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docs: update docusaurus configuration and documentation structure
- Revised the tagline in `docusaurus.config.js` for improved clarity on the documentation's focus. - Removed German localization support from the configuration to streamline the user experience. - Updated navigation items in the sidebar to better reflect the current structure, emphasizing player and developer resources. - Enhanced the README and various documentation files to clarify the repository layout and improve accessibility for users. - Adjusted links and descriptions throughout the documentation to ensure consistency and accuracy. This commit aims to enhance the overall clarity and usability of the documentation.
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@@ -6,6 +6,8 @@ description: FFI, hook lists, naming — curated reference for mod and plugin au
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# FFI, hooks & Lua
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The framework is intended to act as a **hook proxy**: Unity / IL2CPP events are surfaced as **stable framework events** for mods — see [System architecture & documentation principles](/wiki/meta/system-architecture-principles).
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- [FMF hooks](/wiki/framework/fmf-hooks) — generated hook surface
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- [FMF hooks catalog](/wiki/reference/fmf-hooks-catalog) — strings from core sources
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- [FMF hook naming](/wiki/reference/fmf-hook-naming) — `FMF.*` vs legacy `FFM.*`
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@@ -8,6 +8,8 @@ description: Thematic index — cross-cutting overviews (assets, multiplayer, se
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Documentation is **curated** in this repository: guides, framework articles, reference data (hook catalogs), and contributor workflow — versioned with **gregFramework** and **gregWiki**.
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**Stack model:** [System architecture & documentation principles](/wiki/meta/system-architecture-principles) — **ModManager → Framework → Plugins → Mods**, priorities, and author guidelines.
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## Quick map
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| Area | Start here |
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@@ -10,39 +10,39 @@ This page is the **single reference** for where mod-related files live next to t
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## Summary
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| Inhalt | Pfad | Format / Hinweis |
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|--------|------|------------------|
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| **Mod-Konfiguration & Sidecars** | `{GameRoot}/UserData/ModCfg/` | **JSON** für Konfigurationsdateien; weitere Sidecar-Dateien (z. B. `custom_employees_hired.txt`) liegen ebenfalls hier, damit alles Mod-Bezogene an einem Ort liegt. |
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| **FMF Framework-Plugins** (FFM.Plugin.*) | `{GameRoot}/FMF/Plugins/` | DLLs; **MelonLoader** lädt standardmäßig nur `{GameRoot}/Mods` — siehe unten. |
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| **Plugins** (MelonLoader, z. B. ModPathRedirector) | `{GameRoot}/Plugins/` | MelonLoader `Plugins`-Ordner — nur **MelonPlugin**-DLLs. |
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| **Mods** (MelonLoader, z. B. FMF.Mod.*) | `{GameRoot}/Mods/` | MelonLoader `Mods`-Ordner — **MelonMod**-DLLs. |
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| Content | Path | Format / notes |
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|--------|------|----------------|
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| **Mod configuration & sidecars** | `{GameRoot}/UserData/ModCfg/` | **JSON** config files; additional sidecar files (e.g. `custom_employees_hired.txt`) live here so mod-related files stay in one place. |
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| **FMF framework plugins** (FFM.Plugin.*) | `{GameRoot}/FMF/Plugins/` | DLLs; **MelonLoader** only scans `{GameRoot}/Mods` by default — see below. |
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| **Plugins** (MelonLoader, e.g. ModPathRedirector) | `{GameRoot}/Plugins/` | MelonLoader `Plugins` folder — **MelonPlugin** DLLs only. |
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| **Mods** (MelonLoader, e.g. FMF.Mod.*) | `{GameRoot}/Mods/` | MelonLoader `Mods` folder — **MelonMod** DLLs. |
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## UserData/ModCfg
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- Alle **mod-relevanten** Konfigurationen und JSON-Sidecars werden unter **`UserData/ModCfg`** geführt.
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- Beim ersten Start werden fehlende Dateien angelegt; bei bestehenden Installationen werden ältere Dateien aus **`UserData/`** (Root) nach **`ModCfg/`** übernommen, sofern noch vorhanden.
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- Beispiele: `multiplayer-sync.config.json`, `pluginsync.config.json`.
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- Framework-Metadaten (z. B. Save-Compat-Stamp) liegen unter **`UserData/ModCfg/FrikaFM/`** (Migration von `UserData/FrikaFM`).
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- All **mod-related** configuration and JSON sidecars live under **`UserData/ModCfg`**.
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- On first start, missing files are created; on existing installs, older files may be migrated from **`UserData/`** (root) into **`ModCfg/`** when still present.
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- Examples: `multiplayer-sync.config.json`, `pluginsync.config.json`.
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- Framework metadata (e.g. save-compat stamp) lives under **`UserData/ModCfg/FrikaFM/`** (migrated from `UserData/FrikaFM`).
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## FMF/Plugins und MelonLoader
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## FMF/Plugins and MelonLoader
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**FFM-Plugin-DLLs** liegen kanonisch unter **`{GameRoot}/FMF/Plugins`**. MelonLoader enumeriert **standardmäßig** nur **`Mods/`**. Praktische Optionen:
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**FFM plugin DLLs** canonically live under **`{GameRoot}/FMF/Plugins`**. MelonLoader enumerates **`Mods/`** by default. Practical options:
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1. **DLLs zusätzlich** (oder verlinkt) **`Mods/`** ablegen — üblicher Weg für automatisches Laden.
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2. **Unterordner** von `Mods` nutzen, falls eure MelonLoader-Version Mods in Unterverzeichnissen lädt (Version je nach Release prüfen).
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3. **PluginSync**-Downloads des Frameworks landen unter **`FMF/Plugins/PluginSync/...`**.
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1. **Also place** (or link) DLLs under **`Mods/`** — common path for automatic loading.
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2. Use **subfolders** under `Mods` if your MelonLoader version loads mods from subdirectories (check your ML version).
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3. **PluginSync** downloads from the framework land under **`FMF/Plugins/PluginSync/...`**.
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## Mods (FMF-basiert)
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## Mods (FMF-based)
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Normale **MelonLoader-Mods** (einschließlich FMF-Mods) werden wie gewohnt in **`{GameRoot}/Mods/`** installiert.
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Standard **MelonLoader mods** (including FMF-based mods) install under **`{GameRoot}/Mods/`** as usual.
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## Steam Workshop (Spiel) vs. MelonLoader
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## Steam Workshop (game) vs MelonLoader
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Das Spiel legt abonnierte Workshop-Inhalte unter **`{GameRoot}/{ExeName}_Data/StreamingAssets/mods/workshop_<PublishedFileId>/WorkshopUploadContent`** ab (nativer `ModLoader`, nicht MelonLoader).
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The game stores subscribed Workshop content under **`{GameRoot}/{ExeName}_Data/StreamingAssets/mods/workshop_<PublishedFileId>/WorkshopUploadContent`** (native `ModLoader`, not MelonLoader).
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- **MelonLoader** durchsucht **`{GameRoot}/Mods`** (inkl. Unterordner, je nach Einstellung), **nicht** beliebige Pfade über `Loader.cfg`.
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- **UserData:** MelonLoader-Konfiguration liegt unter **`{GameRoot}/UserData/`** (z. B. **`MelonLoader.cfg`** / je nach Version **`UserData/MelonLoader/Loader.cfg`** — bei Install prüfen). Relevant für Unterordner-Laden: **`disable_subfolder_load = false`**, optional **`disable_subfolder_manifest = true`**.
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- **Workshop-DLLs in den Melon-Scan einbinden:** Junction (oder Symlink) von einem Ordner unter **`Mods/`** auf den **`WorkshopUploadContent`**-Pfad desselben Items, z. B. (PowerShell, Pfade anpassen):
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- **MelonLoader** scans **`{GameRoot}/Mods`** (including subfolders, depending on settings), **not** arbitrary paths via `Loader.cfg`.
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- **UserData:** MelonLoader config lives under **`{GameRoot}/UserData/`** (e.g. **`MelonLoader.cfg`** or, depending on version, **`UserData/MelonLoader/Loader.cfg`** — verify on install). For subfolder loading: **`disable_subfolder_load = false`**, optionally **`disable_subfolder_manifest = true`**.
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- **Point Workshop DLLs into Melon’s scan:** use a junction (or symlink) from a folder under **`Mods/`** to the item’s **`WorkshopUploadContent`** path, e.g. (PowerShell, adjust paths):
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```powershell
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$game = "C:\Path\To\Data Center"
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@@ -52,11 +52,11 @@ $link = Join-Path $game "Mods\workshop_$id"
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cmd /c mklink /J "$link" "$target"
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```
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Ohne Junction müssen MelonMods weiter physisch unter **`Mods/`** liegen oder über eure Verteilung dort landen.
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Without a junction, Melon mods must still live physically under **`Mods/`** or be deployed there by your distribution.
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**WorkshopUploader-Vorlagen (modded):** Unter **`content/`** werden **`Mods/`**, **`Plugins/`** und ein **`ModFramework/`**-Baum angelegt — **`ModFramework/FMF/Plugins`** entspricht dabei **`{GameRoot}/FMF/Plugins`**, wenn ihr **`FMF`** per Junction auf **`…/WorkshopUploadContent/ModFramework/FMF`** zeigen lasst. Weitere Framework-Dateien (Konfiguration, Assets) können unter **`ModFramework/`** gebündelt werden.
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**WorkshopUploader templates (modded):** Under **`content/`**, **`Mods/`**, **`Plugins/`**, and a **`ModFramework/`** tree are created — **`ModFramework/FMF/Plugins`** maps to **`{GameRoot}/FMF/Plugins`** if you junction **`FMF`** to **`…/WorkshopUploadContent/ModFramework/FMF`**. Additional framework files (config, assets) can be bundled under **`ModFramework/`**.
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## Siehe auch
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## See also
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- [Meta & operations](/wiki/topics/meta/overview)
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- Mod configuration contracts are described alongside runtime docs in [Framework](/wiki/mods/framework) and core `README` in **gregFramework** (paths under **`UserData/ModCfg/`** follow the game + framework conventions above).
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- Mod configuration contracts are described with runtime docs in [Framework](/wiki/mods/framework) and the core `README` in **gregFramework** (paths under **`UserData/ModCfg/`** follow the conventions above).
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