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| | A lot of the modding features in Software Inc. are completely data driven. Software Inc. loads [[TyD|TyD]] files found in the "Mods" folder of the root of the game when it launches. | | A lot of the modding features in Software Inc. are completely data driven. Software Inc. loads [[TyD|TyD]] files found in the "Mods" folder of the root of the game when it launches. |
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| − | A mod should be placed in its own folder in the "Mods" folder and can optionally contain each of the following folders: "[[Modding#Company types|CompanyTypes]]", "[[Modding#Name generators|NameGenerators]]" and "[[Modding#Software types|SoftwareTypes]]". | + | A mod should be placed in its own folder in the "Mods" folder and can optionally contain each of the following folders: "[[Data Modding#Company types|CompanyTypes]]", "[[Data Modding#Name generators|NameGenerators]]" and "[[Data Modding#Software types|SoftwareTypes]]". |
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| − | The root of your mod can additionally include a Personalities.tyd file to add new [[Modding#Personalities|personalities]] to the game. | + | The root of your mod can additionally include a Personalities.tyd file to add new [[Data Modding#Personalities|personalities]] to the game. |
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| | == Debugging console == | | == Debugging console == |
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| | * '''CHECK_SPEC_REP''' X - Checks whether all specialization levels are used across all software when mod named X is loaded, which would otherwise make some education worthless | | * '''CHECK_SPEC_REP''' X - Checks whether all specialization levels are used across all software when mod named X is loaded, which would otherwise make some education worthless |
| | * '''TEST_DEV_MOD''' X Y Z - Prints out balancing information for Software Category Z in Software Y in mod X. This tells you if the player can reach 100% interest with any submarket targeting | | * '''TEST_DEV_MOD''' X Y Z - Prints out balancing information for Software Category Z in Software Y in mod X. This tells you if the player can reach 100% interest with any submarket targeting |
| − | * '''LIST_SCOPE_MEMBERS''' X - Prints out all functions and variables available for the type X, to use when making level 3 feature scripts, [[Modding#Level 3 features|Read more here]]. | + | * '''LIST_SCOPE_MEMBERS''' X - Prints out all functions and variables available for the type X, to use when making level 3 feature scripts, [[Data Modding#Level 3 features|Read more here]]. |
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| | == In-game content == | | == In-game content == |
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| | |Categories | | |Categories |
| − | |The [[Modding#Software categories|categories]] for the software type. This can be omitted to make the game create a Default category. | + | |The [[Data Modding#Software categories|categories]] for the software type. This can be omitted to make the game create a Default category. |
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| | |Description | | |Description |
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| | |NameGenerator | | |NameGenerator |
| − | |The [[Modding#Name generators|name generator]] to use for simulated companies or for when the player clicks the name button in the design document. (Will be used for all software categories which don't have one defined) | + | |The [[Data Modding#Name generators|name generator]] to use for simulated companies or for when the player clicks the name button in the design document. (Will be used for all software categories which don't have one defined) |
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| | |SubmarketNames | | |SubmarketNames |
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| | |Features | | |Features |
| − | |All [[Modding#SpecFeatures|features]] that this software can implement. | + | |All [[Data Modding#SpecFeatures|features]] that this software can implement. |
| | |} | | |} |
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| | SpecFeatures or Specialization Features are features that map to a specialization (3D, 2D, Audio, etc.), which employees can specialize in. You can only have 1 SpecFeature per specialization, but you don’t need to have one for each specialization. You can make up your own specializations and the game will add them automatically. | | SpecFeatures or Specialization Features are features that map to a specialization (3D, 2D, Audio, etc.), which employees can specialize in. You can only have 1 SpecFeature per specialization, but you don’t need to have one for each specialization. You can make up your own specializations and the game will add them automatically. |
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| − | SpecFeatures are the foundation that smaller features ([[Modding#SubFeatures|SubFeatures]]) build on. All features have a level which determines employee education requirements. SpecFeatures are level 0, meaning everyone can work on them, but they are not as effective as level 1 or 2 features for satisfying the submarkets. | + | SpecFeatures are the foundation that smaller features ([[Data Modding#SubFeatures|SubFeatures]]) build on. All features have a level which determines employee education requirements. SpecFeatures are level 0, meaning everyone can work on them, but they are not as effective as level 1 or 2 features for satisfying the submarkets. |
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| | ==== Values ==== | | ==== Values ==== |
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| | |Level | | |Level |
| − | |The level of the feature, which controls who can work on it. Level 2 features give more submarket satisfaction than level 1 features. [[Modding#Level 3 features|Level 3 features]] don't satisfy submarkets at all, but they have custom scripts. | + | |The level of the feature, which controls who can work on it. Level 2 features give more submarket satisfaction than level 1 features. [[Data Modding#Level 3 features|Level 3 features]] don't satisfy submarkets at all, but they have custom scripts. |
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| | |Unlock | | |Unlock |
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| | |NameGenerator | | |NameGenerator |
| − | |The [[Modding#Name generators|name generator]] to use for simulated companies or for when the player clicks the name button in the design document. | + | |The [[Data Modding#Name generators|name generator]] to use for simulated companies or for when the player clicks the name button in the design document. |
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| | |} | | |} |