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Ben C 2023-11-28 18:29:05 -05:00
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{
"name": "bustling-belt",
"name": "nh-docs",
"private": true,
"type": "module",
"version": "0.0.1",
"scripts": {

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@ -72,7 +72,7 @@ public class CreateAssetBundles
3. Create your object in the Unity scene and save it as a prefab.
4. Add all files used (models, prefabs, textures, materials, etc.) to an asset bundle by selecting them and using the dropdown in the bottom right. Here I am adding a rover model to my "rss" asset bundle for the Real Solar System add-on.
![setting asset bundle](/details/asset_bundle.webp)
![setting asset bundle](@/assets/docs-images/details/asset_bundle.webp)
1. In the top left click the "Assets" drop-down and select "Build AssetBundles". This should create your asset bundle in a folder in the root directory called "StreamingAssets".
2. Copy the asset bundle and asset bundle .manifest files from StreamingAssets into your mod's "planets" folder. If you did everything properly they should work in game. To double-check everything is included, open the .manifest file in a text editor to see the files included and their paths.

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@ -15,7 +15,7 @@ Heightmaps are a way to generate unique terrain on your planet. First you specif
Here's an example heightmap of earth from the Real Solar System addon.
![Earth's Heightmap](/planet_gen/earth_heightmap.webp)
![Earth's Heightmap](@/assets/docs-images/planet_gen/earth_heightmap.webp)
```json
{

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@ -13,7 +13,7 @@ An entry is a card you see in rumor mode, it represents a specific area or conce
village or the southern observatory on Brittle Hollow.
An entry is split up into facts, a fact can either be a rumor fact or an explore fact.
![entryExample](/ship_log/entry_example.webp)
![entryExample](@/assets/docs-images/ship_log/entry_example.webp)
_In red you can see an entry, in green you can see the entry's facts_
#### Curiosities
@ -22,14 +22,14 @@ Curiosities are entries that represent big ideas in the story, such as the ATP o
Non-curiosity entries have a Curiosity attribute that can be set to make the color of that entry match the color of the
curiosity (Like how everything regarding the Vessel is red)
![curiosityExample](/ship_log/curiosity_example.webp)
![curiosityExample](@/assets/docs-images/ship_log/curiosity_example.webp)
_The Ash Twin Project is an example of a curiosity (internally it's called TIME_LOOP)_
#### Child Entries
Entries can be children of other entries, meaning they'll be smaller.
![childEntryExample](/ship_log/child_entry_example.webp)
![childEntryExample](@/assets/docs-images/ship_log/child_entry_example.webp)
_The murals at the old settlement on Brittle Hollow are examples of child entries_
### Rumor Facts
@ -37,13 +37,13 @@ _The murals at the old settlement on Brittle Hollow are examples of child entrie
A rumor fact represents the information you might hear about a specific area or concept, usually, you get these through
dialogue or maybe by observing a faraway planet.
![rumorFactExample](/ship_log/rumor_example.webp)
![rumorFactExample](@/assets/docs-images/ship_log/rumor_example.webp)
### Explore Facts
Explore facts represent the information you learn about a specific area or concept.
![exploreFactExample](/ship_log/explore_example.webp)
![exploreFactExample](@/assets/docs-images/ship_log/explore_example.webp)
## The XML
@ -180,7 +180,7 @@ For example, if I want to change an entry with the ID of `EXAMPLE_ENTRY` and ano
To help with this, download the unity explorer mod and manually position entries (they're located under `Ship_Body/Module_Cabin/Systems_Cabin/ShipLogPivot/ShipLog/ShipLogPivot/ShipLogCanvas/MapMode/ScaleRoot/PanRoot`), then simply use the dev tools to dump all the entries to a json string you can copy and paste into your config.
![autoDetectiveMode](/ship_log/auto_rumor_mode.webp)
![autoDetectiveMode](@/assets/docs-images/ship_log/auto_rumor_mode.webp)
_A set of entries laid out with auto mode_
### Images
@ -228,7 +228,7 @@ Colors for each curiosity is given in a list **within the star system config**,
}
```
![curiosityColorChange](/ship_log/change_color.webp)
![curiosityColorChange](@/assets/docs-images/ship_log/change_color.webp)
_The curiosity's color is changed to blue_
## Map Mode Options
@ -246,7 +246,7 @@ those planets are put in a column, then, each planet orbiting _those_ planets ar
are. The order of each planet is determined by their semi-major axis, if two planets have the same semi-major axis then
they're sorted by order loaded in.
![autoMapMode](/ship_log/auto_map_mode.webp)
![autoMapMode](@/assets/docs-images/ship_log/auto_map_mode.webp)
_An example system laid out with auto mode_
##### Offset
@ -318,7 +318,7 @@ second row (you can't select the sun, so it doesn't have a row or column). So, b
We say this planet is to the right of the sun station (putting in a position that is already occupied will override what
is in that position).
![navigationIndices](/ship_log/map_indices.webp)
![navigationIndices](@/assets/docs-images/ship_log/map_indices.webp)
##### Overriding Vanilla Planets
@ -544,4 +544,4 @@ Adding an entry location is similar to adding a Reveal Volume:
}
```
![entryLocationExample](/ship_log/entry_position.webp)
![entryLocationExample](@/assets/docs-images/ship_log/entry_position.webp)

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@ -39,10 +39,10 @@ To see all the different things you can put into a config file check out the [St
You can warp to custom star systems via the Nomai vessel. Each coordinate has to be 2-6 points long.
These are the points for each coordinate node. When making your unique coordinate you should only use each point once.
![nomaiCoordinateIndexes](/star_systems/nomai_coordinate_indexes.webp)
![nomaiCoordinateIndexes](@/assets/docs-images/star_systems/nomai_coordinate_indexes.webp)
### Hearthian Solar System Vessel Coordinates
You can use these coordinates to warp back to the hearthian solar system.
![hearthianSolarSystemCoordinates](/star_systems/hearthian_solar_system_coordinates.webp)
![hearthianSolarSystemCoordinates](@/assets/docs-images/star_systems/hearthian_solar_system_coordinates.webp)

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@ -20,7 +20,7 @@ Making an entirely separate addon can get a little complicated, so New Horizons
To get started, navigate to your mod manager and click the ⋮ symbol, then select "Show In Explorer".
![Select "Show in explorer"](/getting_started/mod_manager_show_in_explorer.webp)
![Select "Show in explorer"](@/assets/docs-images/getting_started/mod_manager_show_in_explorer.webp)
Now, create a new folder named "planets". As the name suggests, New Horizons will search the files in this folder for planets to generate.

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{
"extends": "astro/tsconfigs/strict"
"extends": "astro/tsconfigs/strict",
"compilerOptions": {
"baseUrl": ".",
"paths": {
"@/*": ["src/*"]
}
}
}