#modding-wiki
1 messages · Page 3 of 1
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
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
you need to cut down on the number of frames
don't forget to calculate the megapixel count when you are adjusting the size so you don't have to make multiple revisions
i always keep my calculator up when i'm recording gifs
in short: have a calculator up when editing apngs/gifs and get in the habit of hitting ctrl + f5 after reuploading a file
don't forget to look at any warnings on the page too
it will always display that notice in bold if the megapixel count is too high
ah
they're basically several pngs concatenated, one for each frame
and still manage to be smaller than gifs
it really is such a shame that they arent very supported 
they're supported in most modern browser platforms afaik
yeah but in social media / places like discord for instance 
yeah
discord should have made them animate in embeds
also, size comparison by someone in another server
https://media.discordapp.net/attachments/1007560833225732106/1013929784734130257/29_08_1.png
i still need effect_4 to be deleted since it won't let me upload the smaller version as apng
and also if you can give me a recommend size + fps set up would be pretty helpful
i cant really recommend one, because it will vary depending on the effect youre trying to capture
you simply need to do the calculation yourself
again, the formula is height x width x frame count
ok so what's the maximum i can afford
those apng haves 1M so i don't understand
hm
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
let me ask about this
so like this
no thats the thing, 15 million should be under the limit and therefore work correctly
im going to ask in the MH discord about this
welp
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
so yeah, gifs it is i suppose 
upload the new versions first and then i will 
i hate wiki 
by which i mean the .gifs
i mean its volunteer work, if you dont enjoy doing it then you shouldnt force yourself to 
but it won't let me upload or reupload
nah i want to help but is kinda frustrating how many attempts i tried to do grug
unfortunately trial and error is all part of the process 
have deleted the apngs now
okay when i have time i will upload the gif version and hope it works now
You can probably afford to do the ones like the bloom and what fog faster? As in like, setting the effect percentage faster than before
they were slow enough I didn't realize they were actually animated at first..
i can make it shorter to 5 sec if you want
ya, i didn't count to use gif, but guess we need to
also idea or suggestion how to showcase loud thunder and SSmusic?
i think a section is missing (https://rainworldmodding.miraheze.org/wiki/Downpour_Reference/File_Formats)
may have commented it out or something
actually might have been a pandoc conversion thing
i'll be able to contribute again and fix it in a couple of days
Did the page with all the editor effects get migrated over?
I don't believe those pages ever made it from the fandom wiki to the github one
I've only ever seen them on the github wiki.
do you know what the page was called?
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.
An archived Rain World Modding wiki. We have moved to a wiki hosted by Miraheze: https://rainworldmodding.miraheze.org/ - Rain-World-Modding.github.io/Effect-Editor.md at main · Rain-World-Modding/...
oh right, somebody was still working on the level editor pages
Dakras was working on them. Can't remember if they said they had a draft already or not
previously separate LE element pages are under Level Editor page, inside a tabber
The region lease should be linked to somewhere on the wiki if it isn't already.
trying to do this but it doesn't seem to come through on the page... not sure why not
this is a good idea. Is there anyone with sufficient experience with related things available to do this? Adding to the trello
@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
oh i forgot about the gh slugbase wiki
as it has probably been inferred already, my delays turned undefined-length
apologies for that
modding-wiki
@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
thanks for bringing this up though
Out of curiosity, what are those solutions? I solved my problem using Reflection but it feels weird 
I'm not sure what you mean
Oh
You don't need to do anything
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
It's likely similar reflection code to what you've used slime knows what's up
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 )]
any way to get perma-links to sections in a document?
I can't imagine thats not a feature
hilarious, their on demo on how it should work doesn't seem to work https://meta.miraheze.org/wiki/Help:Section#Section linking
assuming by "document" you mean a page on the wiki the syntax is [[Page Name#Header Name]]
example from the main wiki: [[Green Lizard#Trivia]]
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
https://rainworldmodding.miraheze.org/wiki/BepInPlugins#Prerequisites this what you want?
Seems to work
but this one for instance doesn't
maybe having whitespaces breaks it
i think its because for some reason the space is being interpreted as a %20 instead of a _
this works
weird
aha!
that's all I needed thanks
I bet some extension out there gives you the 🔗 little icon for convenience
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
specially because thats not how you use cogs, wheels and gears, you shouldnt teach the new modders to do this 💀
also
this guide doesnt show how to use light editor 
Or blackgoo properly
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
what makes a room "good" is highly subjective
its not

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
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
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
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
Kip, there is literally a large, barren wall in the background.
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
the "all art is good" doesnt apply here kip 
they are still free to do whatever they want, but there are obvious things you shouldnt do as a common practice
so, dont teach that to ppl who is starting
At any rate, the tutorial doesn't teach you how to use the lighting editor.
also only uses 2 effects

this wall is... not good
also devtools could like, elaborate more into more stuff like decals
in fact i thought this flat wall was some odd tutorial for decals
but, no, is just there, not even with "roughen effect"
Bigmetal is one of the most commonly known materials to look extremely ugy like this by default
it legit feels like Roughen was designed for this
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.
Actually, someone could just recreate the room, nvm
we could make a new guide which touches most examples
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
)
but what kind of room would help?
stills, teaching usage of props in layer 0 is not good
Right, but then new people won't realize that.
is like teaching "hey, cogs and wheels are put on pipes like this"
and new ppl will be like, ok got it
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
its not about style
we dont need to teach like "you may want to use these tiles in combination with these to, bla bla bla"
you dont need to get in depth but. just do not show weird design choices every modder would discourage
yeah ok makes sense
also there is literally an "architecture page" which says like, combinations of tiles and designs for existing regions
is pretty unupdated tho
also this doesnt teach how map management works
how sound management works
or how to even put spawns
i could make a room now that i have free times and take screenshots of the most important things
however it has to be a room which shows all in small detail
it has to have water to begin with imo, since is better to show the water editor
could have 4x1 pipes, considering they are some of the most important tiles AND they teach how multi layer tiles work
about geometry we clearely cant use all of it, wormgrass.. garbage worms... not really fitting together
and the room would look like absolute chaos
interior or exterior?
thats also something idk
they have a different usage of blackgoo
and shadows
so its very very dfferent
Also will you cover dev tools like map and sound
yeah
we could try to add a new room to an existing region
as a demo
it would also be cool to add a small description at the begining about "thinking what the room is gonna be"
what region theme sounds more apealing as a tutorial?
it could still have some more foreign elements to show more stuff ofc
also maybe a bad idea to teach new players to do geometry first 💀
since most of the time geometry is placed by holding G while placing tiles
it took me like 4 rooms to discover this was a thing and it was hell
also all this better to have images
also rooms constantly change in shape, we could add 1 final screenshot with like "filan details" showing stuff like, trash piles and minor changes
I can make some images at home
im planning to do them 
Images should detail importance of positioning
positioning?
lmao I learned g to force place geometry and then forgot it
I feel new paragraphs could be added if they aren't there
Positions of dens, entrances and that
guh, discord funny
Gone
wasnt finished
Just like my connection
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
i think all these screenshots show all necessary
the issue is: the way this guide teaches in a "step by step" form, is very unnatural
thats not how you do rooms....
impressive
so its important to make it clear that you are gonna be constantly switching between these editors randomly
and that is not like a stair
not to mention sometimes ideas change a bit as the room is taking shape
oh, dry confused server/channel? 
oh
Ignore that, I lost connection, deleted it, and it came back 6 minutes later along with my connection
LOL
wait, so you were replying to us with this?
Yeah
or not
oh cool
so... plans for a room...
industrial complex maybe?
industrial-like
Some messages take 3 or 8 minutes here
Or change a lot and you may rework the room entirely.
has a mix of everything
yeah thats better

i can start making the room now
how about making an scavenger treasury room?
those are heavy in decals, may prove a good tutorial
but often kinda simple layout tho

Swarm room
that too
at least we agree industrial is the best region to choose?
has a bit of everything and a good pallete which doesnt fuse with blackgoo (im looking at you SI, SL and DS)
also has pipes, machinery...
a room similar to this in style?
has water, basic tiles and geo, use of individual large plants... grates..
just needs a bit less water and a more interesting background
also does it have to be a screen room?
2 screens also show camera menu
but is harder to screenshot

also i think rooms like this are good examples to prevent new players falling into rectangle shaped interior rooms
this room style also a very good example
also, do i really need to use the vanilla editor for the screenshots? 
the community one is essentially the standard right now
What about LF?
LF may have too complex tiling?
since hervesters are like
a+b+c
and has a very unique geometry
but also a good example in its way tbh
interior or exterior?
you should make an oracle room first tutorial room
Exterior
maybe too complex for an introduction
also the unique "hole modules" LF has is pretty odd
and like, exclusive here
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
LF_C01
light editor changes will be minimal
oooh, also has interesting use of props 
Personally I think IC is the most flexible region
SUs pallete is good because it’s basic, even if it doesn’t have a big difference between light and dark
That's the area I was meaning
yeah i still think SU uses very little to be a good example...
we want to show a bit of everything
Teaches prop, geometry, decals, lighting, tiling
also some good decal examples
Make a room like this, it's the best
behold, the only time
is used in game

i think is the only one
ok so, yeah this room is a good example
has interesting geo, variated tiles, good use of props, decals, effects...
It might be a good idea to also mention warp mod in the tutorial.
Warpmod is more convenient.
Since when
On the map?
That's warp.
OOH
i didnt know warp had that interaction with the devtools
then yeah, mention it for sure
It was more recent
so, a multi screen room?
Just single
may be hard to fit that much in 
any idea for the geo
it doesnt need to lead anywere tbh
some dead end like this sounds decent
Can't fit it in?
fit what
Skill issue
also, any idea what is this exactly?
idk in how many ways you can use it
ok im back, dont take a screenshot of fullscreen vanilla leditor
it crashees your computer
Skill issue
should i intentionally leave the basic geometry kinda squarey to show the importance of trash piles later?
does this geo look like a good basic example?
i know the top left is kinda empty
i wanna add a big pipe there, but is multi layer, also a good example of how geo isnt written in stone
why
:v
i think is important to see how it works LOTS of ppl think you must place it on top of each other
ok
because in kae's video isnt explained properly
Also you forgot the floor on the rightmost pipe.
OH YES
CRIMES
should i stick the room to an existing unused connection?
also, should we explain how to do it assuming they use CRS?
CRS-less region mods should be ilegal

or we should just say how to merge
yes
Except it's going to change after DP
i remember i should finish the gifs i planned to do
but seeing how awful is to implement them i stopped it lmao
i gess i could modify an existing room as part of the guide
i adquired some hate to miraheze
why
read
Okay, you can have shortcuts lead to nowhere. Good to know.
how does it work in other wikis?
yeah i guess the do many limitations it haves
im pretty sure other wikis are like that too
and the fact i can't delete anything unless i ask to be deleted
like is so niche that i dislike it
admin moment
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
even changing names is not enough
and well i prefer keeping the same name for order and that
like it should at least delete the filed you uploaded
but no
wait
the CRS page already shows how to create links to new regions?
one small issue 💀
my computer is in spanish

i cant do this step myself 
why...
why is taking the blackgoo from another room....
this room has no effects, nor light
why is the leditor like this 
ngl, is a mood killed when you try to do something but the leveleditor just wants to be a fucking moron 
i need help 
OK it works
so i have a concern, usually showing default pallete is good to teach new players how to use palletes
however realistically... all regions use templates
so they will have some options by default
what should i do?
should i just deactivate it anyways and show it step by step?
looks good enough to move to layer 2 and 3?
i just have 1 try at each, so... i wanna make sure they are good
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.
Actually, I feel like maybe don't use random machines in that middle platform maybe.
im copying LF
LF does that? Good to know
Make sure to mention that certain creatures can pathfind over layer 2 geo
layer 2 good?
i have set spots to put some props
tube, gear and wheel are good examples i think
also teaches how to put them in the layer behind and on front, which is a nice way to show sublayers
also have a planned cloth for layer 3
can you do some floating hang roots
also going to use erosion props on fences
thats 4 props shown how to use
-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
its all thought 
there is also a small empty wall behind for decals
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.
i cant make a room with everything 
yeah, but there should be a Pipe demo as a seperate image
sure, but thats separate
maybe i could sneak some of these to also show the last kind of prop (stretch prop)
its getting late, will finish the screenshots another day
Lazy.
its called sleeping
Lazy.

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

Of just the renders?
in what layer are cloth props placed?
i dont wanna get newbies used to bad practices 
for a wheel in a layer 2 tile, should be sublayer 7, 8 or 9?
this cloth is good?
i think its the right layer (15) for layer 3
clipping cloth my nemesis, i dont want to be the reason which makes newbies create even more clipping cloths 
props done
should i do generation effects or paint effects first?
like, plants, wires, roots....
or slime, blackgoo, rust....
also, im making props before effects since props are usually affected by the effects, they are just "more complex tiles"
old message but clicking on the section in the contents box updates the url with the header, so you can just copy from there :D
Doesn't seem to work in the modding wiki, we might be missing an extension for that
ah! the index
oh yeah haha
No, no, that one works, alright
not so useful when editing a page but ;D
I was clicking the section itself, not the index
that's perfect for linking to resources, thanks
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 
any tips 
is this a good example to teach new modders the idea of mimicking similar architecture which could be casting the shadoss?
Make it less boxy, add some shadow trash piles in the corners
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
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
better?
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
Jev talking to themselves for 15 hours straight
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
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
ok
im not gonna make 4 different screenshots for effects to show the difference between the orders
that goes for the individual editors in detail
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
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
you should’ve made your tutorial room a pitch black filtration room
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
the issue is that i dont want to influence how i use those 
You can always briefly change styles. For EXSU rooms I switched to their effects style
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
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
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...)
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
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
Is pretty good
Food objects, no spear stick on room borders, light sources for machinery or dark rooms, light beams, insect groups, idk
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 💀
but what's the point of making a new room to demonstrate all this stuff when it's already demonstrated by the vanilla rooms?
the point is to make it more obvious
a talkthrough analysis of a vanilla room could be useful
because new players might not know how to look at a vanilla room
and... what's the point of this?
isnt "teaching" suposed to be the purpose of a wiki?
they should know how to look at vanilla files
is one of the best ways to learn
by looking at other's work
and is it not helpful to teach new players how to teach themselves?
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
Keeping drama in #building
Any chance of getting an IL hooks page?
is this a good example for sounds?
i havent tested much with them
i made a similar composition as a nearby room
So what's happening with wiki nav?
It's a pain to go through some pages and isn't very intuitive
bible writting time 
the holy bibble
this is a cool looking room, feels like a mix of SU and LF
ok so
i have gained the motivation to start writting 
im gonna do it in a document first
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
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
new modding coder icon 
modding wiki contributions skyrocket 📈
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
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? 
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
i just tried to make a room without the prefix and it exploded essentially
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
like, in this literal test
you did it wrong, then. Probably put the room in XX\Rooms I bet
anything before the first _ seems to be what the rooms look for that
nah it's just string[] = String.Split(roomName, '_')
However, except for with gates, I think the string is only ever read in its entirety or the first section? but it still makes me nervous
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
well, that info WAS already in there
so the wiki was already incorrect to begin with then 
the wiki has a few incorrections
"few"
like the world file page says you can add the {mean} tag to king vultures
but it's only read by lizards
why dont you help me wording this then? you said you wanted to help and didnt know with what
oh 
sure 
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 
this page should be more self sufficient
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)
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
#mod-releases message
it was made publicly available a few weeks ago
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

ALSO
this is wrong?
im pretty sure garbage worm holes are straight put on the floor

no shortcut entrance
what does first camera mean
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 
does this image explain it better?
or garbage worm holes are directly on the surface?
Can whack-a-mole holes not have shortcut dots? Also, I think the worm holes need to be directly ontop of solid geo
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
Also, maybe put a 3rd one to show that there can be an odd amount and they'll still work.
👍
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.
also made the same for bad examples

also a bit odd to not explain shit about how they work and simply sending you to the bottom of the page
tbh this image is pretty busy visually, which makes it harder to read
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
adding multiple images to a wiki is hell, they will start scrolling down and mishsaping everyhthing
also considering each one has a description, it isnt hard to know what to look at
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
labelling the image could work maybe?
I was just about to suggest that 

or maybe turning it into a gif where only one element is added at a time? might be weird tho
idk why the modding wiki doesnt have a single labelled image

other than
1
2
3...
But then you have to wait for the thing you wanted to know about to show up in the gif 
true, so probably a bad idea
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.
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
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
“G”
*considering each one will have a description (that you are going to write)
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 
"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"
"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?
Are you sure its an air tile and not a solid tile for the worm holes?
i remember an image mray used to post
lemme check
a vanilla room
nope, is on the ground
make one with a slope next to it? thats a common mistake i see
i never saw it
also the editor doesnt let you put slopes there
unless you put it after the slope
i usually do geo and then add entrances after if it is a more natural room
better
oh wait
i cut them
i have added poles to the top left and removed most pointless ones
why cant i edit the wiki 
skill issue
wikiless
my account is linked to a valid email adress 
oh wait, why this isnt bt default 
ok i can edit now
how does the table look?
It looks good, though I thought you were going to mention semi-solid platforms over ground entrances?
*advised
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"
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."
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"
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.
creatures falling into it is not an issue
since pathfinding gives them a clear path
but yeah i gess
better
I have seen multiple occasions of a creature struggling to get out of one without a platform, though.
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
wtf 
wiki had a stroke, but maybe not a good idea to have joke files running arround anyways 
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 
lenght x width x frames
well, main rework is done
im saving this 
its enough for today
bless
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 
ok, its time to rework this 
short cut
first "This gif presents several examples of properly linked short cuts." this gif is no more 
joar does some trolling
long cut
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
Dots having a gap
i think thats pretty easy to spot tho
like, i dont see ppl in those cases asking "why doesnt this work!!!!"
i love the language in the modding wiki
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
(You can put two line breaks, or add a <br> tag at the end of each line)

try * instead of -, and you should have a space after each *
Np
also, im saving these for later
Will navigation be changed at some point?
I feel it’s a bit difficult to find some pages
do you have anything specific in mind
I agree, but I've been swamped with other stuff recently
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
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
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
the main wiki has some good navboxes you could snaffle for the main page and stuff :)
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
i think every second modding meta-project has ADHD
this wiki included
brief periods of hyperactivity inbetween months of 
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
Would you happen to know which pages changed?
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
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
I don't know about arenas - I'd suggest you check the downpour pages on the modding wiki
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
it's for the modding wiki (notice that this is the modding wiki thread)
Yes
My plans of "this week" have been foiled
Since I am currently not in a position to port my mods (spoilers moment)
@maiden osprey thoughts about linking the csproj in your testmod template from https://rainworldmodding.miraheze.org/wiki/Code_Environments#csproj_structure ?
I've added a 1.9 todo list to the trello
(invite link reminder https://trello.com/invite/b/uajv3uYM/0ead19f09d5005f1e7a1e1e84dcf4327/to-miraheze )
Organize anything, together. Trello is a collaboration tool that organizes your projects into boards. In one glance, know what's being worked on, who's working on what, and where something is in a process.
you can do so
I would recommend tearing out the 'Creating a Project' section, it tells you the wrong thing before the right thing. Replace it with 'use dotnet new' or a link/zip of TestMod
Sure
look into this channel: #1088556360100220938 message
so uhhhh,
turt kinda wanted to add his test-region as a file
honestly should just ask him to ask this question
?
he has a test region that is a good demo for how to set up your own regions
and i think he wanted to add it as a file onto the wiki but was not sure if that was allowed
It should be hosted somewhere else, and a link to it can be put in an appropriate place on the wiki
ah alright




