Changes between Version 6 and Version 7 of ModdingResources


Ignore:
Timestamp:
Jan 10, 2021, 10:31:38 AM (3 years ago)
Author:
Freagarach
Comment:

#4370

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  • ModdingResources

    v6 v7  
    4646    "meat": "Meat"
    4747  },
     48  "properties": ["barterable", "tradable", "tributable"],
    4849  "truePrice": 100,
    4950  "aiAnalysisInfluenceGroup": "ignore"
     
    5556* **`order`** - The order it appears in the in-game GUI. Resources will appear in numerical order of this attribute.
    5657* **`subtypes`** - An object of Subtypes of this resource. At least one must be specified. The entries within this object follow the form `"{subtype-code}": "{subtype-name}"` where `subtype-code` is the internal reference to this subtype, and `subtype-name` is the user-friendly translatable name of the subtype. Resources can have the same subtype codes (e.g. both `wood` and `stone` both possess a `ruin` subtype).
     58* **`properties`** - An array of properties of this resource. Currently implemented are `barterable`, `tradable`, `tributable` to allow the specified action to be performed with the resource.
    5759* **`truePrice`** - This is the true worth of the resource. This is used in calculating how much should be exchanged per click in the markets' Barter dialogue compared to other resources. See the `Barter` component for further details.
    5860* **`aiAnalysisInfluenceGroup`** - This is used by the AI to help determine where to build resource deposit sites and where to allocate workers. There are three possible values:
    59 * **`ignore`** - The AI will ignore this resource when it comes to planning where to build gather sites. This could be for several reasons, for instance that supplies of this resource move around (e.g. animals) or can be built by the player (e.g. farms)
     61  * **`ignore`** - The AI will ignore this resource when it comes to planning where to build gather sites. This could be for several reasons, for instance that supplies of this resource move around (e.g. animals) or can be built by the player (e.g. farms)
    6062  * **`abundant`** - This resource is abundant (very common) on the average map, but each deposit only contains a small amount of the given resource. (e.g. `wood`)
    6163  * **`scarce`** - The resource has few deposits on the average map, but each deposit contains a fair to large quantity of the given resource. (e.g. `stone` or `metal`)
     
    230232* The session gui is limited to displaying four resources (plus population count) in the top bar.
    231233* Modifying countless actor files to add animations and props is not very mod-friendly.
    232 * Modders may wish to restrict the ability to barter, trade, or tribute resources. This is not currently implemented, see #4370.