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Fix Typos
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@ -5,7 +5,7 @@ Sort_Priority: 50
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# Config Editor
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# Config Editor
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Are you tired of manually editting JSON? Do you want richer validation than a JSON schema? Well then the config editor may be for you!
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Are you tired of manually editing JSON? Do you want richer validation than a JSON schema? Well then the config editor may be for you!
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This page outlines how to install and use the config editor.
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This page outlines how to install and use the config editor.
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@ -43,7 +43,7 @@ You can view images and play audio files with this editor.
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### XML Files
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### XML Files
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Right now, XML support is limited. You'll get syntax highlighting but no error checking or auto-fill.
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Right now, XML support is limited. You'll get syntax highlighting but no error checking or autofill.
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## Running the Game
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## Running the Game
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@ -20,7 +20,7 @@ The Prop Placer is a convenience tool that lets you manually place details from
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1. Pause the game. You will see an extra menu option titled "Toggle Prop Placer Menu". Click it
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1. Pause the game. You will see an extra menu option titled "Toggle Prop Placer Menu". Click it
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2. The prop placer menu should now be open. At the bottom of the menu, you will see a list of mods. Click yours.
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2. The prop placer menu should now be open. At the bottom of the menu, you will see a list of mods. Click yours.
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1. This menu scrolls. If you do not see your mod, it may be further down the list.
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1. This menu scrolls. If you do not see your mod, it may be further down the list.
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3. The Prop Placer is now active! Unpause the game and you can now place Nomai vases using "G"
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3. The Prop Placer is now active! Unpause the game, and you can now place Nomai vases using "G"
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### How to Save
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### How to Save
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@ -39,7 +39,7 @@ What's that? You want to place something other than just vases? Well I can't say
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### How to Select Props
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### How to Select Props
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1. Pause the game again. The prop placer menu should still be visible.
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1. Pause the game again. The prop placer menu should still be visible.
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2. At the top of the menu, you'll see a text box contianing the path for the vase. Replace this with the path for the prop you want to place. For example: `DreamWorld_Body/Sector_DreamWorld/Sector_DreamZone_1/Props_DreamZone_1/OtherComponentsGroup/Trees_Z1/DreamHouseIsland/Tree_DW_M_Var`
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2. At the top of the menu, you'll see a text box containing the path for the vase. Replace this with the path for the prop you want to place. For example: `DreamWorld_Body/Sector_DreamWorld/Sector_DreamZone_1/Props_DreamZone_1/OtherComponentsGroup/Trees_Z1/DreamHouseIsland/Tree_DW_M_Var`
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3. Tip: use the Unity Explorer mod to find the path for the object you want to place. You only have to do this once.
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3. Tip: use the Unity Explorer mod to find the path for the object you want to place. You only have to do this once.
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4. Unpause the game and press "G". Say hello to your new tree!
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4. Unpause the game and press "G". Say hello to your new tree!
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5. Pause the game again. You will now see the prop you just placed on the list of recently placed props just below the "path" text box.
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5. Pause the game again. You will now see the prop you just placed on the list of recently placed props just below the "path" text box.
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@ -26,7 +26,7 @@ A condition is a yes/no value stored **for this loop and this loop only**. It c
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### Persistent Condition
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### Persistent Condition
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A persistent condition is similar to a condition, except it *persists* through loops, and is saved on the player's save file.
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A persistent condition is similar to a condition, except it *persists* through loops, and is saved on the players save file.
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### Remote Trigger
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### Remote Trigger
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@ -163,4 +163,4 @@ Defining `<DialogueTarget>` in the `<DialogueNode>` tag instead of a `<DialogueO
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### DialogueTargetShipLogCondition
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### DialogueTargetShipLogCondition
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Used in tandum with `DialogueTarget`, makes it so you must have a [ship log fact]({{ "Ship Log"|route }}#explore-facts) to go to the next node.
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Used in tandem with `DialogueTarget`, makes it so you must have a [ship log fact]({{ "Ship Log"|route }}#explore-facts) to go to the next node.
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@ -23,7 +23,7 @@ Addon developers will add a key to the `extras` object in the root of the config
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}
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}
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```
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```
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Your mod will then use the API's `QueryBody` method to obtain the `myCoolExtensionData` object.
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Your mod will then use the APIs `QueryBody` method to obtain the `myCoolExtensionData` object.
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**It's up to the addon dev to list your mod as a dependency!**
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**It's up to the addon dev to list your mod as a dependency!**
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@ -66,7 +66,7 @@ Extending systems is the exact same as extending planets, except you use the `Qu
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## Accessing Other Values
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## Accessing Other Values
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You can also use the `QueryBody` method to get values of the config outside of your extension object
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You can also use the `QueryBody` method to get values of the config outside your extension object
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```csharp
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```csharp
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var primaryBody = api.QueryBody(typeof(string), "Wetrock", "$.Orbit.primaryBody");
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var primaryBody = api.QueryBody(typeof(string), "Wetrock", "$.Orbit.primaryBody");
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@ -25,11 +25,11 @@ First things first we're going to create a release on GitHub. To do this, first
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Then, edit your `manifest.json` and set the version number to `0.1.0` (or any version number that's higher than `0.0.0`).
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Then, edit your `manifest.json` and set the version number to `0.1.0` (or any version number that's higher than `0.0.0`).
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Finally, push your changes to GitHub, head to the "Actions" tab of your repository and you should see an action running.
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Finally, push your changes to GitHub, head to the "Actions" tab of your repository, and you should see an action running.
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Once the action finishes head back to the "Code" tab and you should see a Version 0.1.0 (or whatever version you put) in the column on the right.
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Once the action finishes head back to the "Code" tab, you should see a Version 0.1.0 (or whatever version you put) in the column on the right.
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Double check the release, it should have a zip file in the assets with your mod's unique name.
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Double-check the release, it should have a zip file in the assets with your mod's unique name.
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## Submitting
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## Submitting
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@ -47,7 +47,7 @@ Congrats! You just published your addon!
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If you want to update your mod, you can simply bump the version number in `manifest.json` again.
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If you want to update your mod, you can simply bump the version number in `manifest.json` again.
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To edit the release notes displayed in discord, enter them in the "Description" field before you commit in GitHub desktop. The most recent commit's description is used for the relase notes.
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To edit the release notes displayed in discord, enter them in the "Description" field before you commit in GitHub desktop. The most recent commits description is used for the release notes.
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**You don't need to create a new issue on the database to update your mod, it will be updated automatically after a few minutes**
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**You don't need to create a new issue on the database to update your mod, it will be updated automatically after a few minutes**
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@ -7,7 +7,7 @@ Sort_Priority: 85
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Similar to above, make a config where "Name" is the name of the planet. The name should be able to just match their in-game english names, however if you encounter any issues with that here are the in-code names for planets that are guaranteed to work: `SUN`, `CAVE_TWIN` (Ember Twin), `TOWER_TWIN` (Ash Twin), `TIMBER_HEARTH`, `BRITTLE_HOLLOW`, `GIANTS_DEEP`, `DARK_BRAMBLE`, `COMET` (Interloper), `WHITE_HOLE`, `WHITE_HOLE_TARGET` (Whitehole station I believe), `QUANTUM_MOON`, `ORBITAL_PROBE_CANNON`, `TIMBER_MOON` (Attlerock), `VOLCANIC_MOON` (Hollow's Lantern), `DREAMWORLD`, `MapSatellite`, `RINGWORLD` (the Stranger).
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Similar to above, make a config where "Name" is the name of the planet. The name should be able to just match their in-game english names, however if you encounter any issues with that here are the in-code names for planets that are guaranteed to work: `SUN`, `CAVE_TWIN` (Ember Twin), `TOWER_TWIN` (Ash Twin), `TIMBER_HEARTH`, `BRITTLE_HOLLOW`, `GIANTS_DEEP`, `DARK_BRAMBLE`, `COMET` (Interloper), `WHITE_HOLE`, `WHITE_HOLE_TARGET` (Whitehole station I believe), `QUANTUM_MOON`, `ORBITAL_PROBE_CANNON`, `TIMBER_MOON` (Attlerock), `VOLCANIC_MOON` (Hollow's Lantern), `DREAMWORLD`, `MapSatellite`, `RINGWORLD` (the Stranger).
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Only some of the above modules are supported (currently) for existing planets. Things you cannot modify for existing planets include: heightmaps, procedural generation, gravity, or their orbits. You also can't make them into stars or binary focal points (but why would you want to, just delete them and replace them entirely). However this still means there are many things you can do: completely change their atmospheres, give them rings, asteroid belts, comet tails, lava, water, prop details, or signals.
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Only some of the above modules are supported (currently) for existing planets. Things you cannot modify for existing planets include: heightmaps, procedural generation, gravity, or their orbits. You also can't make them into stars or binary focal points (but why would you want to, just delete them and replace them entirely). However, this still means there are many things you can do: completely change their atmospheres, give them rings, asteroid belts, comet tails, lava, water, prop details, or signals.
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You can also delete parts of an existing planet. Here's part of an example config which would delete the rising sand from Ember Twin:
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You can also delete parts of an existing planet. Here's part of an example config which would delete the rising sand from Ember Twin:
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```json
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```json
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@ -10,7 +10,7 @@ XML files are usually passed straight to the game's code instead of going throug
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## Syntax
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## Syntax
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XML is comprised of tags, a tag can represent a section or attribute
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XML is composed of tags, a tag can represent a section or attribute
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```xml
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```xml
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<Person>
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<Person>
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@ -20,7 +20,7 @@ XML is comprised of tags, a tag can represent a section or attribute
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</Person>
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</Person>
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```
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```
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Notice how each tag is closed by an identical tag with a slash at the front (i.e `<Person>` is closed by `</Person>`).
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Notice how each tag is closed by an identical tag with a slash at the front (i.e. `<Person>` is closed by `</Person>`).
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If the tag has no content you can use the self-closing tag shorthand (i.e. `<IsMarried/>` doesn't need a closing tag because of the `/` at the end).
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If the tag has no content you can use the self-closing tag shorthand (i.e. `<IsMarried/>` doesn't need a closing tag because of the `/` at the end).
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