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https://github.com/Outer-Wilds-New-Horizons/new-horizons.git
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Made docs use horizontal rules after headers
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parent
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@ -50,11 +50,11 @@
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@ -74,11 +74,11 @@
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@ -96,11 +96,11 @@
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@ -114,7 +114,7 @@
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"version": "==0.40.2"
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@ -135,11 +135,11 @@
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@ -222,7 +222,7 @@
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"sha256:5053fc5ca7b8a281081274702ebf1584e341f40a68e6ab8f6b4b79f4b3fdf18e",
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"markers": "python_version >= '3.8' and python_version < '4.0'",
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"version": "==0.1.0"
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},
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"packaging": {
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@ -453,7 +453,7 @@
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"sha256:44ece4d53fb1706f667c9bd1c648f5469a2ec925fcf3a776667042d645472c14",
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"sha256:aabaf16477806a5e1dd19aa41f8c2b7950dd3c746362d7e3223dbe6de6ac448e"
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"markers": "python_version >= '2.7' and python_version not in '3.0, 3.1, 3.2, 3.3, 3.4' and python_version < '4'",
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"markers": "python_version >= '2.7' and python_version not in '3.0, 3.1, 3.2, 3.3, 3.4' and python_version < '4.0'",
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"version": "==1.26.9"
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},
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"xmlschema": {
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@ -2,6 +2,7 @@ Title: API
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Sort_Priority: 40
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## How to use the API
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___
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First create the following interface in your mod:
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@ -2,6 +2,7 @@ Title: Detailing
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Sort_Priority: 90
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## Details/Scatterer
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___
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For physical objects there are currently two ways of setting them up: specify an asset bundle and path to load a custom asset you created, or specify the path to the item you want to copy from the game in the scene hierarchy. Use the [Unity Explorer](https://outerwildsmods.com/mods/unityexplorer){ target="_blank" } mod to find an object you want to copy onto your new body. Some objects work better than others for this. Good luck. Some pointers:
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- Use "Object Explorer" to search
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@ -9,6 +10,7 @@ For physical objects there are currently two ways of setting them up: specify an
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- Generally you can find planets by writing their name with no spaces/punctuation followed by "_Body".
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## Asset Bundles
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___
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Here is a template project: [Outer Wilds Unity Template](https://github.com/xen-42/outer-wilds-unity-template){ target="_blank" }
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@ -47,10 +49,12 @@ public class CreateAssetBundles
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6. 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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## Importing a planet's surface from Unity
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___
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Making a planet's entire surface from a Unity prefab is the exact same thing as adding one single big detail at position (0, 0, 0).
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## Examples
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___
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To add a Mars rover to the red planet in [RSS](https://github.com/xen-42/outer-wilds-real-solar-system), its model was put in an asset bundle as explained above, and then the following was put into the `Props` module:
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@ -2,6 +2,7 @@ Title: Dialogue
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Sort_Priority: 50
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## Dialogue
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___
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Here's an example dialogue XML:
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@ -5,10 +5,12 @@ Sort_Priority: 100
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# Outer Wilds New Horizons
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___
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This is the official documentation for [New Horizons](https://github.com/xen-42/outer-wilds-new-horizons){ target="_blank" }
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## Getting Started
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___
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Before starting, go into your in-game mod settings for New Horizons and switch Debug mode on. This allows you to:
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@ -114,11 +116,13 @@ To see all the different things you can put into a config file check out the [Ce
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Check out the rest of the site for how to format [star system]({{ 'Star System Schema'|route}}), [dialogue]({{ 'Dialogue Schema'|route}}), [ship log]({{ 'Shiplog Schema'|route}}), and [translation]({{ 'Translation Schema'|route}}) files!
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## Publishing Your Mod
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___
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Once your mod is complete, you can use the [addon creation tool](https://outerwildsmods.com/custom-worlds/create/){ target="_blank" } to upload your mod to the database.
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Alternatively, you can use the [planet creation template](https://github.com/xen-42/ow-new-horizons-config-template#readme){ target="_blank" } GitHub template if you're familiar with Git and GitHub
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## Helpful Resources
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___
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The texturemap/heightmap feature was inspired by the Kerbal Space Program mod Kopernicus. A lot of the same techniques that apply to
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planet creation there apply to New Horizons. If you need help with planetary texturing, check out [The KSP texturing guide](https://forum.kerbalspaceprogram.com/index.php?/topic/165285-planetary-texturing-guide-repository/){ target="_blank" }.
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@ -3,6 +3,7 @@ Description: Hehe funny secret
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Hide_In_Nav: True
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# Hello!!
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___
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Uh idk what to put here thought it would be funny haha
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@ -3,9 +3,11 @@ Description: A guide to editing the ship log in New Horizons
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Sort_Priority: 70
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# Intro
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___
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Welcome! this page outlines how to create a custom ship log.
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## Helpful Mods
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___
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These mods are useful when developing your ship log
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@ -14,6 +16,7 @@ These mods are useful when developing your ship log
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- [Save Editor](https://outerwildsmods.com/mods/saveeditor){ target="_blank" }
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## Helpful Tools
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___
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These tools/references are highly recommended
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@ -24,10 +27,12 @@ These tools/references are highly recommended
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- [The Examples Mod](https://github.com/xen-42/ow-new-horizons-examples){ target="_blank" }
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# Understanding Ship Logs
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___
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First thing's first, I'll define some terminology regarding ship logs in the game, and how ship logs are structured.
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## Entries
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___
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An entry is a card you see in rumor mode, it represents a specific area or concept in the game, such as Timber Hearth's
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village or the southern observatory on Brittle Hollow.
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@ -53,6 +58,7 @@ Entries can be children of other entries, meaning they'll be smaller.
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*The murals at the old settlement on Brittle Hollow are examples of child entries*
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## Rumor Facts
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___
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A rumor fact represents the information you might hear about a specific area or concept, usually, you get these through
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dialogue or maybe by observing a faraway planet.
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@ -60,18 +66,21 @@ dialogue or maybe by observing a faraway planet.
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## Explore Facts
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___
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Explore facts represent the information you learn about a specific area or concept.
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# The XML
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___
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Now that we know some terminology, let's get into how the XML works.
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Every planet in the ship log is represented by a single XML file, you can see this if you use the unity explorer mod and
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navigate to ShipLogManager.
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## Example File
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___
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```xml
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<!-- Example File -->
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@ -150,6 +159,7 @@ navigate to ShipLogManager.
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```
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## Using The Schema
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___
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In the example XML, you may notice something like `xsi:noNamespaceSchemaLocation` at the top, this tells whatever editor
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you're using that the file at that link is the schema. The game simply ignores this though, so it won't be able to catch
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@ -158,6 +168,7 @@ Some editors may require you to [Trust](https://code.visualstudio.com/docs/edito
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the schema file. Doing this varies per-editor, and you may also have to right-click the link and click download.
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## Loading The File
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___
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You can load your XML file to your planet by doing adding the following to your planet's config
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@ -172,6 +183,7 @@ You can load your XML file to your planet by doing adding the following to your
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# Rumor Mode Options
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## Entry Layout
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___
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By default, entries in rumor mode are laid out by rows, where each row is one planet. This will not make for a perfect
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layout, so you can use the `entryPositions` property to change them
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*A set of entries laid out with auto mode*
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## Images
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___
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Custom entry images are a bit different from other custom images, instead of pointing to each file for each entry, you
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point to a folder:
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would be `EXAMPLE_ENTRY_ALT.png`.
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## Curiosity Colors
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___
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Colors for each curiosity is given in a list, so if I wanted the curiosity `EXAMPLE_ENTRY` to have a color of blue:
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*The curiosity's color is changed to blue*
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# Map Mode Options
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___
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## Layout
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___
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Layout in map mode can be handled in two different ways, either manual or automatic, if you try to mix them you'll get
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an error.
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@ -424,10 +440,12 @@ between Ash Twin and Ember Twin)
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As you can see, they have similar properties to planets, with the addition of rotation
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# Revealing Facts
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___
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Of course, having a custom ship log is neat and all, but what use is it if the player can't unlock it?
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## Initial Reveal
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___
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You can set facts to reveal as soon as the player enters the system by adding the `initialReveal` property
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@ -443,6 +461,7 @@ You can set facts to reveal as soon as the player enters the system by adding th
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```
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## Signal Discovery
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___
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You can set a fact to reveal as soon as a signal is identified by editing the signal's `Reveals` attribute
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@ -463,6 +482,7 @@ You can set a fact to reveal as soon as a signal is identified by editing the si
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```
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## Dialogue
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___
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You can set a fact to reveal in dialogue with the `<RevealFacts>` tag
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@ -484,6 +504,7 @@ You can set a fact to reveal in dialogue with the `<RevealFacts>` tag
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```
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## Reveal Volumes
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___
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Reveal volumes are triggers/colliders in the world that can unlock facts from a variety of actions.
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Reveal volumes are specified in the `Props` module, its key is `reveal`.
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@ -551,6 +572,7 @@ trigger the reveal
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```
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# Setting Entry Locations
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___
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Entry locations are the "Mark On HUD" option you see when in map mode, this allows the player to go back to where they
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were in the event of the big funny.
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@ -2,6 +2,7 @@ Title: Translations
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Sort_Priority: 60
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## Translations
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___
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There are 12 supported languages in Outer Wilds: english, spanish_la, german, french, italian, polish, portuguese_br, japanese, russian, chinese_simple, korean, and turkish.
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@ -2,6 +2,7 @@ Title: Update Planets
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Sort_Priority: 80
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## Update Existing Planets
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___
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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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@ -20,6 +21,7 @@ You can also delete parts of an existing planet. Here's part of an example confi
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In `childrenToDestroy` you list the relative paths for the children of the planet's gameObject that you want to delete.
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## Destroy Existing Planets
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___
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You do this (but with the appropriate name) as its own config.
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```json
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