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Add a terminology section to mapping guide #548
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Add a terminology section to mapping guide #548
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RemFexxel
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There are a few parts that could use changes.
| # Terminology | ||
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| - **Entity** - An in-game object. Entities are game items like vending machines or chairs. | ||
| - **[Grid](../../../robust-toolbox/transform/grids.md)** - Composed of linked tiles, a grids is a structure such as a station, shuttle or asteroid. Grids are placed on maps. |
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| - **[Grid](../../../robust-toolbox/transform/grids.md)** - Composed of linked tiles, a grids is a structure such as a station, shuttle or asteroid. Grids are placed on maps. | |
| - **[Grid](../../../robust-toolbox/transform/grids.md)** - Composed of linked tiles, a grid is a structure such as a station, shuttle, or asteroid. Grids are placed on maps. |
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| - **Entity** - An in-game object. Entities are game items like vending machines or chairs. | ||
| - **[Grid](../../../robust-toolbox/transform/grids.md)** - Composed of linked tiles, a grids is a structure such as a station, shuttle or asteroid. Grids are placed on maps. | ||
| - **Map** - Map, in this context, refers to an in-game region of empty space. Travel between maps requires an FTL jump. Each map that exists within the current game has a unique ID. Think of a map as a canvas to place a grid or grids on. A map is ***not*** the same as a mapfile. |
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| - **Map** - Map, in this context, refers to an in-game region of empty space. Travel between maps requires an FTL jump. Each map that exists within the current game has a unique ID. Think of a map as a canvas to place a grid or grids on. A map is ***not*** the same as a mapfile. | |
| - **Map** - In this context, Map refers to an in-game region of empty space. Travel between maps requires an FTL jump. Each map that exists within the current game has a unique ID. Think of a map as a canvas to place a grid or grids. A map is ***not*** the same as a mapfile. |
| - **Entity** - An in-game object. Entities are game items like vending machines or chairs. | ||
| - **[Grid](../../../robust-toolbox/transform/grids.md)** - Composed of linked tiles, a grids is a structure such as a station, shuttle or asteroid. Grids are placed on maps. | ||
| - **Map** - Map, in this context, refers to an in-game region of empty space. Travel between maps requires an FTL jump. Each map that exists within the current game has a unique ID. Think of a map as a canvas to place a grid or grids on. A map is ***not*** the same as a mapfile. | ||
| - **MapFile** - The representation of a map on disk. These YAML files contain all of the entities on a map and their locations. These files should never be edited directly. This is the map prototype. |
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| - **MapFile** - The representation of a map on disk. These YAML files contain all of the entities on a map and their locations. These files should never be edited directly. This is the map prototype. | |
| - **MapFile** - The representation of a map on disk. These YAML files contain all the entities on a map and their locations. These files should never be edited directly. This is the map prototype. |
| - **[Grid](../../../robust-toolbox/transform/grids.md)** - Composed of linked tiles, a grids is a structure such as a station, shuttle or asteroid. Grids are placed on maps. | ||
| - **Map** - Map, in this context, refers to an in-game region of empty space. Travel between maps requires an FTL jump. Each map that exists within the current game has a unique ID. Think of a map as a canvas to place a grid or grids on. A map is ***not*** the same as a mapfile. | ||
| - **MapFile** - The representation of a map on disk. These YAML files contain all of the entities on a map and their locations. These files should never be edited directly. This is the map prototype. | ||
| - **Prototype** - Two types of prototype are important to specify for maps. |
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| - **Prototype** - Two types of prototype are important to specify for maps. | |
| - **Prototype** - Two types of prototypes are important to specify for maps. |
I don't think it should be a ‘prototype’ since you mention two types.
| - **Map** - Map, in this context, refers to an in-game region of empty space. Travel between maps requires an FTL jump. Each map that exists within the current game has a unique ID. Think of a map as a canvas to place a grid or grids on. A map is ***not*** the same as a mapfile. | ||
| - **MapFile** - The representation of a map on disk. These YAML files contain all of the entities on a map and their locations. These files should never be edited directly. This is the map prototype. | ||
| - **Prototype** - Two types of prototype are important to specify for maps. | ||
| - The prototype of a map is a structure in `Resources/Maps` that defines by which it is called. This is the MapFile. |
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| - The prototype of a map is a structure in `Resources/Maps` that defines by which it is called. This is the MapFile. | |
| - The prototype of a map is a structure in `Resources/Maps` that defines how it is called. This is the MapFile. |
“-that defines by which it is called” doesn't sound right.
| 1. Copy your newly saved mapping file from "space-station-14/bin/Content.Server/data/" to "space-station-14/Resources/Maps/". You will also need to do this to submit your changes later. | ||
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| 2. If this is a brand new map, head to "space-station-14/Resources/Prototypes/Maps" and create a .yml file for your map (known as a map prototype). As a guide, copy an existing one and change the name to match your new map, and edit the contents in a word editor like Notepad++ or your prefered method so that your new map has a unique ID and name. See section on multi-grid and multi-station for Station IDs (this is not the same as your map ID). | ||
| 2. If this is a brand new map, head to "space-station-14/Resources/Prototypes/Maps" and create a .yml file for your map (known as a map prototype). As a guide, copy an existing one and change the name to match your new map, and edit the contents in a word editor like Notepad++ or your preferred method so that your new map has a unique ID and name. See section on multi-grid and multi-station for Station IDs (this is not the same as your map ID). |
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| 2. If this is a brand new map, head to "space-station-14/Resources/Prototypes/Maps" and create a .yml file for your map (known as a map prototype). As a guide, copy an existing one and change the name to match your new map, and edit the contents in a word editor like Notepad++ or your preferred method so that your new map has a unique ID and name. See section on multi-grid and multi-station for Station IDs (this is not the same as your map ID). | |
| 2. If this is a brand new map, head to "space-station-14/Resources/Prototypes/Maps" and create a .yml file for your map (known as a map prototype). As a guide, copy an existing one, change the name to match your new map, and edit the contents in a word editor like Notepad++ or your preferred method so your new map has a unique ID and name. See the section on multi-grid and multi-station for Station IDs (this is not the same as your map ID). |
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| To pull request: | ||
| 1. Create a branch on your cloned respository either through your Github client. | ||
| 1. Create a branch on your cloned repository either through your Github client. |
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| 1. Create a branch on your cloned repository either through your Github client. | |
| 1. Create a branch on your cloned repository through your GitHub client. |
| - To remove tiles use the "Space" tile. | ||
| - You do not need to place plating down first then tiles, you can just place any tile and it will pry up to show the below tile in game (usually plating). | ||
| - Similary you can overwrite tiles by placing a new one in its place - no need to remove them first. | ||
| - Similarly you can overwrite tiles by placing a new one in its place - no need to remove them first. |
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| - Similarly you can overwrite tiles by placing a new one in its place - no need to remove them first. | |
| - Similarly, you can overwrite tiles by placing a new one in its place - no need to remove them first. |
| ### Mapping Atmospherics Components | ||
| In order to create a life support system aboard your map you'll need to create a pipe network or two - one for **distributing** air, and one for pulling **waste** gasses out of the air. Use the following devices in your pipe networks (pipe net): | ||
| * **Vents** - use these around your station to distrubute your fresh air. | ||
| * **Vents** - use these around your station to distribute your fresh air. |
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| * **Vents** - use these around your station to distribute your fresh air. | |
| **Vents** - Use these around your station to distribute fresh air. |
| Most maps now will use **Station Beacon**s instead of warp point as they already include the named warp point component on them. Place these in the relevant rooms of your station **instead** of warp points. This will allow them to populate station maps correctly. | ||
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| If you want to allow people to ghost warp to a location but don't want it to show up on a station map, or it's not suitable for a station beacon (planets, player griefing by moving the warp point, other reasons) then use the classic purple warp point marker. Place it, then right click, view variable, navigate to serverside components, search for the warp component, then alter the name in that component to reflect what you want in the warp menu. | ||
| If you want to allow people to ghost warp to a location but don't want it to show up on a station map, or it's not suitable for a station beacon (planets, player griefing by moving the warp point, other reasons) then use the classic purple warp point marker. Place it, then right click, view variable, navigate to server side components, search for the warp component, then alter the name in that component to reflect what you want in the warp menu. |
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| If you want to allow people to ghost warp to a location but don't want it to show up on a station map, or it's not suitable for a station beacon (planets, player griefing by moving the warp point, other reasons) then use the classic purple warp point marker. Place it, then right click, view variable, navigate to server side components, search for the warp component, then alter the name in that component to reflect what you want in the warp menu. | |
| If you want to allow people to ghost warp to a location but don't want it to show up on a station map, or it's not suitable for a station beacon (planets, player griefing by moving the warp point, or other reasons), then use the classic purple warp point marker. Place it, then right-click, view the variable, navigate to server-side components, search for the warp component, and then alter the name in that component to reflect what you want in the warp menu. |
Based on discussion in discord, the terminology was confusing.
I've added a terminology segment to hopefully introduce new mappers to what things mean.
I also fixed typos and grammar errors.