each mod will take its name from the folder it is in. However, you can customize the '''Name''', '''Description''' and '''Author''' of your mod by adding a meta.tyd file to the root of your mod's folder, containing the specified records. This will file will be created automatically when you edit your mod in-game (Not implemented yet as of Alpha 11.4.7). | + | Each mod will take its name from the folder it is in. However, you can customize the '''Name''', '''Description''' and '''Author''' of your mod by adding a meta.tyd file to the root of your mod's folder, containing the specified records. This file will be created automatically when you edit your mod in-game (Not implemented yet as of Alpha 11.4.7). |
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| | == Localizations == | | == Localizations == |
| − | All mods can have their own custom localizations defined, to make it easier to translate, or support multiple languages out of the box. Simply add a '''Localization''' folder to the root of your mod's folder, and then put a folder with the name of each language you want to translate to, which should at minimum contain '''English'''. Translations are just a list of [[TyD|TyD]] records, however software types and features are a little more complex, and you should follow the layout in the '''Software.Tyd''' file in the main English localization folder. Your translations will be loaded and used based on the name of the language the player is currently using.
| + | Please go to [https://translate.coredumping.com translate.coredumping.com] to help translate the game. |
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| | == Mod types == | | == Mod types == |
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| | [[Data Modding|Read the documentation here.]] | | [[Data Modding|Read the documentation here.]] |
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| − | Data mods can add, change or remove software types, AI company types, name generators and employee personalities. This is all done with [[TyD|TyD]] files, however software can have scripts attached using [[SIPL|SIPL]] scripts. | + | Data mods can add, change or remove software types, AI company types, name generators and employee personalities. This is all done with [[TyD|TyD]] files, however software can have scripts attached using [[SIPL|SIPL]]. |
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| | === Furniture === | | === Furniture === |
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| | [[Code Modding|Read the documentation here.]] | | [[Code Modding|Read the documentation here.]] |
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| − | If you want to dive even further, you can put .cs directly with the game, and it will compile and load your scripts on startup. For more control you can compile your own DLL files for the game to load. | + | If you want to dive even further, you can put .cs files directly with the game, and it will compile and load your scripts on startup. For more control, you can compile your own DLL files for the game to load. |
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| | === Localizations === | | === Localizations === |
| − | To create a localization you can copy the English folder from the Localization folder and fill in your own text in the appropriate fields. Again, localization files are written entirely in [[TyD|TyD]], to be easily human readable. | + | To create a localization you can copy the English folder from the Localization folder and fill in your own text in the appropriate fields. Localization files are written entirely in [[TyD|TyD]], to be easily human-readable. |
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| | + | Localizations can also contain '''femalefirstnames.txt''', '''malefirstnames.txt''' and '''lastnames.txt''' files to overwrite the default employee names in the game. These should contain a list of names separated by new lines, ordered by how common the name is. |
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| | + | ====Helpful console commands==== |
| | + | * '''COMPARE_LOCALIZATION''' X Y - Compares what has changed between between localization X and Y, Y should almost always be "English" |
| | + | * '''CONVERT_LOCALIZATION_TYD''' X - Converts localization named X from XML to TyD |
| | + | * '''RELOAD_LOCALIZATION''' - Reloads all localizations, but does not update UI instantly when in-game |