Rise of Industry

Rise of Industry

No hay suficientes valoraciones
New Products Toolkit
   
Premiar
Favoritos
Favorito
Quitar
Etiquetas: Mod
Tamaño
Publicado el
Actualizado el
7.284 KB
29 DIC 2018 a las 11:04
31 DIC 2018 a las 0:14
3 notas sobre cambios ( ver )

Suscríbete para descargar
New Products Toolkit

Descripción
New Products Toolkit

Version: 1.0.1 (A8.2)

General Information

This is a toolkit that allows you to add new products to the already existing buildings without having to code.

If you can't or don't want to create new buildings just to add your recipes, but also can't be bothered to modify already existing buildings via code, then this toolkit is perfect for you.

Note: Unless your recipe uses only base-game products you still have to create .json files for the product and the unlock (apart from the recipe). You just don't have to use any compiled code to modify in-game buildings to use this recipe.

How to use it

To add a new product to the game, and its recipe to a building you need to create .json files for the product, its unlock and the recipe (check out this[riseofindustry.gamepedia.com] or this[riseofindustry.gamepedia.com] guide to learn how to do this) While creating a recipe you have to prefix its name with two capital letters followed by an underscore ("_"). This prefix changes depending on the building you want the recipe to be added to. You can also add multiple prefixes to add the recipe to more than one building but you need to separate them with an underscore (list of all prefixes is at the bottom of this description).

Note: While changing the name, remember to change the "name" field, NOT the "displayName"! You also have to provide the same name with prefixes while making your unlock file.

Modding

Anyone who uses your mod will also have to download this toolkit or else the recipes will not be added to the buildings in their game. The toolkit's script is called after all mods were loaded so the order doesn't matter i.e. you don't have to change tour "dependencies" field in desc.json. However you will have to add this mod to the required items list for your mod in the workshop. This will notify other players that they need to subscribe to this mod as well.

Planned Features

I plan to expand this toolkit to make it easier for people to add new content without having to use use compiled code.

Prefixes

Examples:

"name": "GS_YourRecipeName"
This prefix would add the recipe to Glassworks & Smelter

"name": "GS_TF_CP_YourRecipeName"
These prefixes would add the recipe to Glassworks & Smelters, Textile Factory and Carpentery.
The order of those prefixes is not important.

Farms
Crop Farm - CF
Livestock Farm - LF
Orchard - OR
Plantaion - PL

Factories
Brewery & Distillery - BD
Carpentery - CP
Papermill - PM
Textile Factory - TF
Glassworks & Smelter - GS
Home Goods Factory - HG
Petrochemical Plant - PP
Automotive Factory - AF
Food Factory - FF
Drinks Factory - DF
Preservation Factory - PF

Gatherers*
Lumberyard - LY
Iron Mine - IM
Coal Mine - CM
Copper Mine - RM
Gas Pump - GP
Oil Drill - OD
Water Well - WW
Sand Collector - SC
Water Siphon - WS
Offshore Oil Drill - OO
Fisherman's Pier - FP

*Adding recipes to gatherers won't have much effect as they don't use the production module in their building panels.
19 comentarios
GønumeN  [autor] 30 NOV 2019 a las 22:37 
I'm not sure how the modding support looks now as I haven't played the game for quite some time, but it is probably possible to add new shops, provided you create your models (or use existing ones) and write all the configs, but unfortunately I have no experience with this and cannot really help you.
Hot Sundae 30 NOV 2019 a las 21:34 
I am guessing there is no current way to add additional Shop types to towns? I just got this game and am looking at the modding support, is there a hard limit here? Would be really nifty to use your toolkit and/or the guides you provided to create a whole suite of products that would be in demand by a new shop type that is unlocked when a town levels up.
Zairya 26 FEB 2019 a las 11:30 
Let me rephrase it a bit - writing jsons isn't the problem since the guide is fundamental about this. What bugs me is, that my pictures (png) are not shown and I wonder why. The guide doesn't really talk about it nor is there a good documentation... Think you could fill that niche?
GønumeN  [autor] 20 FEB 2019 a las 12:58 
I'm not sure I get you. Just make the mod exactly the way you would do normally, the guides on how to do that are available on the game's wiki (linked in this mod's description) and whe you are done, add a prefix to the "name" field in recipie .jsons (not "displayName"), keep in mind that I mean the "name" field INSIDE the file, not the file's name. If you have any more questions, please ask :)
Zairya 20 FEB 2019 a las 9:08 
If I got it correct, Ionly need to write the .jsons as mentioned in the guides... and svg/sprite/bundle/whatever image files too? Or does your mod fetch the needed stuff from just one png? (which would be of great help since I'm rally lost with the way, RoI uses images)
Legenderi 12 FEB 2019 a las 9:24 
ah thanks. Though it has, despite me not actually modifying anything, started working
pastuh 3 FEB 2019 a las 9:35 
If for someone stucks at loading screen, means you misspelled in .json

Example: "recipes": ["CP_YourItem"]
You forgot write full file name. Must be: ["CP_YourItemRecipe"]
---
If your research page on the left shows only Search bar, means you misspelled RequiredUnlocks.
Example: "requiredUnlocks": ["LightBulb"]
Your forgot to put space between letters. Must be: ["Light Bulb"]
Legenderi 18 ENE 2019 a las 10:12 
So I'm also getting "product definition can't be null". My mod doesn't add new buildings, products, or anything really, just makes gas craftable from heavy pulp and water at a papermill. I've mostly copied the trumpet tutorial. Any pointers?
the files: https://drive.google.com/drive/folders/1RYDmxyb862Js3yaTAUL8qpMzv5tONztc?usp=sharing
GønumeN  [autor] 15 ENE 2019 a las 9:09 
Okay, 4 things:
-The Fried Chicen name is not "FriedChicken" it's "Fried Chicken" with a space, you can look up those name in the Asset Viewer in the game
-When refrencing a file (e.g. unlock a recipe) you don't include the ".json", only the name of the recipe (Not the file!)
-The name of the recipe has to include FF_ NOT the name of the file, as I said eariler, the name of the file doesn't matter, only names of the objects within the file
-You completly forgot about the "Tree" part in the unlock, the game doesn't magically know where you want your recipe to be placed. Check out the guides I've linked, especially the second one as it talks about creating unlocks, recipes and products (the first one is more general).

Also: you don't need any .png or .sprite files in your mod.
Rocknex7 15 ENE 2019 a las 8:27 
https://www.dropbox.com/sh/wjswvzuoir95yas/AAB3ROUB-x4l8gjcD4-_hIxua?dl=0 Here is the link, sorry if the name is a bit messy its a meme I have with a friend of mine.