#modding-wiki

1 messages · Page 3 of 1

rotund matrix
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also, file history is important to preserve so i am not willing to do this without good reason

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it's also just unnecessary to delete the entire page and would be a lot of admin effort for something that already has a solution you can enact (file reuploads) to call us in to delete files every time you want us to

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i checked them all, they are all updated and displaying properly for me. unfortunately it seems a lot of them are still exceeding the megapixel count

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you need to cut down on the number of frames

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don't forget to calculate the megapixel count when you are adjusting the size so you don't have to make multiple revisions

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i always keep my calculator up when i'm recording gifs

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in short: have a calculator up when editing apngs/gifs and get in the habit of hitting ctrl + f5 after reuploading a file

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don't forget to look at any warnings on the page too

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it will always display that notice in bold if the megapixel count is too high

cold zinc
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what are the apngs for...?

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oh i see now

rotund matrix
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animated png

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basically gifs but with less compression / colour related issues

cold zinc
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oh non o i was wonderingw hy we needed them

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but i c why now

rotund matrix
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ah

loud lichen
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they're basically several pngs concatenated, one for each frame

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and still manage to be smaller than gifs

rotund matrix
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it really is such a shame that they arent very supported saintpensive

loud lichen
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they're supported in most modern browser platforms afaik

rotund matrix
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yeah but in social media / places like discord for instance hunterkek

loud lichen
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yeah

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discord should have made them animate in embeds

ruby dragon
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and also if you can give me a recommend size + fps set up would be pretty helpful

rotund matrix
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i cant really recommend one, because it will vary depending on the effect youre trying to capture

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you simply need to do the calculation yourself

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again, the formula is height x width x frame count

ruby dragon
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ok so what's the maximum i can afford

rotund matrix
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20 million

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will delete 4 since its the improper format

ruby dragon
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those apng haves 1M so i don't understand

rotund matrix
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hm

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i dont think your calculation is correct because the one i looked at has 14 million but .. that should still be under the limit. hm

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let me ask about this

ruby dragon
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you said is height * width * fps

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maybe is miscalculated yeah now that i see

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💀

rotund matrix
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its not frames per second

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its the frame count

ruby dragon
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huh

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guess i need to make shorter recordings

rotund matrix
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so like this

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no thats the thing, 15 million should be under the limit and therefore work correctly

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im going to ask in the MH discord about this

ruby dragon
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oh

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k

rotund matrix
ruby dragon
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ok so what i use then?? the gif format?

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tho the page seems working fine the apng

rotund matrix
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even if it seems to work it not officially being supported means if we do run into issues with it we will not really get any help with it

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so yeah, gifs it is i suppose saintpensive

ruby dragon
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bruhhh

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it means all those apngs needs to be deleted i suppose

rotund matrix
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upload the new versions first and then i will slugtuch

ruby dragon
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i hate wiki lizwhiteloaf

rotund matrix
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by which i mean the .gifs

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i mean its volunteer work, if you dont enjoy doing it then you shouldnt force yourself to hunterkek

ruby dragon
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but it won't let me upload or reupload

rotund matrix
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o tru

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aighty, deleting now

ruby dragon
rotund matrix
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unfortunately trial and error is all part of the process saintpensive

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have deleted the apngs now

ruby dragon
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okay when i have time i will upload the gif version and hope it works now

cold zinc
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they were slow enough I didn't realize they were actually animated at first..

ruby dragon
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i can make it shorter to 5 sec if you want

cold zinc
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Might be easier on poor internet too!

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Especially if we have to use gifs

ruby dragon
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ya, i didn't count to use gif, but guess we need to

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also idea or suggestion how to showcase loud thunder and SSmusic?

vernal kraken
loud lichen
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may have commented it out or something

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actually might have been a pandoc conversion thing

loud lichen
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i'll be able to contribute again and fix it in a couple of days

meager geode
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Did the page with all the editor effects get migrated over?

torpid condor
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I don't believe those pages ever made it from the fandom wiki to the github one

meager geode
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I've only ever seen them on the github wiki.

torpid condor
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do you know what the page was called?

meager geode
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I thought it was on the effects editor page; right at the top was a grid of images showing each individual effect on the same geometry.

torpid condor
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oh right, somebody was still working on the level editor pages

winged rapids
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Dakras was working on them. Can't remember if they said they had a draft already or not

loud lichen
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yes

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i was planning to do some quick fixes before them but then things happened

loud lichen
meager geode
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The region lease should be linked to somewhere on the wiki if it isn't already.

winged rapids
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trying to do this but it doesn't seem to come through on the page... not sure why not

winged rapids
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@loud lichen I assume this was you? What exactly does it mean? I was thinking of just leaving as is since the in-repo slugbase wiki already deals with the details

loud lichen
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oh i forgot about the gh slugbase wiki

loud lichen
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as it has probably been inferred already, my delays turned undefined-length

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apologies for that

winged rapids
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No worries

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I'm also subdued at the moment

winged rapids
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modding-wiki

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@inland relic
(orig message for reference: <#wiki message>)
that section doesn't exist anymore because the bepinex page was rewritten in full. I currently don't have time to write it up for the wiki, but you can use tools like https://github.com/Reinms/Stubber-Publicizer to publicise (and stub) your game assembly for reference purposes when building. You don't need to worry about publicity at runtime anymore because rw bepinex (and realm) already have solutions baked in

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thanks for bringing this up though

inland relic
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Out of curiosity, what are those solutions? I solved my problem using Reflection but it feels weird lizcyankek

winged rapids
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I'm not sure what you mean

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Oh

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You don't need to do anything

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When I say they already have solutions baked in I mean they do it in the background. Not sure about realm but rw bepinex has a dragon (patchers written by bee) that inserts some code into each plugin iirc

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It's likely similar reflection code to what you've used slime knows what's up

wise saddle
# inland relic Out of curiosity, what are those solutions? I solved my problem using Reflection...

Reflection's fine, it's just slow. The tricks casheww posted allow you to directly access private members as if they were public. It looks nicer and runs faster
The solutions mentioned are just a few assembly attributes that tell the runtime to not throw errors when you try to access private members

[module: UnverifiableCode]
[assembly: SecurityPermission( SecurityAction.RequestMinimum, SkipVerification = true )]
stiff fern
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any way to get perma-links to sections in a document?

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I can't imagine thats not a feature

rotund matrix
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assuming by "document" you mean a page on the wiki the syntax is [[Page Name#Header Name]]

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example from the main wiki: [[Green Lizard#Trivia]]

stiff fern
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I meant being able to link to the wiki say on a discord message, so that it scrolls to a specific region on the page

rotund matrix
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ah

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it's the same really

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/wiki/Page_Name#Header_Name

winged rapids
stiff fern
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Seems to work

stiff fern
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maybe having whitespaces breaks it

rotund matrix
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i think its because for some reason the space is being interpreted as a %20 instead of a _

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this works

stiff fern
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well, their example in the page has a space lol

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yeah underscore seems to do it

winged rapids
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weird

stiff fern
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aha!

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that's all I needed thanks

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I bet some extension out there gives you the 🔗 little icon for convenience

fierce tendon
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ok, i know this page is more like a "totorial for the process" but we should really get a better example of what a good room looks like

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specially because thats not how you use cogs, wheels and gears, you shouldnt teach the new modders to do this 💀

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also

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this guide doesnt show how to use light editor agony

meager geode
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Or blackgoo properly

fierce tendon
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i think this page should be one of the most imprtant ones considering how many ppl wants to start a levelediting, we should make a more "faithfull" room

rotund matrix
fierce tendon
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its not

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new ppl tries to learn, dont teach them things like these because then you are gonna point out how that shouldnt be done, just put it in the wiki

rotund matrix
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trying to enforce stylistic guidelines on what people create will do nothing but hamper their creativity

not to mention that wikis are intended to be as objective as possible

fierce tendon
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you are not understanding what i mean

rotund matrix
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as soon as you start trying to say "you have to use x in y way or else it doesnt meet [subjective standard]" you'll fall down a rabbit hole of forever contending these kinds of statements

fierce tendon
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props in layer 0 will be fused with geomerty and is extremely discouraged since it isnt evident at first (i have been working with intrepid and they kept constantly doing this) the example room "teaching you" this is ok. is not good

meager geode
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Kip, there is literally a large, barren wall in the background.

rotund matrix
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i am making no statement on whether or not the room looks good, i am saying that subjectivity is an incredibly slippery slide in the context of wikis

fierce tendon
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the "all art is good" doesnt apply here kip hunterkek
they are still free to do whatever they want, but there are obvious things you shouldnt do as a common practice

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so, dont teach that to ppl who is starting

meager geode
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At any rate, the tutorial doesn't teach you how to use the lighting editor.

fierce tendon
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also only uses 2 effects

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this wall is... not good

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also devtools could like, elaborate more into more stuff like decals

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in fact i thought this flat wall was some odd tutorial for decals

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but, no, is just there, not even with "roughen effect"

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Bigmetal is one of the most commonly known materials to look extremely ugy like this by default

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it legit feels like Roughen was designed for this

meager geode
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If you want to go hunting for the original room file so you can update the tutorial to do lighting, great. It would probably be a lot easier to just make a new room.

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Actually, someone could just recreate the room, nvm

fierce tendon
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we could make a new guide which touches most examples

torn pivot
# fierce tendon so, dont teach that to ppl who is starting

the tutorial is just for making a "region from the ground up" and not a "good looking region from the ground up" so I guess its purpose is to only show how stuff works and not how to make good looking rooms. that's stuff you learn once you get comfortable with the leditor (also hi jev slugwave)

fierce tendon
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but what kind of room would help?

fierce tendon
meager geode
fierce tendon
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is like teaching "hey, cogs and wheels are put on pipes like this"

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and new ppl will be like, ok got it

torn pivot
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well yeah actually there's no point in leaving a not so great looking room for the tutorial but it doesn't need to teach everything about style either

fierce tendon
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its not about style

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we dont need to teach like "you may want to use these tiles in combination with these to, bla bla bla"

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you dont need to get in depth but. just do not show weird design choices every modder would discourage

torn pivot
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yeah ok makes sense

fierce tendon
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also there is literally an "architecture page" which says like, combinations of tiles and designs for existing regions

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is pretty unupdated tho

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also this doesnt teach how map management works

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how sound management works

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or how to even put spawns

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i could make a room now that i have free times and take screenshots of the most important things

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however it has to be a room which shows all in small detail

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it has to have water to begin with imo, since is better to show the water editor

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could have 4x1 pipes, considering they are some of the most important tiles AND they teach how multi layer tiles work

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about geometry we clearely cant use all of it, wormgrass.. garbage worms... not really fitting together

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and the room would look like absolute chaos

vernal kraken
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interior or exterior?

fierce tendon
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thats also something idk

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they have a different usage of blackgoo

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and shadows

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so its very very dfferent

vernal kraken
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Also will you cover dev tools like map and sound

fierce tendon
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yeah

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we could try to add a new room to an existing region

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as a demo

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it would also be cool to add a small description at the begining about "thinking what the room is gonna be"

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what region theme sounds more apealing as a tutorial?

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it could still have some more foreign elements to show more stuff ofc

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also maybe a bad idea to teach new players to do geometry first 💀

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since most of the time geometry is placed by holding G while placing tiles

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it took me like 4 rooms to discover this was a thing and it was hell

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also all this better to have images

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also rooms constantly change in shape, we could add 1 final screenshot with like "filan details" showing stuff like, trash piles and minor changes

prime skiff
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I can make some images at home

fierce tendon
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im planning to do them monknervous

prime skiff
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Images should detail importance of positioning

fierce tendon
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positioning?

vernal kraken
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lmao I learned g to force place geometry and then forgot it

prime skiff
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I feel new paragraphs could be added if they aren't there

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Positions of dens, entrances and that

fierce tendon
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guh, discord funny

prime skiff
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Gone

fierce tendon
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wasnt finished

prime skiff
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Just like my connection

fierce tendon
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ok so for screenshots:
-empty
-raw geometry (with shortcuts, creature dens and entrances)
-file management for addition
-1st render
-tiles (shows how to adapt basic geometry
-tiles (layers 2 and 3 and multi layer tiles)
-2nd render
-props (cogs, wire like props, maybe maybe stretch props)
-3rd render
-Hard effects (blackgoo, hang roots chains or wires and some individual plants usage)
-4th render
-Minor effects (Rust, slime, rubble and dead rainmoss)
-5th render
-Light editor
-6th render
-Final edits (overall minor improvements like effect balance, small trash piles...)
-7th render
-Devtools: effects and palletes
-Devtools: objects
-Devtools: map
-Devtools: sound
-file management: spawns

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i think all these screenshots show all necessary

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the issue is: the way this guide teaches in a "step by step" form, is very unnatural

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thats not how you do rooms....

glossy coyote
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impressive

fierce tendon
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so its important to make it clear that you are gonna be constantly switching between these editors randomly

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and that is not like a stair

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not to mention sometimes ideas change a bit as the room is taking shape

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oh, dry confused server/channel? monklaugh

glossy coyote
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oh

prime skiff
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Ignore that, I lost connection, deleted it, and it came back 6 minutes later along with my connection

fierce tendon
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LOL

prime skiff
fierce tendon
prime skiff
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Yeah

fierce tendon
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or not

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oh cool

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so... plans for a room...

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industrial complex maybe?

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industrial-like

prime skiff
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Some messages take 3 or 8 minutes here

meager geode
fierce tendon
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has a mix of everything

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yeah thats better

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i can start making the room now

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how about making an scavenger treasury room?

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those are heavy in decals, may prove a good tutorial

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but often kinda simple layout tho

prime skiff
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Swarm room

fierce tendon
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that too

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at least we agree industrial is the best region to choose?

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has a bit of everything and a good pallete which doesnt fuse with blackgoo (im looking at you SI, SL and DS)

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also has pipes, machinery...

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a room similar to this in style?

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has water, basic tiles and geo, use of individual large plants... grates..

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just needs a bit less water and a more interesting background

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also does it have to be a screen room?

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2 screens also show camera menu

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but is harder to screenshot

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also i think rooms like this are good examples to prevent new players falling into rectangle shaped interior rooms

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this room style also a very good example

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also, do i really need to use the vanilla editor for the screenshots? saintpensive

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the community one is essentially the standard right now

prime skiff
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What about LF?

fierce tendon
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LF may have too complex tiling?

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since hervesters are like

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a+b+c

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and has a very unique geometry

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but also a good example in its way tbh

prime skiff
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What about eastern LF

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That's what comes to mind

fierce tendon
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interior or exterior?

vernal kraken
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you should make an oracle room first tutorial room

prime skiff
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Exterior

fierce tendon
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maybe too complex for an introduction

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also the unique "hole modules" LF has is pretty odd

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and like, exclusive here

placid island
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I think one of the newer su rooms is a good intro room for tiling. Like one of the ones not made by joar originally

fierce tendon
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SU also a good example but...

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the pallete doesnt really show the light at all

prime skiff
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LF_C01

fierce tendon
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light editor changes will be minimal

fierce tendon
inland relic
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Personally I think IC is the most flexible region

placid island
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SUs pallete is good because it’s basic, even if it doesn’t have a big difference between light and dark

fierce tendon
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WITH CLOTHS

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based

prime skiff
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That's the area I was meaning

fierce tendon
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yeah i still think SU uses very little to be a good example...

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we want to show a bit of everything

prime skiff
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Teaches prop, geometry, decals, lighting, tiling

fierce tendon
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also some good decal examples

prime skiff
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Make a room like this, it's the best

fierce tendon
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behold, the only time graffitistare is used in game

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i think is the only one

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ok so, yeah this room is a good example

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has interesting geo, variated tiles, good use of props, decals, effects...

meager geode
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It might be a good idea to also mention warp mod in the tutorial.

fierce tendon
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devtools has warp

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idk why so many ppl dont know hunterkek

meager geode
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Warpmod is more convenient.

prime skiff
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Since when

fierce tendon
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always

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click on a room and you warp there

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it doesnt even ask

prime skiff
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On the map?

fierce tendon
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yes

prime skiff
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That's warp.

fierce tendon
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OOH

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i didnt know warp had that interaction with the devtools

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then yeah, mention it for sure

prime skiff
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It was more recent

fierce tendon
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so, a multi screen room?

prime skiff
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Just single

fierce tendon
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may be hard to fit that much in hunterthinking

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any idea for the geo

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it doesnt need to lead anywere tbh

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some dead end like this sounds decent

prime skiff
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Can't fit it in?

fierce tendon
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fit what

prime skiff
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Skill issue

fierce tendon
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also, any idea what is this exactly?

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idk in how many ways you can use it

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ok im back, dont take a screenshot of fullscreen vanilla leditor

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it crashees your computer

prime skiff
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Skill issue

fierce tendon
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should i intentionally leave the basic geometry kinda squarey to show the importance of trash piles later?

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does this geo look like a good basic example?

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i know the top left is kinda empty

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i wanna add a big pipe there, but is multi layer, also a good example of how geo isnt written in stone

glossy coyote
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wormgrass

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delete it

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no wormgrass

fierce tendon
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why

glossy coyote
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New modders always use it

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When they shouldn't.

fierce tendon
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:v

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i think is important to see how it works LOTS of ppl think you must place it on top of each other

glossy coyote
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ok

fierce tendon
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because in kae's video isnt explained properly

glossy coyote
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Also you forgot the floor on the rightmost pipe.

fierce tendon
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OH YES

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CRIMES

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should i stick the room to an existing unused connection?

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also, should we explain how to do it assuming they use CRS?

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CRS-less region mods should be ilegal

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or we should just say how to merge

glossy coyote
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Except it's going to change after DP

fierce tendon
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true...

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CRS anyways

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oh, LF doesnt have any good disconnected entrance

ruby dragon
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i remember i should finish the gifs i planned to do

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but seeing how awful is to implement them i stopped it lmao

fierce tendon
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i gess i could modify an existing room as part of the guide

ruby dragon
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i adquired some hate to miraheze

fierce tendon
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why

ruby dragon
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read

meager geode
fierce tendon
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you didnt know?

fierce tendon
ruby dragon
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no clue but my experience with miraheze is not good

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like my first ever experiencie

fierce tendon
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what you dont like about it?

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megapixel limit?

ruby dragon
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yeah i guess the do many limitations it haves

fierce tendon
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im pretty sure other wikis are like that too

ruby dragon
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and the fact i can't delete anything unless i ask to be deleted

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like is so niche that i dislike it

fierce tendon
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admin moment

ruby dragon
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like i want to upload a better version of a gif or something i did but i can't because the old one still there

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even changing names is not enough

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and well i prefer keeping the same name for order and that

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like it should at least delete the filed you uploaded

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but no

fierce tendon
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wait

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the CRS page already shows how to create links to new regions?

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one small issue 💀

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my computer is in spanish

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i cant do this step myself hunterkek

fierce tendon
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why...

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why is taking the blackgoo from another room....

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this room has no effects, nor light

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why is the leditor like this slugimjust

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ngl, is a mood killed when you try to do something but the leveleditor just wants to be a fucking moron nightcatsad

fierce tendon
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i need help nightcatsad

fierce tendon
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OK it works

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so i have a concern, usually showing default pallete is good to teach new players how to use palletes

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however realistically... all regions use templates

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so they will have some options by default

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what should i do?

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should i just deactivate it anyways and show it step by step?

fierce tendon
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looks good enough to move to layer 2 and 3?

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i just have 1 try at each, so... i wanna make sure they are good

meager geode
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I think the lower parts of the walls look a bit flat, unless you're covering that later in the tutorial in which case it's fine.

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Actually, I feel like maybe don't use random machines in that middle platform maybe.

meager geode
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LF does that? Good to know

fierce tendon
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everything looks odd without slime

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layer 2 time

meager geode
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Make sure to mention that certain creatures can pathfind over layer 2 geo

fierce tendon
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ofc

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im just doing screenshots so far

fierce tendon
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layer 2 good?

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i have set spots to put some props

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tube, gear and wheel are good examples i think

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also teaches how to put them in the layer behind and on front, which is a nice way to show sublayers

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also have a planned cloth for layer 3

vernal kraken
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can you do some floating hang roots

fierce tendon
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also going to use erosion props on fences

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thats 4 props shown how to use

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-tube: shows how wire like props work
-cloth: shows how changing variation works
-erode: shows how anti matter props work
-cog and gear: shows how to use sublayers behind and in front of items

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its all thought slugwoke

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there is also a small empty wall behind for decals

inland relic
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Personally I think it could use a photo more clearly showing every possible pipe configuration (shortcut, entrance, dragon den, whack-a-mole hole, garbage worm den, scavenger pipe, decorative pipe), what they do, and how close they can get to the edge of the screen.

fierce tendon
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i cant make a room with everything hunterkek

inland relic
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yeah, but there should be a Pipe demo as a seperate image

fierce tendon
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sure, but thats separate

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maybe i could sneak some of these to also show the last kind of prop (stretch prop)

fierce tendon
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its getting late, will finish the screenshots another day

prime skiff
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Lazy.

fierce tendon
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its called sleeping

prime skiff
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Lazy.

fierce tendon
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maybe could even do a gif at the end with the room progression, would look cool to have one of those arround

meager geode
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Of just the renders?

fierce tendon
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in what layer are cloth props placed?

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i dont wanna get newbies used to bad practices hunterkek

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for a wheel in a layer 2 tile, should be sublayer 7, 8 or 9?

fierce tendon
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this cloth is good?

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i think its the right layer (15) for layer 3

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clipping cloth my nemesis, i dont want to be the reason which makes newbies create even more clipping cloths slugsweat

fierce tendon
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should i do generation effects or paint effects first?

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like, plants, wires, roots....

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or slime, blackgoo, rust....

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also, im making props before effects since props are usually affected by the effects, they are just "more complex tiles"

woven sorrel
stiff fern
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Doesn't seem to work in the modding wiki, we might be missing an extension for that

woven sorrel
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might be a firefox thing?

stiff fern
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ah! the index

woven sorrel
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oh yeah haha

stiff fern
#

No, no, that one works, alright

woven sorrel
#

not so useful when editing a page but ;D

stiff fern
#

I was clicking the section itself, not the index

#

that's perfect for linking to resources, thanks

fierce tendon
#

ok, only light editor remains, unfortunely i feel like im not experienced enough with the light editor in exterior rooms to give a "good example" for new modders slugsweat

#

any tips graffitisweat

#

is this a good example to teach new modders the idea of mimicking similar architecture which could be casting the shadoss?

placid island
#

Make it less boxy, add some shadow trash piles in the corners

fierce tendon
#

i mean, i legit copied this vanilla room

torpid condor
#

I think it's fine for getting the general idea across

#

although this has a noticeable ground shape to it

#

while yours is very flat down there

fierce tendon
#

well, my room is pretyt flat and that one is a 3 screens with a big thing in the middle, but sure, i will change it a bit

fierce tendon
#

better?

fierce tendon
#

the progression of the render images (there are leveleditor screenshots in between each) now time for devtools

#

1.geo
2.layer 1
3.layer 2
4.layer 3
5.props
6.heavy effects
7.lesser effects
8.light editor

#

i put heavy effects individually since they often must be specified for multiple layers unlike lesser effects

#

meanwhile, for lesser/paint effects is more important to specify the order in which you place each one matters

#

important lessons to learn

thorn mauve
#

Jev talking to themselves for 15 hours straight

fierce tendon
#

i expect some feedback or something

stiff fern
#

Alright is this whole light editor and order of effects talk makes me think the one thing you're doing wrong is:

  • you're creating a new room
    What I think you should actually be doing is picking an "exemplar" vanilla room and remaking it step by step, 1:1 to the original
#

anything else and you're in "subjective land"

#

slime before plants or slime after plants? people will fist-fight over it

fierce tendon
#

images are acompanied by words

#

in fact i always put slime before plants, i just put it in this order as an example

#

also for recteating a vanilla room 1:1 is really pointless

#

since you can.... check the files

#

all the room leveleditor files are there

#

also i assume all this stuff is explained in more detail in the respective editor's pages

thorn mauve
#

ok

fierce tendon
#

im not gonna make 4 different screenshots for effects to show the difference between the orders

fierce tendon
#

otherwise there would be too many screenshots

#

the effect editors page could have those examples like showing the most obvious material which order matters (barnaces)

#

showing how different it can be

#

as well as showing how layers matters for heavy props, sky roots are a good example

#

you cant touch everything in detail with just images

thorn mauve
fierce tendon
#

(you aint helping wrayk)

thorn mauve
#

I think screenshots for each individual effect is too much yeah, but I think black goo, rust and especially slime deserve a single image just for them

#

They are all really important effects

vernal kraken
#

you should’ve made your tutorial room a pitch black filtration room

thorn mauve
#

But yeah for order difference just like a single screenshot of a slimy vs no slimy plant should be fine

#

Some plants are better slimed, some aren’t

fierce tendon
thorn mauve
#

You can always briefly change styles. For EXSU rooms I switched to their effects style

fierce tendon
#

i think we all use those in a different way

#

to like, put the most important effects as a "it has to be used this way"

#

i think its better to say "gently blanket the whole room in slime" and "place rust patches in spots which where it could make sense, such as machinery"

#

and let them test with it

#

i think the way i use rust is considerably different from the rest of modders

thorn mauve
#

Probably, I do blankets for both while vanilla does streaks and clusters

#

Personally I think a good guide will show different ways of doing it and let the user decide on the best

fierce tendon
#

i would rather let them experiment

#

i gess is subjetive

#

i just take the largest available brush and cover the whole room with a thin layer of slime, some extra slime in some spot, i do almost the same for rust but only in metal (pipes, machines, trash...)

thorn mauve
#

One valuable lesson I think is that slime can be very good for smoothing out transitions between certain tiles, like vent grate box corners or pipes entering machinery

fierce tendon
#

those more complex techniques would need some "design" page tbh

#

also, do i need o explain the object tab in detail?

#

what objects are worth teaching

#

aside from decals

#

is this a good screenshot for a graffiti? im still not really skilled at using them

thorn mauve
#

Is pretty good

#

Food objects, no spear stick on room borders, light sources for machinery or dark rooms, light beams, insect groups, idk

fierce tendon
#

im ngl

#

i sucka t using lightsources

#

i saw some amazing use of them as faint lights to help the room look better without being actually a bright light

#

but i just cant get that

#

also i want to show how light beams work, but again, i dont want new modders to get used to add light beams to every open sky room 💀

torpid condor
#

the point is to make it more obvious

#

a talkthrough analysis of a vanilla room could be useful

fierce tendon
#

my room is almost copy pasted from vanilla

#

is just "not" literally a vanilla room

torpid condor
#

because new players might not know how to look at a vanilla room

torpid condor
fierce tendon
#

making a new room

#

to show

fierce tendon
#

they should know how to look at vanilla files

#

is one of the best ways to learn

#

by looking at other's work

torpid condor
#

and is it not helpful to teach new players how to teach themselves?

fierce tendon
#

???

#

yes?

#

when did i say it wasnt hunterkek

torpid condor
#

I don't mean to turn this into an argument (I think it's quite unfitting for the channel,) but I see little functional difference between 'making a vanilla-like room' and 'remaking a vanilla room' Not to say I am against anything you're doing tho

thorn mauve
#

Keeping drama in #building

fierce tendon
#

is this enough?

#

i dont wanna flood this with a lot of out of place stuff

meager geode
#

Any chance of getting an IL hooks page?

fierce tendon
#

is this a good example for sounds?

#

i havent tested much with them

#

i made a similar composition as a nearby room

prime skiff
#

So what's happening with wiki nav?

#

It's a pain to go through some pages and isn't very intuitive

fierce tendon
#

bible writting time slugsweat

hard heron
#

the holy bibble

vernal kraken
fierce tendon
#

ok so

#

i have gained the motivation to start writting hunterconcern

#

im gonna do it in a document first

hard heron
#

if we're revamping the level editor page then maybe it should have a bunch of "best practices" tips? stuff like "place platforms over the entrance to tunnels on the ground so players don't fall in" and "place poles below entrances/shortcuts on the ceiling so they're easier to enter"

small tips that would be helpful for people that are new to level creation, essentially

fierce tendon
#

of course

#

this must be planned well

#

better to split it in modules tbh

#

but also no need to get too dep into everything like how all tiles and props etc work

stiff fern
#

new modding coder icon monknerd
modding wiki contributions skyrocket 📈

fierce tendon
#

yes

#

all planned by gar

#

tho, normal wiki role also works

#

ok checking this tutorial

#

first mistake is not teaching full numpad controls

#

moving 1 by 1 is a pain

#

also starting clearing all layers isnt.. necessary... interior rooms for example dont start by deleting all tiles

#

better to start by Planning the room

#

i think right here is a whole part missing the "planning"

#

could be the begining of setting up

#

but setting up only mention basic mistakes ppl do

#

also, no? you dont need to use underscore, you can writte it together, use caps or other symbols, whatever you put after the XX_ doesnt matter at all as long as is not a space

fierce tendon
#

ok, finished reworkin the "Setting up" section

#

the info is essentially the same

#

but better

#

Once you open the official editor for the first time. you will be greeted with a file select. It is advised to make a folder for your rooms to keep them organized before you open the editor. Use the arrow keys to navigate into that folder, and press N to make a new room. You will then be greeted with the editor’s main menu.

Saving, and name quirks:
Before we do anything, the first thing a room needs is a name, so let's save our room.
It is REQUIRED that you start all of your rooms names with a region prefix followed by underscore (XX_). You can check the Rain World, World folder for the regions in game
NOTE: If you save a room with an already existing name the previous room using that name will be replaced and completely lost, so when the region has a large amount of rooms, it's advised to keep an eye on room names and have backups.

Now it's time to start creating the room, we will be adding a new room to farm arrays so we will be using LF_ as the prefix for our room’s name, the name can contain letters (even with caps) and a wide variety of symbols, however is better to avoid using odd symbols to prevent unexpected issues, a common mistake is using the spacebar which DOES NOT work as a valid character for a room name.

Valid room name examples:
SU_test01
LF_myroom
SU_my_room
SI_MyRoom
CC_another_room
UW_lotsandlotsofroom15
SS_OddLyn4MedR00M+
HI_A04

#

The nomenclature used in vanilla by the developers consists in letters (A, B, C…, J…) to count the number of cameras the room has, followed by a 2 digits number to differentiate rooms from each other.
Shelters always use the letter S despite having 1 screen.

Examples of actual rooms in the game:
SU_A05 - small Outskirts room with 1 camera (A)
SU_B08 - larger Outskirts room with 2 cameras (B)
HI_C14 - wide Industrial Complex room with 3 cameras (C)
CC_D01 - tall Chimney Canopy room with 4 cameras (D)
SL_F01 - Shoreline room with 6 cameras (F)
UW_J01 - huge room in The Wall with 10 cameras (J)

These names were just chosen by the developers to keep rooms ordered and it's not necessary to use the same nomenclature in order to make rooms work, for example the vanilla room CC_H01 has 7 screens instead of 8 and the game detects it without problems.

#

(damn, discord explodes with all those _) fixed

#

how does it look? monkcurious

torpid condor
#

it is not required that you start room names with XX_ tho; it's good practice and it certainly should be treated as a rule (unless you're trying to do something funny like have 3 gates between the same 2 regions,) but especially for a wiki you probably shouldn't say things that are incorrect

fierce tendon
#

i just tried to make a room without the prefix and it exploded essentially

torpid condor
#

I'd also be cautious of using _ in the actual roomname as that is the character the game uses to parse the sections, however I also don't think using such would cause any issues

fierce tendon
#

like, in this literal test

torpid condor
fierce tendon
torpid condor
fierce tendon
#

i called my room Demo_Room and it appeared glitched in farm arrays as Room with no connection
then added LF_Demo_Room and it appeared properly as Demo_Room and the room was properly connected

fierce tendon
#

so the wiki was already incorrect to begin with then hunterkek

torpid condor
#

the wiki has a few incorrections

fierce tendon
#

"few"

torpid condor
#

like the world file page says you can add the {mean} tag to king vultures

#

but it's only read by lizards

fierce tendon
#

why dont you help me wording this then? you said you wanted to help and didnt know with what

torpid condor
#

I would if I weren't busy rn

#

maybe I could tomorrow

fierce tendon
#

oh saintpensive

fierce tendon
#

we must really take care of this page

#

the better this page, the less obvious questions we get in #modding-dev by ppl who just start hunterkek

#

this page should be more self sufficient

hard heron
#

will the modding wiki have anything regarding the community editor? i'd like to know the difference in function to the vanilla one, as I haven't used the community editor yet (and i'm not even sure where to find it)

winged rapids
#

Only if people who know how to use the community editor want to write wiki pages about it

#

And that's only useful if it's been made public yet (I can't remember if it has)

#

@glossy coyote hi, if you could clarify the status that would be great

torpid condor
winged rapids
#

Ah I see

#

Ty

fierce tendon
#

the acurate values for these are 10 tiles for 1 and 30 for 3 right?

#

like, "increases" and "increases even more" arent exactly the best words to use in a wiki 💀

#

also important to point out that it will render the camera you have chosen first, then go back to the normal order, unless it was the last camera, in that case it will render just that camera since it detects the last camera was rendered

vernal kraken
fierce tendon
#

ALSO

#

this is wrong?

#

im pretty sure garbage worm holes are straight put on the floor

#

no shortcut entrance

fierce tendon
#

first camera?

#

the one you chose to render first

#

also maybe worth pinting out that is important to put a platform on the entrance so the slugcat doesnt fall in

#

also the 3 screenshots show almost the same hunterkek

#

does this image explain it better?

#

or garbage worm holes are directly on the surface?

meager geode
#

Can whack-a-mole holes not have shortcut dots? Also, I think the worm holes need to be directly ontop of solid geo

fierce tendon
#

the wack a mole holes can have entrances yea

#

but since there is some odd teleport cooldown it acts a bit hmhmhm

#

but yes, its possiblle

meager geode
#

Also, maybe put a 3rd one to show that there can be an odd amount and they'll still work.

fierce tendon
#

a comment saying "all these are valid combinations for shortcuts

inland relic
#

👍

#

Can you also describe what each one does?

#

It took me a while to figure out what Whack-A-Mole holes do, and I would imagine a lot of people don't know about decorative pipes.

#

Also, it would be nice to have a similar image where everything's placed as close as possible to the screen border, to show the limitations of that.

fierce tendon
#

also made the same for bad examples

thorn mauve
#

whats the problem

#

those look normal

fierce tendon
#

also a bit odd to not explain shit about how they work and simply sending you to the bottom of the page

torpid condor
#

yes, it demonstrates everything concisely, but it comes at the cost of how easy it is to read

#

separating the elements into a few different pictures will help the readability imo

#

...or within the single picture, changing the layout to something more readable might help

fierce tendon
#

also considering each one has a description, it isnt hard to know what to look at

torpid condor
#

I know what all the elements are and I still have trouble reading it!

#

it's not the clarity of information that's a concern, but it's layed out so cluttered that it's harder to focus on one specific element

torn pivot
#

labelling the image could work maybe?

inland relic
#

I was just about to suggest that lizcyankek

torn pivot
torpid condor
#

or maybe turning it into a gif where only one element is added at a time? might be weird tho

fierce tendon
#

idk why the modding wiki doesnt have a single labelled image

#

other than
1
2
3...

inland relic
torpid condor
#

true, so probably a bad idea

meager geode
#

I think maybe a few separate images could work. One with just shortcuts and no entrances to show off how to connect them, then one with entrances and such.

#

You also don't need bad examples if the good examples are comprehensive, IMO.

torpid condor
#

I think bad examples are still helpful tho, especially the most common ones

#

because you need to show the negative in order to clarify where a pattern ends

fierce tendon
# fierce tendon

main behaviour for each one at the bottom, how crossing shortcuts to the right, how connections can be left without a destiny to the left and how shortcuts can go through the air in the middle, the others are examples of how each one can be put with or without entrances

#

as long as showing in ceiling and walls

torpid condor
#

*considering each one will have a description (that you are going to write)

fierce tendon
# fierce tendon also made the same for bad examples

for the negatives, bottom is how crossing the barrier breaks the level and how to NOT use garbage worms, to the left is how incomplete entrances look, in the middle there is an example of how making the shortcut go arround the entrance breaks it, to the top is examples of how shortcuts with many destinations look, to the right is a reminder to not confuse both Ws with each other and how a triple connection is a horrible idea, and to the bottom right how random tiles floating arround can break the level

#

so about this:
shortcut entrance should explain how the slugcat can fall into the ones placed on the floor and how its reccomended to use a platform.

shortcut entrance should exmplain how they can cross and be placed in air of ground, also how they are optional and entrances can lead directly to the destination letters

dragon dens and scav holes are pretty simple

wackamole holes should explain that its possible to place as much as we want and they are all conncted together, and how the creature takes a short time to come out of the chosen exit once the pipe starts glowing

garbage worm dens are straight wrong hunterkek

#

"shortcut entrance
Places the entrance of a short cut into the room, these must be fully surrounded by ground except from the entrance side and the exit will always be aiming in the oposite direction of the entrance.
When placed on the floor they will count as air and the slugcat will fall into them, so its adviced to put a platform in the entrance instead of air in this case"

fierce tendon
#

"Short Cut
Places a short cut's travel dot. These can connect two short cut entrances together or connect into a specific entrance or den variation. They can also not lead anywhere, in which case the shortcut entrance will simply be blocked.
Short cut dots can cross with each other in a + pattern and each path will always continue forwards"

#

"Dragon Den
Places a creature nest. These hold the creature assigned to that den in the region's World File"

#

"Entrance
Used to connect with another room. These can be used by Slugcat and most creatures to travel across a region, the 2 rooms connected by this entrance its determined in the region's World File"

#

"Scavenger Hole
Allows scavengers to spawn or travel to this room as they wander through a region.
Since scavenger use offscreen dens, all the Scavenger Holes will share the same pool of scavengers"

#

"Whack-A-Mole-Hole
Allows creatures to travel around a room by "teleporting" between these holes. There is no limit to how many holes can be placed in the same room and they are all connected together.
When a creature enters one of these holes and selects a new destination there is a short period of time in which the shortcut segment glows, so they are often used without Short Cut dots."

#

""G" (Garbage worm den)
Unlike the rest of dens, its not attached to a short cut entrance. Instead they are simply placed in the ground tile where we want the Garbage Worm to spawn"

#

are these explainations alright for the wiki?

meager geode
#

Are you sure its an air tile and not a solid tile for the worm holes?

fierce tendon
#

i remember an image mray used to post

#

lemme check

#

a vanilla room

#

nope, is on the ground

vernal kraken
fierce tendon
#

i never saw it

#

also the editor doesnt let you put slopes there

#

unless you put it after the slope

vernal kraken
#

i usually do geo and then add entrances after if it is a more natural room

fierce tendon
#

better

#

oh wait

#

i cut them

#

i have added poles to the top left and removed most pointless ones

fierce tendon
#

why cant i edit the wiki monkconfused

glossy coyote
#

skill issue

vernal kraken
#

wikiless

fierce tendon
#

my account is linked to a valid email adress monkconfused

#

oh wait, why this isnt bt default slugdizzy

#

ok i can edit now

#

how does the table look?

meager geode
#

It looks good, though I thought you were going to mention semi-solid platforms over ground entrances?

fierce tendon
#

i did

meager geode
#

*advised

fierce tendon
#

a bit less stretched

#

also i hate the tips and tricks section, this whole info could be put in better spots instead of randomy saying "go down to read tips and tricks"

meager geode
#

I'd reword it to say "since placing them requires a hole in the geometry, the player and other creatures can fall into floor entrances or have difficulty getting out. To prevent this, you should place a platform that is flush with the floor."

fierce tendon
#

i think thats overkill

#

and kinda harder to understand

#

also again, entrances work without the platform, it simply is annoying so you cant really put it as a "you must"

meager geode
#

But I'm not putting it as a requirement for the entrance to work.

#

How about "since placing them requires making a hole, it is recommended to use a platform above floor entrances to prevent the player and creatures from falling in."
I think that saying that they count as air when placed in the floor is confusing, because it implies that they only count as air when placed in the floor, which is not true.

fierce tendon
#

creatures falling into it is not an issue

#

since pathfinding gives them a clear path

#

but yeah i gess

#

better

meager geode
#

I have seen multiple occasions of a creature struggling to get out of one without a platform, though.

fierce tendon
#

ok

#

so

#

should i save this small change?

#

or for some reason is better to do it all at once in a single page rework?

#

no answer so im saving it

#

should i replace the 3 current images with these 2?

#

should i upload the 2 new images and remove the previous 3, or replace 2 of those 3 images with updated ones?

#

idk if is a good idea to have abandoned unused images saved running arround

#

wiki had a stroke, but maybe not a good idea to have joke files running arround anyways slugtuchright

#

also, i had no idea one of these was a gif

#

reminder that gifs must be below 12.5million megapixels or else they will not run hunterkek

#

lenght x width x frames

#

well, main rework is done

#

im saving this gourmandthumbsup

#

its enough for today

stiff fern
#

bless

fierce tendon
#

i havent worked on the bottom section yet, so it may be lacking some info or repeating stuff

#

feel free to keep editing it yourself while im out

#

in fact the text describes images which are no more agony

fierce tendon
#

ok, its time to rework this slugtuchright

stiff fern
#

short cut

fierce tendon
#

first "This gif presents several examples of properly linked short cuts." this gif is no more monklaugh

fierce tendon
thorn mauve
#

long cut

fierce tendon
#

is there any common mistake im missing? A list of common mistakes include:
-Short cuts going outside of the level bounds, anything out of the white frame won't be loaded in game.
-Short cut entrances placed directly on the surface.
-Short cut entrances with short cut dots on any side which isn't the one facing the opposite direction of the entrance.
-Creature dens or room entrances randomly floating in the room disconnected from everything.
-Placing Garbage Worm dens connected to an entrance like the other dens

prime skiff
#

Dots having a gap

fierce tendon
#

i think thats pretty easy to spot tho

#

like, i dont see ppl in those cases asking "why doesnt this work!!!!"

fierce tendon
#

i love the language in the modding wiki

fierce tendon
#

ok a lot of this is already in the table lol

#

uhh, why cant i make them appear listed?

#

they appear on a line

#

wiki ignores this

worldly lava
#

(You can put two line breaks, or add a <br> tag at the end of each line)

fierce tendon
#

tnx

#

ok geometry section is finished i think

prime skiff
fierce tendon
#

there is still so much to do slugsweat

winged rapids
fierce tendon
#

lemme change it

#

thanx cashew

winged rapids
#

Np

fierce tendon
prime skiff
#

Will navigation be changed at some point?

#

I feel it’s a bit difficult to find some pages

winged rapids
#

do you have anything specific in mind

#

I agree, but I've been swamped with other stuff recently

torpid condor
#

since I'm not familiar with wiki editing, I'm going to start by editing some small details on a few pages

#

not sure if there's an approval process for changes, and the trello seems mostly focused on migration

winged rapids
#

no approval process

#

mediawiki flags edits made by normal users as "not patrolled" in the recent changes log (public), and they remain like that till someone with appropriate permissions marks it as patrolled

#

it doesn't affect the publicity of the edit though, it's just a moderation tool I guess

woven sorrel
#

repeat of question asked in main channel- would you guys prefer a logo with more dropshadow?

#

feel like a little angled shadow can make logos stand out a little more, look less flat :o

woven sorrel
rotund matrix
#

be aware that that template has a parent template (Template:Navbox i believe) and that will need to be imported as well for that one to work

loud lichen
#

i think every second modding meta-project has ADHD

#

this wiki included

#

brief periods of hyperactivity inbetween months of slugimjust

winged rapids
#

Reminder that there are some resources on the wiki about the changes to making mods that will be coming in... Approximately 31 minutes. Thanks to the folks that have worked on that so far

#

And another reminder that this means some of the info on the non-downpour pages is going to be incorrect

surreal turret
winged rapids
#

The downpour migration pages were added a few months ago

#

Afaik there have been no major updates on the wiki since then. Pages written prior to downpour release (not including the downpour ones) are likely to be outdated

surreal turret
#

Wait, so are mods still made the same way or are we awaiting more information?

#

The arena maps I made seem to have dissapeared and I can't add them back

#

So something must have changed

winged rapids
#

I don't know about arenas - I'd suggest you check the downpour pages on the modding wiki

winged rapids
#

Gonna need a Trello for the Trello at this rate

Todo

  • tidy Trello
  • correct path for HOOKS- reference
  • make it clear that onmodsinit etc are hooks and give example on how to use one
  • perhapsibly link dual's template repo

The big one:

  • merge downpour info into main info
#

I have some time this week so I'm hoping to at least get started on some of it

empty vale
#

what

#

theres a rain world trello or something?

torpid condor
#

it's for the modding wiki (notice that this is the modding wiki thread)

winged rapids
#

Yes

#

My plans of "this week" have been foiled

#

Since I am currently not in a position to port my mods (spoilers moment)

empty vale
#

true

#

i dont even know why im in this thread

winged rapids
winged rapids
maiden osprey
winged rapids
#

Sure

glossy coyote
chrome kite
#

so uhhhh,

#

turt kinda wanted to add his test-region as a file

#

honestly should just ask him to ask this question

winged rapids
#

?

chrome kite
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he has a test region that is a good demo for how to set up your own regions

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and i think he wanted to add it as a file onto the wiki but was not sure if that was allowed

winged rapids
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It should be hosted somewhere else, and a link to it can be put in an appropriate place on the wiki

chrome kite
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ah alright