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Furniture packages should be located in subfolders in the "Furniture" folder with the game. A furniture package will inherit its name from the folder name.
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Furniture packages should be located in subfolders in the "Furniture" folder with the game. A furniture package will inherit its name from the folder name. Furniture is created using the [[TyD|TyD]] data language.
    
== Helpful console commands ==
 
== Helpful console commands ==
   −
* '''RELOAD_FURNITURE''' - Reloads all furniture mods immediately
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* '''RELOAD_FURNITURE''' - Reloads all furniture mods immediately, does not affect already placed furniture
 
* '''FURNITURE_DEBUG True''' - Adds an in-game overlay to the selected furniture showing its boundary, navigation mesh, interaction points and snap points
 
* '''FURNITURE_DEBUG True''' - Adds an in-game overlay to the selected furniture showing its boundary, navigation mesh, interaction points and snap points
 
* '''FURNITURE_THUMBNAIL X''' - Generates a thumbnail for the the furniture named X and places it in the Furniture folder. This command only works in the main menu
 
* '''FURNITURE_THUMBNAIL X''' - Generates a thumbnail for the the furniture named X and places it in the Furniture folder. This command only works in the main menu
 
* '''EXPORT_FURNITURE_BOUNDS X''' - Exports the auto generated furniture boundaries (created by adding the '''AutoBounds True''' record) and puts it in the TyD file for the furniture named X. This should be done when you're finished with the furniture, to avoid having the game generate them on every startup. This also allows you to change them in the TyD file. Note that this action removes any special formatting and comments.
 
* '''EXPORT_FURNITURE_BOUNDS X''' - Exports the auto generated furniture boundaries (created by adding the '''AutoBounds True''' record) and puts it in the TyD file for the furniture named X. This should be done when you're finished with the furniture, to avoid having the game generate them on every startup. This also allows you to change them in the TyD file. Note that this action removes any special formatting and comments.
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* '''EXPORT_FURNITURE_POINTS X''' - Exports snap and interaction points for the the furniture named X and writes it to its TyD file. You can use this to inspect snap and interaction points for any furniture in the game, by using the Base furniture override. If these are already overridden in the file, it will just write out the same points twice.
 
* '''UNLOCK_FURNITURE''' - Allows you to place furniture that hasn't been unlocked in-game
 
* '''UNLOCK_FURNITURE''' - Allows you to place furniture that hasn't been unlocked in-game
 +
* '''GENERATE_LOCALIZATION''' X - Generates localization files based on the mod named X
    
== Furniture modding ==
 
== Furniture modding ==
 +
=== Tutorial ===
 +
Check out a video tutorial on how to create furniture mods here:
 +
 +
‎<youtube>Lz_0CHwb74Q</youtube>
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=== TyD file layout ===
 
=== TyD file layout ===
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[[File:FurnitureModLayout.png]]
 +
 
Each furniture should be defined in separate  [[TyD|TyD]] files.
 
Each furniture should be defined in separate  [[TyD|TyD]] files.
   −
The Furniture table should have a '''Thumbnail''' record with a relative path to a 128x128 thumbnail to use in-game.
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The root table should have a '''Thumbnail''' record with a relative path to a 128x128 thumbnail to use in-game.
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The Furniture table can also have a '''Base''' record to inherit from an existing furniture from the game. If you define the record '''AutoBounds True''', the game will auto generate the navigation mesh, building boundary, vertical span, x and y grid offset, width and vertical offset for wall furniture, and collision box for selection, based on the furniture meshes, otherwise these can be controlled in the Furniture component by setting the variables BuildBoundary, NavBoundary, Height1, Height2, OnXEdge, OnYEdge, WallWidth, YOffset and the BoxCollider component.
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The root table can also have a '''Base''' record to inherit from an existing furniture from the game. If you define the record '''AutoBounds True''', the game will auto generate the navigation mesh, building boundary, vertical span, x and y grid offset, width and vertical offset for wall furniture, and collision box for selection, based on the furniture meshes, otherwise these can be controlled in the Furniture component by setting the variables BuildBoundary, NavBoundary, Height1, Height2, OnXEdge, OnYEdge, WallWidth, YOffset and the BoxCollider component.
    
You can check your build and navigation boundary, and interaction and snap points by enabling furniture debugging using the command '''FURNITURE_DEBUG True''' in the console and selecting the furniture you want to review in-game. The navigation boundary is located on the floor and goes from green to pink. The build boundary also illustrates Height1 and Height2 and goes from cyan to red. Interaction points are blue and snap points are yellow:
 
You can check your build and navigation boundary, and interaction and snap points by enabling furniture debugging using the command '''FURNITURE_DEBUG True''' in the console and selecting the furniture you want to review in-game. The navigation boundary is located on the floor and goes from green to pink. The build boundary also illustrates Height1 and Height2 and goes from cyan to red. Interaction points are blue and snap points are yellow:
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[[File:FurnDebug.png]]
 
[[File:FurnDebug.png]]
   −
'''It is highly recommended that you run the command EXPORT_FURNITURE_BOUNDS with your furniture name as parameter, if you've used the '''AutoBounds True''' record. This command bakes the bounds information in the TyD file so it doesn't have to be recalculated each time the game launches.'''
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'''It is highly recommended that you run the command EXPORT_FURNITURE_BOUNDS with your furniture name as parameter, if you've used the ''AutoBounds True'' record. This command bakes the bounds information in the TyD file so it doesn't have to be recalculated each time the game launches. Note that it reformats and removes comments from your file.'''
    
=== Hierarchy ===
 
=== Hierarchy ===
 
Every object you add to your furniture can be given a name using a '''ComponentName''' record and can be added as a child transform to another object by using a '''TransformParent''' with the ComponentName of the other object. If '''TransformParent''' is not defined, the object will be added to the root furniture object.
 
Every object you add to your furniture can be given a name using a '''ComponentName''' record and can be added as a child transform to another object by using a '''TransformParent''' with the ComponentName of the other object. If '''TransformParent''' is not defined, the object will be added to the root furniture object.
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You can define a list of empty Transforms using a '''Transform''' list with tables that define a '''Name''' (instead of '''ComponentName'''), '''Position''', '''Rotation''' (in degrees as Euler angles) and '''Scale'''.
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You can define a list of empty Transforms using a '''Transform''' list with tables that define a '''Name''' (instead of '''ComponentName'''), '''Position''' and  '''Rotation''' (in degrees as Euler angles).
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 +
You can add Unity components to any tranforms and objects by using the '''TransformParent''' record in a table that has the same name as the UnityComponent you want to add. As an example, you can add a Unity '''Light''' component to a '''Transform''' and pass the transform's name to the '''Furniture''' component's '''ColorableLights''' list and you now have a light that changes color based on what the player picks. Just make sure they are defined in the correct order (You can't refer to a TransformParent that hasn't been created yet).
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 +
'''Transforms'''
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[
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{
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'''Name''' <span style="color:blue">LightUp</span>
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'''Position''' [ <span style="color:blue">0</span>; <span style="color:blue">0.5</span>; <span style="color:blue">0</span> ]
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'''Rotation''' [ <span style="color:blue">0</span>; <span style="color:blue">0</span>; <span style="color:blue">0</span> ]
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}
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]
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'''Light'''
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{
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'''TransformParent <span style="color:blue">LightUp</span>
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'''range''' <span style="color:blue">10</span> <span style="color:green">#This is a variable from the Unity Light component, refer to the Unity docs</span>
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'''intensity''' <span style="color:blue">10</span>
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}
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'''Furniture'''
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{
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'''ColorPrimaryEnabled''' <span style="color:blue">True</span>
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'''LightPrimary''' <span style="color:blue">True</span>
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'''ColorableLights''' [ <span style="color:blue">LightUp</span> ]
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}
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You can add Unity components to any tranforms and objects by using the '''TransformParent''' record in a table that has the same name as the UnityComponent you want to add, e.g. '''Light'''.
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=== Naming your furniture ===
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Your furniture will take its name from the '''Name''' record in the root table of your TyD file or from the filename, if it is an XML file. As of Alpha 11.4.10, this name should be considered an ID and not what the player will see, so you should try and make it as unique as possible, to avoid clashing with vanilla furniture or furniture from other mods. To name your furniture in the UI use the '''LocalizedName''' variable in the '''Furniture''' component table (Not the root table! [[Furniture_Modding#Furniture|See all varibles here]]) and use the '''GENERATE_LOCALIZATION your_mod_name''' console command to generate the localization files for your mod. To find your furniture's name in the UI, the game will lookup your mods ID/filename and return the LocalizedName that has been exported with the GENERATE_LOCALIZATION command. This has the added benefit of allowing people to translate your mod to other languages.
    
=== Meshes and materials ===
 
=== Meshes and materials ===
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* Standard, the default furniture shader used in-game
 
* Standard, the default furniture shader used in-game
 
* Atlas, a shader that allows the player to change the furniture texture, which works well for paintings
 
* Atlas, a shader that allows the player to change the furniture texture, which works well for paintings
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* Masked, works like the standard shader with RGB mapping, but has 100% emission and transparency from the alpha channel using dithering
    
For each material you can add a '''Texture''' record to refer directly to an image file to use as the materials main texture. Each material table can have 3 tables
 
For each material you can add a '''Texture''' record to refer directly to an image file to use as the materials main texture. Each material table can have 3 tables
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There is also an '''ExtraMap''' record, which allows you to control smoothness with the Red channel, Emission strength with the Green channel and finally the Blue channel controls whether to use the color in the main texture as is or map it to the player color. The Blue channel of this texture will allow you to have static colors on parts of your furniture, while still allowing for player coloring. Having an ExtraMap makes the shader ignore the alpha channel of the main texture.
 
There is also an '''ExtraMap''' record, which allows you to control smoothness with the Red channel, Emission strength with the Green channel and finally the Blue channel controls whether to use the color in the main texture as is or map it to the player color. The Blue channel of this texture will allow you to have static colors on parts of your furniture, while still allowing for player coloring. Having an ExtraMap makes the shader ignore the alpha channel of the main texture.
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Watch a tutorial on how to create textures for the standard shader here:
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<Youtube>Xq_ysZb-bAA</Youtube>
    
==== The atlas shader ====
 
==== The atlas shader ====
 
The atlas shader allows you to use a texture as grid, and only map a section of it to the furniture at a time. For this you need to define these variables in the Furniture table:
 
The atlas shader allows you to use a texture as grid, and only map a section of it to the furniture at a time. For this you need to define these variables in the Furniture table:
* AtlasObject - The mesh that should use atlas texturing, this should be the '''ComponentName''' defined in the '''Mesh''' section of your furniture.
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* AtlasObject - The mesh that should use atlas texturing, this should be the '''ComponentName''' defined in the '''Models''' section of your furniture.
 
* AtlasDimensions - The width and height of your texture atlas, e.g. '''[ 2; 2 ]''' if you have a 2 by 2 texture atlas
 
* AtlasDimensions - The width and height of your texture atlas, e.g. '''[ 2; 2 ]''' if you have a 2 by 2 texture atlas
 
* AtlasCount - The amount of images in your atlas, e.g. 3 if you're only using the (first row) and (second row, first column) of your atlas
 
* AtlasCount - The amount of images in your atlas, e.g. 3 if you're only using the (first row) and (second row, first column) of your atlas
 +
* AtlasColorable - Whether the atlas texture can also be RGB mapped like the standard shader. Remember to set "RGBMapping True" in your atlas material definition for this to work
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* AtlasOff - How many images to skip in atlas, most likely zero, relevant if using the same atlas for multiple furniture
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* AtlasSkip - Only take every Xth image in atlas(after skip), most likely one, relevant if using the same atlas for multiple furniture
    
=== Interaction points ===
 
=== Interaction points ===
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If you have used the '''Base''' record, the furniture will inherit its interaction points from the base furniture, unless you add the "InteractionPoints" list.
 
If you have used the '''Base''' record, the furniture will inherit its interaction points from the base furniture, unless you add the "InteractionPoints" list.
   −
Interaction points should define a Name, which at this point in time includes "Use", "Repair", "Serve", "Social" and "Visit" for the base game. They should also have Position and Rotation defined.
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Interaction points should define a '''Name''', which at this point in time includes "Use", "Repair", "Serve", "Social" and "Visit" for the base game. They should also have '''Position''' and '''Rotation''' defined.
 
You can define a '''ComponentName''' record to name the interaction points for later reference.
 
You can define a '''ComponentName''' record to name the interaction points for later reference.
   −
Interaction points can also define Animation(main animation used when interacting, ignored for some interactions), SubAnimation(used for repairs, 0, 1 or 2 for repair height), MinimumNeeded(how many need to be reachable before the player gets a warning) and ReachCheck(whether we should warn the player at all).
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Interaction points can also define '''Animation'''(main animation used when interacting, ignored for some interactions), '''SubAnimation'''(used for repairs, 0, 1 or 2 for repair height), '''MinimumNeeded'''(how many need to be reachable before the player gets a warning), '''ReachCheck'''(whether we should warn the player at all), '''MainAction'''(whether the feet graphic should appear dark or not to tell the player whether it's important), '''ShowOnBuild'''(can be used to hide the feet graphic) and '''Outside'''(tells the game that this interaction point is used from the outside, which currently only used for garage ports).
    
Finally, it can define a Child, which is the ith interaction point defined (Zero index). If you want a number of interaction points to only be used by one employee at a time you should define children such that they form a dependency loop(E.g. 0->1->2->3->0). When one interaction point gets reserved, the children will recursively get reserved as well.
 
Finally, it can define a Child, which is the ith interaction point defined (Zero index). If you want a number of interaction points to only be used by one employee at a time you should define children such that they form a dependency loop(E.g. 0->1->2->3->0). When one interaction point gets reserved, the children will recursively get reserved as well.
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You can define a '''ComponentName''' record to name the snap point for later reference.
 
You can define a '''ComponentName''' record to name the snap point for later reference.
   −
Snap points can also have "CheckValid" defined, which controls whether the game should allow for something to be placed no matter if there are collisions. This collision calculation is heavy, but not needed for stuff like computers and computer add-ons, so you can leave this off in most cases.
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Snap points can also have '''CheckValid''' defined, which controls whether the game should allow for something to be placed no matter if there are collisions. This collision calculation is heavy, but not needed for stuff like computers and computer add-ons, so you can leave this off in most cases.
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You can also define its '''Group''', which should be a number above 0, all snap points with the same group number will be grouped together such that only one of them can be used at any time.
    
Finally, snap points can define Links, which is a comma separated list of linked snap points, referencing the ith snap point defined (zero index). Links are currently used to link chairs with computers and chairs with food. E.g. for the square table, the OnTable point is linked to all AtTable points around it. The bench does not have chairs and instead the "Use" interaction points are defined in the same order as its "Food" snap points so the game knows where to put the employee’s food and how to save it to a file.
 
Finally, snap points can define Links, which is a comma separated list of linked snap points, referencing the ith snap point defined (zero index). Links are currently used to link chairs with computers and chairs with food. E.g. for the square table, the OnTable point is linked to all AtTable points around it. The bench does not have chairs and instead the "Use" interaction points are defined in the same order as its "Food" snap points so the game knows where to put the employee’s food and how to save it to a file.
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==== In-game upgrade groups ====
 
==== In-game upgrade groups ====
*'''Big ProductPrinter''' (Large Product Printer)
   
*'''Big Server''' (Tower Server, Server Rack, Big Server Rack)
 
*'''Big Server''' (Tower Server, Server Rack, Big Server Rack)
*'''Chair''' (Cheap Chair, Office Chair, Executive Chair)
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*'''Chair''' (Cheap Chair, Office Chair, Executive Chair, ErgoChair, Yoga Ball)
 
*'''Coffee''' (Instant Coffee, Coffee, Espresso Machine)
 
*'''Coffee''' (Instant Coffee, Coffee, Espresso Machine)
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*'''CompanyLogo''' (Company Logo, Company Logo Big, Company Logo High)
 
*'''Computer''' (Old Computer, 90s Computer, Laptop, Modern Computer, HoloComputer)
 
*'''Computer''' (Old Computer, 90s Computer, Laptop, Modern Computer, HoloComputer)
*'''Couch''' (Waiting Chairs, Couch)
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*'''Conveyor''' (Component Recycler, Conveyor Belt, Ceiling-mounted Conveyor Belt, Conveyor Ramp, Conveyor Splitter)
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*'''ConveyorPallet''' (Pallet Drop Point, Pallet Pickup Point)
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*'''Couch''' (Waiting Chairs, Couch, ModernCouch, LeatherCouch)
 
*'''Cubicle''' (Cubicle wall)
 
*'''Cubicle''' (Cubicle wall)
*'''Floor Decoration''' (Floor Lamp, Outdoor Lamp, Floor Plant, Big Plant)
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*'''Desk''' (Desk, MordernDesk, ServingTable)
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*'''Floor Decoration''' (Floor Lamp, Outdoor Lamp, Floor Light, Floor Plant, Big Plant, SquareCarpet, CornerCarpet, RoundedCarpet, InvRoundedCarpet, BigCarpet, RoundCarpet, Cozy Tree)
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*'''FloorGrill''' (Heating Floor Grill, Cooling Floor Grill)
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*'''Manufacturing''' (Component Printer, Component Assembler)
 
*'''Misc Ceiling''' (Ceiling Fan, Lamp, Fluorescent lamp, Sprinkler)
 
*'''Misc Ceiling''' (Ceiling Fan, Lamp, Fluorescent lamp, Sprinkler)
 
*'''Misc Food''' (Vending Machine, Fridge, Stove, WaterCooler)
 
*'''Misc Food''' (Vending Machine, Fridge, Stove, WaterCooler)
*'''PCAddon''' (Phone, Drawing Tablet, Calculator, Inbox)
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*'''PCAddon''' (Phone, Drawing Tablet, Calculator, Inbox, Headphones)
*'''ProductPrinter''' (Large Product Printer, Small Product Printer, Medium Product Printer)
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*'''ProductPrinter''' (Small Product Printer, Medium Product Printer)
 
*'''Server''' (Tower Server, Server Rack, Big Server Rack, Small Server, Medium Server)
 
*'''Server''' (Tower Server, Server Rack, Big Server Rack, Small Server, Medium Server)
*'''Standard Table''' (Table, Glass Table)
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*'''Standard Table''' (Table, Corner Table, Glass Table)
 
*'''Table Decoration''' (Desk Lamp, Table Plant, Table Cactus)
 
*'''Table Decoration''' (Desk Lamp, Table Plant, Table Cactus)
 
*'''Toilet''' (Toilet)
 
*'''Toilet''' (Toilet)
*'''Tree''' (Small tree, Small pine tree)
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*'''Tree''' (Small tree, Small pine tree, Money Tree)
*'''WallDeco''' (Wall Lamp, Painting, TV, Clock)
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*'''WallDeco''' (Wall Lamp, Painting, Acoustic Foam, Acoustic Diamond Panel, Acoustic Hex Panel, TV, Clock)
 
*'''WallSec''' (Fire Alarm, Security camera)
 
*'''WallSec''' (Fire Alarm, Security camera)
 
*'''WallVent''' (AC Unit, Ventilation, Industrial ventilation)
 
*'''WallVent''' (AC Unit, Ventilation, Industrial ventilation)
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==== Limitations ====
 
==== Limitations ====
 
The game will be able to destroy tables if you're replacing something on a table with something that is not on a table, e.g. small server and server rack, but not the other way around. The game won't build new tables automatically, so you should be careful in differentiating between "UpgradeFrom" and "UpgradeTo", as these will not always be the same.
 
The game will be able to destroy tables if you're replacing something on a table with something that is not on a table, e.g. small server and server rack, but not the other way around. The game won't build new tables automatically, so you should be careful in differentiating between "UpgradeFrom" and "UpgradeTo", as these will not always be the same.
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=== Mesh replacements ===
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You can add mesh replacements, which work kind of like the texture atlas, but allow the player to replace entire meshes + materials for a piece of furniture. This feature is only available as of Beta 1.7.35.
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Replacements are grouped together, replacement groups can be mapped to one or more furniture. As an example, all stairs in the game use 2 replacement groups: "Stairs" and "Railings". Each group contains a list of possible replacements for that group, e.g. "metal", "glass", "fence". The replacement has a thumbnail for the UI and a material that all meshes that get replaced will use, when that replacement is active. Each replacement also has a list of key/mesh pairs, which tell the game which objects should use which mesh when that replacement is active, e.g "Stairs", "Platform" and "Support" for the "Stairs" replacement, and "Pole" and "Railing" for the "Railing" replacement.
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So the overall structure is:
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Replacement group -> replacements -> meshes
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To add mesh replacements, you need to add a "replacements.tyd" to the root of your mod folder. Here's an example of a replacement file:
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'''TelephoneReplacementGroup'''
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{
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'''OldTelephone'''
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{
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'''Material''' "Old Telephone Material"
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'''Thumbnail''' "Old telephone thumbnail.png"
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'''Meshes'''
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[
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{
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'''Name''' "KeyPad"
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'''Mesh''' "OldKeyPad.obj"
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'''LOD1''' "OldKeyPad-LOD1.obj"
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'''LOD2''' "OldKeyPad-LOD2.obj"
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}
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{
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'''Name''' "Handle"
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'''Mesh''' "OldHandle.obj"
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'''LOD1''' "OldHandle-LOD1.obj"
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'''LOD2''' "OldHandle-LOD2.obj"
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}
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]
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}
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'''NewTelephone'''
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{
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'''Material''' "New Telephone Material"
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'''ThumbnailRGB''' "New telephone thumbnail.png"
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'''Meshes'''
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[
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{
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'''Name''' "KeyPad"
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'''Mesh''' "NewKeyPad.obj"
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'''LOD1''' "NewKeyPad-LOD1.obj"
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'''LOD2''' "NewKeyPad-LOD2.obj"
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}
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{
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'''Name''' "Handle"
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'''Mesh''' "NewHandle.obj"
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'''LOD1''' "NewHandle-LOD1.obj"
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'''LOD2''' "NewHandle-LOD2.obj"
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}
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]
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}
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}
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Note that each mesh can optionally have LOD1 and LOD2 defined and that all meshes in a replacement uses the same material, so if you have multiple meshes for one replacement, they need to share materials and textures. The Thumbnail should either be defined as "Thumbnail" or "ThumbnailRGB", depending on whether it should be RGB color mapped in the selection menu.
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 +
To make replacements work for your furniture, edit your furniture in the furniture editor and under the Replacement Options tab for your furniture add however many Replacement groups the furniture will use and add a default selection for each, in the same order. Then go to your mesh and select which mesh replacement it will be mapped to. As an example the telephone furniture could use the "TelephoneReplacementGroup" group, with "OldTelephone" as its default and then its keypad and handle meshes would be mapped to "KeyPad" and "Handle" mesh replacements.
    
=== Components ===
 
=== Components ===
 
Other than the elements described so far, all tables added to the root table are interpreted as Unity MonoBehaviour components. If you added a table called '''BoxCollider''', the children records would be interpreted as variables of the BoxCollider component and if the component does not exist, it will be instantiated for the Furniture. All MonoBehaviour variables in a Component will use the '''ComponentName''' record set in the other tags, or alternatively you can add a Transforms list to define empty transforms with a Name, Position and Rotation. Using '''self''' as a value for a MonoBehaviour variable will find the corresponding component in the root furniture object itself. This allows for anything to be added to a furniture, even MonoBehaviors from custom mods.
 
Other than the elements described so far, all tables added to the root table are interpreted as Unity MonoBehaviour components. If you added a table called '''BoxCollider''', the children records would be interpreted as variables of the BoxCollider component and if the component does not exist, it will be instantiated for the Furniture. All MonoBehaviour variables in a Component will use the '''ComponentName''' record set in the other tags, or alternatively you can add a Transforms list to define empty transforms with a Name, Position and Rotation. Using '''self''' as a value for a MonoBehaviour variable will find the corresponding component in the root furniture object itself. This allows for anything to be added to a furniture, even MonoBehaviors from custom mods.
   −
If you set the '''ParentTransform''' record to a '''ComponentName''' reference, the component will be fetched/added to that object instead of the root furniture object. This could be used to add a Light component to an empty object to make your own lights. Make sure to add a '''LampScript''' component to your furniture object if you’re making a custom lamp, so the game can control shadows and lighting.
+
If you set the '''TransformParent''' record to a '''ComponentName''' reference, the component will be fetched/added to that object instead of the root furniture object. This could be used to add a Light component to an empty object to make your own lights. Make sure to add a '''LampScript''' component to your furniture object if you’re making a custom lamp, so the game can control shadows and lighting.
    
Adding a '''RemoveComponent True''' record for a table will remove that MonoBehavior from the furniture or '''TransformParent'''.
 
Adding a '''RemoveComponent True''' record for a table will remove that MonoBehavior from the furniture or '''TransformParent'''.
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* '''OnYEdge''' (True/False) - Should be placed on the grid border on the y-axis
 
* '''OnYEdge''' (True/False) - Should be placed on the grid border on the y-axis
 
* '''CanRotate''' (True/False) - Can be rotated when placed, e.g. not chairs
 
* '''CanRotate''' (True/False) - Can be rotated when placed, e.g. not chairs
* '''Height1''' (Decimal number) - The bottom coordinate of the furniture
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* '''Only180Rotation''' (True/False) - Whether this furniture can only be rotated at 180 degrees, if snapping
* '''Height2''' (Decimal number) - The top coordinate of the furniture, 2 is max
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* '''IsDraggable''' (True/False) - Whether this furniture can be dragged out to multiple when placing
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* '''DragDistance''' (Decimal number) - How far between each placement when dragging
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* '''Height1''' (Decimal number) - The bottom coordinate of the furniture, should be -0.1 for carpets
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* '''Height2''' (Decimal number) - The top coordinate of the furniture, 2 is max, should be -0.05 for carpets
 
* '''BasementValid''' (True/False) - Can be placed in the basement
 
* '''BasementValid''' (True/False) - Can be placed in the basement
 
* '''OnlyExteriorWalls''' (True/False) - Has to be placed on exterior walls
 
* '''OnlyExteriorWalls''' (True/False) - Has to be placed on exterior walls
 
* '''WallFurn''' (True/False) - Should be placed on a wall
 
* '''WallFurn''' (True/False) - Should be placed on a wall
 +
* '''InFloor''' (True/False) - Whether this furniture is placed into the floor, e.g. floor vents
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* '''BlocksFloor''' (True/False) - Whether this furniture blocks furniture that is placed into the floor, e.g. couches
 
* '''IsSnapping''' (True/False) - Should snap to another furniture
 
* '''IsSnapping''' (True/False) - Should snap to another furniture
* '''SnapsTo''' (String) - The name of snap point it should snap to
+
* '''SnapsTo''' (List of String) - The name(s) of snap point(s) it should snap to
 
* '''CanAssign''' (True/False) - Can be assigned to an employee
 
* '''CanAssign''' (True/False) - Can be assigned to an employee
 
* '''ReverseLowPass''' (True/False) - Whether the sound should be muffled when inside or outside the parent room
 
* '''ReverseLowPass''' (True/False) - Whether the sound should be muffled when inside or outside the parent room
Line 157: Line 268:  
* '''ValidOutdoors''' (True/False) - Can be placed in outdoor areas
 
* '''ValidOutdoors''' (True/False) - Can be placed in outdoor areas
 
* '''ValidOnFence''' (True/False) - Can be placed on a fence if WallFurn
 
* '''ValidOnFence''' (True/False) - Can be placed on a fence if WallFurn
 +
* '''OnlyOnGrass''' (True/False) - Can only be placed on outdoor green areas
 +
* '''PokesThroughWall''' (True/False) - Whether the furniture pokes through the wall it's placed on
 +
* '''PokesThroughRoof''' (True/False) - Whether the furniture pokes through the roof (see next item)
 +
* '''OnRoofObject''' (GameObject) - Object that contains meshes that sits on next floor
 
* '''NeedsChair''' (True/False) - Should warn the player if no chair is opposite
 
* '''NeedsChair''' (True/False) - Should warn the player if no chair is opposite
 
* '''ManualUsageCalculation''' (True/False) - True for temperature furniture to manually account for the water/electricity costs based on room temperature
 
* '''ManualUsageCalculation''' (True/False) - True for temperature furniture to manually account for the water/electricity costs based on room temperature
Line 197: Line 312:  
* '''AtlasDimensions''' (Vector2) - See material guide
 
* '''AtlasDimensions''' (Vector2) - See material guide
 
* '''AtlasCount''' (Whole number) - See material guide
 
* '''AtlasCount''' (Whole number) - See material guide
 +
* '''AtlasSkip''' (Whole number) - See material guide
 +
* '''AtlasOff''' (Whole number) - See material guide
 +
* '''AtlasColorable''' (True/False) - See material guide
 
* '''Type''' (String) - The type of furniture, used to query funritures by employees and in other places
 
* '''Type''' (String) - The type of furniture, used to query funritures by employees and in other places
 +
* '''LocalizedName''' (String) - The actual name in the UI as it will be localized in English
 
* '''Category''' (List of String) - Which categories to use in build menu
 
* '''Category''' (List of String) - Which categories to use in build menu
 
* '''FunctionCategory''' (String) - Which functional category to use in build menu
 
* '''FunctionCategory''' (String) - Which functional category to use in build menu
Line 235: Line 354:  
* '''ColorSecondaryDefault''' (Color) - Default secondary color
 
* '''ColorSecondaryDefault''' (Color) - Default secondary color
 
* '''ColorTertiaryDefault''' (Color) - Default tertiary color
 
* '''ColorTertiaryDefault''' (Color) - Default tertiary color
 +
* '''AltStyles''' (List of FurnitureStyle) - A list of extra colors/atlas index the game will include by default for the furniture, should be a list of tables with optional values: Color1, Color2 and Color3
 
* '''ColorableLights''' (List of Light) - Reference to Light scripts that can be colored by player
 
* '''ColorableLights''' (List of Light) - Reference to Light scripts that can be colored by player
 
* '''FullColorMaterial''' (True/False) - Whether entire material should be colored, e.g. if default Unity material
 
* '''FullColorMaterial''' (True/False) - Whether entire material should be colored, e.g. if default Unity material
 
* '''LightPrimary''' (True/False) - Whether primary color or tertiary color should control light color
 
* '''LightPrimary''' (True/False) - Whether primary color or tertiary color should control light color
 
* '''TreeLeaves''' (Renderer) - Reference to tree mesh to use in-game tree shader
 
* '''TreeLeaves''' (Renderer) - Reference to tree mesh to use in-game tree shader
 +
* '''WallWidth''' (Decimal number) - How wide this furniture is on a wall if it is a wall furniture
 +
* '''YOffset''' (Decimal number) - How high the mouse should be projected from the floor when placing
 +
* '''ReverseWallSide''' (True/False) - Whether this furniture sits on the etxerior of the wall it's placed on, like the company sign
 +
* '''CustomHeight''' (True/False) - Whether the furniture can be placed freely vertically on a wall, note that the furniture meshes should be placed around (0,0,0) in world position
 +
* '''ValidHeights''' (List of Single) - A list of valid vertical placements between 0 and 2 in descending order, if furniture has custom height enabled
 +
* '''WallHeight''' (Decimal number) - The default placement vertically on the wall, if furniture has custom height enabled
 +
* '''GridSizeOverride''' (Decimal number) - Whether to override the grid size when placing, e.g. 2 for half size grid
    
==== Upgradable ====
 
==== Upgradable ====
Line 272: Line 399:  
     {
 
     {
 
     '''Base'''              <span style="color:blue">"Server Rack"</span>
 
     '''Base'''              <span style="color:blue">"Server Rack"</span>
 +
    '''Name'''              <span style="color:blue">"BigServerRack"</span>
 
     '''Thumbnail'''        <span style="color:blue">"BigServerRackThumb.png"</span>
 
     '''Thumbnail'''        <span style="color:blue">"BigServerRackThumb.png"</span>
 
     '''UpgradeFrom'''      <span style="color:blue">"Server Rack"</span>
 
     '''UpgradeFrom'''      <span style="color:blue">"Server Rack"</span>
Line 302: Line 430:  
     '''Furniture'''
 
     '''Furniture'''
 
         {
 
         {
 +
        '''LocalizedName'''        <span style="color:blue">"Big Server Rack"</span>
 
         '''Cost'''                  <span style="color:blue">12000</span>
 
         '''Cost'''                  <span style="color:blue">12000</span>
 
         '''Wattage'''              <span style="color:blue">50</span>
 
         '''Wattage'''              <span style="color:blue">50</span>
Line 334: Line 463:  
             [ <span style="color:blue">1</span>; <span style="color:blue">0.5</span> ]
 
             [ <span style="color:blue">1</span>; <span style="color:blue">0.5</span> ]
 
             [ <span style="color:blue">-1</span>; <span style="color:blue">0.5</span> ]
 
             [ <span style="color:blue">-1</span>; <span style="color:blue">0.5</span> ]
 +
            ]
 +
        '''AltStyles'''
 +
            [
 +
                  {
 +
                  '''Color1'''  <span style="color:blue">FF0000</span>
 +
                  '''Color2'''  <span style="color:blue">00FF00</span>
 +
                  '''Color3'''  <span style="color:blue">0000FF</span>
 +
                  }
 
             ]
 
             ]
 
         }
 
         }
Line 345: Line 482:  
     }
 
     }
   −
==== Texture used for the in-game waiting chairs ====
+
==== Textures used for the in-game tower server ====
[[File:WChairsExample.png]]
+
Main RGB map:
 +
 
 +
[[File:TowerServer Albedo.png]]
 +
 
 +
Normal map, with alpha for metallic look (Reversed here, so 100% alpha means 100% metallic):
 +
 
 +
[[File:TowerServer NormalMap.png]]
 +
 
 +
Extra map (Smoothness in R channel, emission in G channel, RGB map mask in B channel):
 +
 
 +
[[File:TowerServer SpecEmissMask.png]]

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