Changes

Jump to navigation Jump to search
55 bytes added ,  20:22, 7 February 2020
no edit summary
Line 1: Line 1:  
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.
   −
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]]".
   −
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.
    
== Debugging console ==
 
== Debugging console ==
Line 13: Line 13:  
* '''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]].
    
== In-game content ==
 
== In-game content ==
Line 65: Line 65:  
|-
 
|-
 
|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.
 
|-
 
|-
 
|Description
 
|Description
Line 101: Line 101:  
|-
 
|-
 
|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)
 
|-
 
|-
 
|SubmarketNames
 
|SubmarketNames
Line 107: Line 107:  
|-
 
|-
 
|Features
 
|Features
|All [[Modding#SpecFeatures|features]] that this software can implement.
+
|All [[Data Modding#SpecFeatures|features]] that this software can implement.
 
|}
 
|}
   Line 183: Line 183:  
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.
   −
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.
    
==== Values ====
 
==== Values ====
Line 235: Line 235:  
|-
 
|-
 
|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.
 
|-
 
|-
 
|Unlock
 
|Unlock
Line 350: Line 350:  
|-
 
|-
 
|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.
 
|-
 
|-
 
|}
 
|}

Navigation menu