Hi,
When you start a new world, how do you get more than just Stonehenge? I've seen planets in the past with several starter buildings, school, grocery, etc...
Also when I added a Farm as building 8, with Build Farm as a skill in the settings, it seems to me in the game I need Swordfighting instead. Is this because the NameFiles only contains two Skill names even though the Building Editor contains a lot more names?
Just starting to piece this all together, slowly...
Thanks,
Starting buildings / name values
Skills and Items are only listed in the namesfile if they get renamed. Any skill or item #s not listed will use their default names.
ITEMNAME,##=new name
SKILLNAME,##=new name
the ## is the id number that the game uses for the skill or item.
Build Farm is skill #12.
Is there a line in the names file that says SKILLNAME,12=Swordfighting ?
If there is, delete the line, save the file, then type *reloadnames and relog.
The skill will be back to being named Build Farm.
ITEMNAME,##=new name
SKILLNAME,##=new name
the ## is the id number that the game uses for the skill or item.
Build Farm is skill #12.
Is there a line in the names file that says SKILLNAME,12=Swordfighting ?
If there is, delete the line, save the file, then type *reloadnames and relog.
The skill will be back to being named Build Farm.
In most circumstances you don't need to edit the namesfile.txt directly (or use *reloadnames).
For skills you have
and for items
(With the intention being that soon enough you won't even need the commands and there'll be graphical interfaces in the world editor to let you edit the names in a list).
For adding new buildings you currently need to use the separate 'Buildings Editor' program and the *reloadbuildings command. (Assuming you're running the world locally - the 'cloud hosted' worlds currently don't let you modify the buildings list, except by choosing a different template). Again, the intention is that this all gets wrapped up in an in-game dialog in the world editor screen.
For skills you have
Code: Select all
*changeskillname [CurrentName],[NewName]
Code: Select all
*changeitemname [CurrentName],[NewName]
For adding new buildings you currently need to use the separate 'Buildings Editor' program and the *reloadbuildings command. (Assuming you're running the world locally - the 'cloud hosted' worlds currently don't let you modify the buildings list, except by choosing a different template). Again, the intention is that this all gets wrapped up in an in-game dialog in the world editor screen.