docs: update import paths to legacy for consistency

- Revised documentation links to point to the legacy import paths across multiple files, ensuring uniformity in referencing legacy resources.
- This change enhances clarity and maintains consistency in the documentation structure.
This commit is contained in:
Marvin
2026-04-10 01:42:07 +02:00
parent 7f8070fe2a
commit a5a34940a1
12 changed files with 2 additions and 777 deletions

View File

@@ -24,7 +24,7 @@ const config = {
],
i18n: {
defaultLocale: 'en',
locales: ['en', 'de', 'fr', 'es', 'ru', 'ja'],
locales: ['en', 'de'],
localeConfigs: {
en: {label: 'English', htmlLang: 'en-GB'},
de: {label: 'Deutsch', htmlLang: 'de-DE'},

View File

@@ -1,127 +0,0 @@
---
title: WorkshopManager
sidebar_label: WorkshopManager
description: Windows desktop app for managing Steam Workshop content, browsing mods, and publishing for Data Center (FrikaMF).
---
# WorkshopManager
**WorkshopManager** is a **.NET MAUI** desktop app for **Windows** that serves as a full-featured Steam Workshop client for *Data Center*. It combines content authoring (publish/update), a **Mod Store** for browsing and installing community mods, and a **Mod Manager** for dependency health checks.
## Features
### Author tools (Projects / Editor / My Uploads)
- Create workshop projects from templates (vanilla assets, MelonLoader mods, FMF plugins).
- Edit **title**, **description**, **visibility**, **tags**, and **preview image**; stored in `metadata.json`.
- **Save and upload to Steam** — saves metadata, publishes `content/` to Steam Workshop, then **syncs** your local folder with Steam's version (like a `git pull` after push).
- **Change notes** — when updating an existing item, describe what changed; shown on the Workshop changelog tab.
- **View on Steam** — open your published item in the browser.
- **Pagination** across all list views (My Uploads, Browse, Subscribed, Favorites).
- **Per-item stats** — subscriptions, votes, score, size.
### Mod Store (integrated in Mod Manager)
- **Browse** all Workshop items for Data Center with tag filtering and sort options (last updated, newest, top rated, trending, most subscribed, title A-Z).
- **Search** mods by text.
- **Subscribe / Unsubscribe** to mods directly from the store.
- **Favorites** — bookmark mods for quick access.
- **Vote** (up/down) on workshop items.
- **Item detail view** — full statistics, description, tags, action buttons, and links to changelog/comments.
### Mod Manager / Health
- **Dependency health** checks: game installed, MelonLoader, Il2Cpp assemblies, FMF core, FMF plugins directory, ModCfg directory.
- **MelonLoader** download page link and game folder access.
- **FMF Plugin channels** — stable (local scan) and beta (server, TODO).
### Configuración
- **Ruta del espacio de trabajo** — cambia dónde se guardan los proyectos (por defecto `<GameRoot>/workshop`).
- **Idioma** — alternar entre EN, DE, RU, ES, IT, JP, PL, CN (por defecto el idioma del sistema). El botón Reiniciar aplica el cambio al instante.
- **Interruptor Mod Store** — activar/desactivar la pestaña Mod Store (desactivada por defecto). Incluye botón Reiniciar.
- **Enlaces de la comunidad** — acceso rápido a Discord, canal de modding y GregFramework.eu.
### Aviso de dependencia de FMF
- Los proyectos pueden marcarse como **«Necesita FrikaModFramework»** en el editor. Al subir, se añade automáticamente un aviso a la descripción de Steam para indicar a los usuarios que instalen FMF.
## Requirements
- **Windows 10** (versión 1809+).
- **Steam** con una cuenta iniciada sesión que **posea Data Center** (ID de aplicación **4170200**).
- **Sin dependencias adicionales** — la versión publicada es totalmente autocontenida (incluye runtime de .NET y Windows App SDK).
- `steam_api64.dll` y `steam_appid.txt` deben estar junto al exe (incluidos en la compilación Release).
## Workspace path
The workspace is resolved from Steam: `<Data Center install>/workshop`.
Fallback (no Steam): `%USERPROFILE%\DataCenterWS`.
On first launch the app creates the structure and places a sample `metadata.sample.json` under `.templates/`.
## Project layout
For each Workshop project:
1. Create a **folder** under the workspace (the folder name appears in the list).
2. Add a `content/` subfolder with files to ship:
- `content/Mods/` for MelonLoader mods
- `content/FMF/Plugins/` for FMF plugins
- `content/Object/` and `content/Decoration/` for vanilla assets
3. Optionally create `metadata.json` yourself or fill it in the app.
4. Optionally add `preview.png` at the project root.
## Using the app
### Tabs
| Tab | Purpose |
|-----|---------|
| **Projects** | Local workshop projects; search, open editor |
| **New** | Create from template (vanilla, MelonLoader, FMF) |
| **My Uploads** | Paginated list of your published items with stats |
| **Mod Store** | Browse, search, subscribe, vote, and manage mods |
### Publish workflow
1. Open a project from the **Projects** tab.
2. Fill in title, description, tags, visibility, preview image.
3. Optionally write **change notes** (visible on Steam's changelog).
4. Click **Save and upload to Steam**.
5. The app saves `metadata.json`, uploads `content/` to Steam, then **syncs** by re-downloading Steam's version into your local `content/` folder.
### Headless / CI publish
```bash
WorkshopUploader.exe --mode publish --path <project-folder>
```
## Build and deploy {#build-deploy}
### Release autocontenido
La aplicación se publica como ejecutable de Windows **autocontenido** — no hace falta instalar runtime de .NET ni Windows App SDK en el equipo de destino.
```bash
dotnet publish WorkshopUploader/WorkshopUploader.csproj -c Release -p:SelfContained=true -p:RuntimeIdentifier=win10-x64
```
Salida: `WorkshopUploader/bin/Release/net9.0-windows10.0.19041.0/win10-x64/publish/`
### Desplegar todos los mods + Gregtools Modmanager en carpetas Workshop
```bash
pwsh -File scripts/Deploy-Release-ToWorkshop.ps1
```
Compila todos los frameworks/plugins/mods **y** el propio WorkshopUploader, y empaqueta cada uno en una carpeta de proyecto compatible con Steamworks bajo `<GameRoot>/workshop/`. El WorkshopUploader se empaqueta como **«Gregtools Modmanager»**.
### Desplegar en el directorio del juego (pruebas locales)
```bash
pwsh -File scripts/Deploy-Release-ToDataCenter.ps1 -IncludeWorkshopUploader
```
## See also
- Repository README: [`WorkshopUploader/README.md`](https://github.com/mleem97/gregFramework/blob/master/WorkshopUploader/README.md)
- [End-User Guide](/wiki/guides/players/enduser-workshop)
- [Contributor Guide](/wiki/guides/contributors/contributor-workshop)
- [Release](/wiki/guides/contributors/release)

View File

@@ -1,127 +0,0 @@
---
title: WorkshopManager
sidebar_label: WorkshopManager
description: Windows desktop app for managing Steam Workshop content, browsing mods, and publishing for Data Center (FrikaMF).
---
# WorkshopManager
**WorkshopManager** is a **.NET MAUI** desktop app for **Windows** that serves as a full-featured Steam Workshop client for *Data Center*. It combines content authoring (publish/update), a **Mod Store** for browsing and installing community mods, and a **Mod Manager** for dependency health checks.
## Features
### Author tools (Projects / Editor / My Uploads)
- Create workshop projects from templates (vanilla assets, MelonLoader mods, FMF plugins).
- Edit **title**, **description**, **visibility**, **tags**, and **preview image**; stored in `metadata.json`.
- **Save and upload to Steam** — saves metadata, publishes `content/` to Steam Workshop, then **syncs** your local folder with Steam's version (like a `git pull` after push).
- **Change notes** — when updating an existing item, describe what changed; shown on the Workshop changelog tab.
- **View on Steam** — open your published item in the browser.
- **Pagination** across all list views (My Uploads, Browse, Subscribed, Favorites).
- **Per-item stats** — subscriptions, votes, score, size.
### Mod Store (integrated in Mod Manager)
- **Browse** all Workshop items for Data Center with tag filtering and sort options (last updated, newest, top rated, trending, most subscribed, title A-Z).
- **Search** mods by text.
- **Subscribe / Unsubscribe** to mods directly from the store.
- **Favorites** — bookmark mods for quick access.
- **Vote** (up/down) on workshop items.
- **Item detail view** — full statistics, description, tags, action buttons, and links to changelog/comments.
### Mod Manager / Health
- **Dependency health** checks: game installed, MelonLoader, Il2Cpp assemblies, FMF core, FMF plugins directory, ModCfg directory.
- **MelonLoader** download page link and game folder access.
- **FMF Plugin channels** — stable (local scan) and beta (server, TODO).
### Paramètres
- **Chemin de lespace de travail** — emplacement des projets (par défaut `<GameRoot>/workshop`).
- **Langue** — bascule entre EN, DE, RU, ES, IT, JP, PL, CN (par défaut la langue du système). Le bouton Redémarrer applique le changement immédiatement.
- **Option Mod Store** — activer/désactiver longlet Mod Store (désactivé par défaut). Bouton Redémarrer inclus.
- **Liens communautaires** — accès rapide à Discord, au canal modding et à GregFramework.eu.
### Avis de dépendance FMF
- Dans léditeur, les projets peuvent être marqués **« Nécessite FrikaModFramework »**. Lors de lenvoi, un avis est automatiquement ajouté à la description Steam pour indiquer dinstaller FMF.
## Requirements
- **Windows 10** (version 1809+).
- **Steam** avec un compte connecté qui **possède Data Center** (ID dapplication **4170200**).
- **Aucune dépendance supplémentaire** — la version publiée est entièrement autonome (inclut le runtime .NET et le Windows App SDK).
- `steam_api64.dll` et `steam_appid.txt` doivent être à côté de lexe (inclus dans la build Release).
## Workspace path
The workspace is resolved from Steam: `<Data Center install>/workshop`.
Fallback (no Steam): `%USERPROFILE%\DataCenterWS`.
On first launch the app creates the structure and places a sample `metadata.sample.json` under `.templates/`.
## Project layout
For each Workshop project:
1. Create a **folder** under the workspace (the folder name appears in the list).
2. Add a `content/` subfolder with files to ship:
- `content/Mods/` for MelonLoader mods
- `content/FMF/Plugins/` for FMF plugins
- `content/Object/` and `content/Decoration/` for vanilla assets
3. Optionally create `metadata.json` yourself or fill it in the app.
4. Optionally add `preview.png` at the project root.
## Using the app
### Tabs
| Tab | Purpose |
|-----|---------|
| **Projects** | Local workshop projects; search, open editor |
| **New** | Create from template (vanilla, MelonLoader, FMF) |
| **My Uploads** | Paginated list of your published items with stats |
| **Mod Store** | Browse, search, subscribe, vote, and manage mods |
### Publish workflow
1. Open a project from the **Projects** tab.
2. Fill in title, description, tags, visibility, preview image.
3. Optionally write **change notes** (visible on Steam's changelog).
4. Click **Save and upload to Steam**.
5. The app saves `metadata.json`, uploads `content/` to Steam, then **syncs** by re-downloading Steam's version into your local `content/` folder.
### Headless / CI publish
```bash
WorkshopUploader.exe --mode publish --path <project-folder>
```
## Build and deploy {#build-deploy}
### Version autonome
Lapplication est publiée en tant quexécutable Windows **autonome** — aucune installation du runtime .NET ni du Windows App SDK nest requise sur la machine cible.
```bash
dotnet publish WorkshopUploader/WorkshopUploader.csproj -c Release -p:SelfContained=true -p:RuntimeIdentifier=win10-x64
```
Sortie : `WorkshopUploader/bin/Release/net9.0-windows10.0.19041.0/win10-x64/publish/`
### Déployer tous les mods + Gregtools Modmanager vers les dossiers Workshop
```bash
pwsh -File scripts/Deploy-Release-ToWorkshop.ps1
```
Compile tous les frameworks/plugins/mods **et** le WorkshopUploader lui-même, puis place chaque élément dans un dossier de projet compatible Steamworks sous `<GameRoot>/workshop/`. Le WorkshopUploader est empaqueté sous le nom **« Gregtools Modmanager »**.
### Déployer dans le répertoire du jeu (tests locaux)
```bash
pwsh -File scripts/Deploy-Release-ToDataCenter.ps1 -IncludeWorkshopUploader
```
## See also
- Repository README: [`WorkshopUploader/README.md`](https://github.com/mleem97/gregFramework/blob/master/WorkshopUploader/README.md)
- [End-User Guide](/wiki/guides/players/enduser-workshop)
- [Contributor Guide](/wiki/guides/contributors/contributor-workshop)
- [Release](/wiki/guides/contributors/release)

View File

@@ -1,127 +0,0 @@
---
title: WorkshopManager
sidebar_label: WorkshopManager
description: Windows desktop app for managing Steam Workshop content, browsing mods, and publishing for Data Center (FrikaMF).
---
# WorkshopManager
**WorkshopManager** is a **.NET MAUI** desktop app for **Windows** that serves as a full-featured Steam Workshop client for *Data Center*. It combines content authoring (publish/update), a **Mod Store** for browsing and installing community mods, and a **Mod Manager** for dependency health checks.
## Features
### Author tools (Projects / Editor / My Uploads)
- Create workshop projects from templates (vanilla assets, MelonLoader mods, FMF plugins).
- Edit **title**, **description**, **visibility**, **tags**, and **preview image**; stored in `metadata.json`.
- **Save and upload to Steam** — saves metadata, publishes `content/` to Steam Workshop, then **syncs** your local folder with Steam's version (like a `git pull` after push).
- **Change notes** — when updating an existing item, describe what changed; shown on the Workshop changelog tab.
- **View on Steam** — open your published item in the browser.
- **Pagination** across all list views (My Uploads, Browse, Subscribed, Favorites).
- **Per-item stats** — subscriptions, votes, score, size.
### Mod Store (integrated in Mod Manager)
- **Browse** all Workshop items for Data Center with tag filtering and sort options (last updated, newest, top rated, trending, most subscribed, title A-Z).
- **Search** mods by text.
- **Subscribe / Unsubscribe** to mods directly from the store.
- **Favorites** — bookmark mods for quick access.
- **Vote** (up/down) on workshop items.
- **Item detail view** — full statistics, description, tags, action buttons, and links to changelog/comments.
### Mod Manager / Health
- **Dependency health** checks: game installed, MelonLoader, Il2Cpp assemblies, FMF core, FMF plugins directory, ModCfg directory.
- **MelonLoader** download page link and game folder access.
- **FMF Plugin channels** — stable (local scan) and beta (server, TODO).
### 設定
- **ワークスペースのパス** — プロジェクトの保存場所を変更(既定は `<GameRoot>/workshop`)。
- **言語** — EN、DE、RU、ES、IT、JP、PL、CN の切り替え(既定はシステム言語)。再起動ボタンで変更をすぐに反映。
- **Mod Store の切り替え** — Mod Store タブの表示/非表示(既定はオフ)。再起動ボタン付き。
- **コミュニティリンク** — Discord、Modding チャンネル、GregFramework.eu へのクイックアクセス。
### FMF 依存関係の注意
- エディターでプロジェクトに **「FrikaModFramework が必要」** とマークできます。アップロード時に、FMF のインストールを促す注意書きが Steam の説明に自動で追記されます。
## Requirements
- **Windows 10**(バージョン 1809 以降)。
- **Steam** — **Data Center** を所有しているサインイン済みアカウント(アプリ ID **4170200**)。
- **追加の依存関係なし** — リリースは完全に自己完結型(.NET ランタイムと Windows App SDK を同梱)。
- `steam_api64.dll``steam_appid.txt` は exe と同じ場所に必要(リリースビルドに同梱)。
## Workspace path
The workspace is resolved from Steam: `<Data Center install>/workshop`.
Fallback (no Steam): `%USERPROFILE%\DataCenterWS`.
On first launch the app creates the structure and places a sample `metadata.sample.json` under `.templates/`.
## Project layout
For each Workshop project:
1. Create a **folder** under the workspace (the folder name appears in the list).
2. Add a `content/` subfolder with files to ship:
- `content/Mods/` for MelonLoader mods
- `content/FMF/Plugins/` for FMF plugins
- `content/Object/` and `content/Decoration/` for vanilla assets
3. Optionally create `metadata.json` yourself or fill it in the app.
4. Optionally add `preview.png` at the project root.
## Using the app
### Tabs
| Tab | Purpose |
|-----|---------|
| **Projects** | Local workshop projects; search, open editor |
| **New** | Create from template (vanilla, MelonLoader, FMF) |
| **My Uploads** | Paginated list of your published items with stats |
| **Mod Store** | Browse, search, subscribe, vote, and manage mods |
### Publish workflow
1. Open a project from the **Projects** tab.
2. Fill in title, description, tags, visibility, preview image.
3. Optionally write **change notes** (visible on Steam's changelog).
4. Click **Save and upload to Steam**.
5. The app saves `metadata.json`, uploads `content/` to Steam, then **syncs** by re-downloading Steam's version into your local `content/` folder.
### Headless / CI publish
```bash
WorkshopUploader.exe --mode publish --path <project-folder>
```
## Build and deploy {#build-deploy}
### 自己完結型リリース
アプリは **自己完結型** の Windows 実行ファイルとして公開されます。対象マシンに .NET ランタイムや Windows App SDK をインストールする必要はありません。
```bash
dotnet publish WorkshopUploader/WorkshopUploader.csproj -c Release -p:SelfContained=true -p:RuntimeIdentifier=win10-x64
```
出力: `WorkshopUploader/bin/Release/net9.0-windows10.0.19041.0/win10-x64/publish/`
### 全モッド + Gregtools Modmanager を Workshop フォルダへデプロイ
```bash
pwsh -File scripts/Deploy-Release-ToWorkshop.ps1
```
フレームワーク/プラグイン/モッド **および** WorkshopUploader 自体をビルドし、それぞれを `<GameRoot>/workshop/` 配下の Steamworks 互換プロジェクトフォルダにパッケージします。WorkshopUploader は **「Gregtools Modmanager」** としてパッケージされます。
### ゲームディレクトリへデプロイ(ローカル検証)
```bash
pwsh -File scripts/Deploy-Release-ToDataCenter.ps1 -IncludeWorkshopUploader
```
## See also
- Repository README: [`WorkshopUploader/README.md`](https://github.com/mleem97/gregFramework/blob/master/WorkshopUploader/README.md)
- [End-User Guide](/wiki/guides/players/enduser-workshop)
- [Contributor Guide](/wiki/guides/contributors/contributor-workshop)
- [Release](/wiki/guides/contributors/release)

View File

@@ -1,127 +0,0 @@
---
title: WorkshopManager
sidebar_label: WorkshopManager
description: Windows desktop app for managing Steam Workshop content, browsing mods, and publishing for Data Center (FrikaMF).
---
# WorkshopManager
**WorkshopManager** is a **.NET MAUI** desktop app for **Windows** that serves as a full-featured Steam Workshop client for *Data Center*. It combines content authoring (publish/update), a **Mod Store** for browsing and installing community mods, and a **Mod Manager** for dependency health checks.
## Features
### Author tools (Projects / Editor / My Uploads)
- Create workshop projects from templates (vanilla assets, MelonLoader mods, FMF plugins).
- Edit **title**, **description**, **visibility**, **tags**, and **preview image**; stored in `metadata.json`.
- **Save and upload to Steam** — saves metadata, publishes `content/` to Steam Workshop, then **syncs** your local folder with Steam's version (like a `git pull` after push).
- **Change notes** — when updating an existing item, describe what changed; shown on the Workshop changelog tab.
- **View on Steam** — open your published item in the browser.
- **Pagination** across all list views (My Uploads, Browse, Subscribed, Favorites).
- **Per-item stats** — subscriptions, votes, score, size.
### Mod Store (integrated in Mod Manager)
- **Browse** all Workshop items for Data Center with tag filtering and sort options (last updated, newest, top rated, trending, most subscribed, title A-Z).
- **Search** mods by text.
- **Subscribe / Unsubscribe** to mods directly from the store.
- **Favorites** — bookmark mods for quick access.
- **Vote** (up/down) on workshop items.
- **Item detail view** — full statistics, description, tags, action buttons, and links to changelog/comments.
### Mod Manager / Health
- **Dependency health** checks: game installed, MelonLoader, Il2Cpp assemblies, FMF core, FMF plugins directory, ModCfg directory.
- **MelonLoader** download page link and game folder access.
- **FMF Plugin channels** — stable (local scan) and beta (server, TODO).
### Параметры
- **Путь к рабочей области** — где хранятся проекты (по умолчанию `<GameRoot>/workshop`).
- **Язык** — переключение между EN, DE, RU, ES, IT, JP, PL, CN (по умолчанию язык системы). Кнопка перезапуска применяет изменение сразу.
- **Переключатель Mod Store** — включает/выключает вкладку Mod Store (по умолчанию выключено). Есть кнопка перезапуска.
- **Ссылки сообщества** — быстрый доступ к Discord, каналу моддинга и GregFramework.eu.
### Уведомление о зависимости FMF
- В редакторе проекты можно пометить как **«Требуется FrikaModFramework»**. При загрузке к описанию в Steam автоматически добавляется уведомление с просьбой установить FMF.
## Requirements
- **Windows 10** (версия 1809+).
- **Steam** с учётной записью, в которой **есть Data Center** (App ID **4170200**).
- **Без дополнительных зависимостей** — релиз полностью автономен (включает .NET runtime и Windows App SDK).
- `steam_api64.dll` и `steam_appid.txt` должны лежать рядом с exe (входят в релизную сборку).
## Workspace path
The workspace is resolved from Steam: `<Data Center install>/workshop`.
Fallback (no Steam): `%USERPROFILE%\DataCenterWS`.
On first launch the app creates the structure and places a sample `metadata.sample.json` under `.templates/`.
## Project layout
For each Workshop project:
1. Create a **folder** under the workspace (the folder name appears in the list).
2. Add a `content/` subfolder with files to ship:
- `content/Mods/` for MelonLoader mods
- `content/FMF/Plugins/` for FMF plugins
- `content/Object/` and `content/Decoration/` for vanilla assets
3. Optionally create `metadata.json` yourself or fill it in the app.
4. Optionally add `preview.png` at the project root.
## Using the app
### Tabs
| Tab | Purpose |
|-----|---------|
| **Projects** | Local workshop projects; search, open editor |
| **New** | Create from template (vanilla, MelonLoader, FMF) |
| **My Uploads** | Paginated list of your published items with stats |
| **Mod Store** | Browse, search, subscribe, vote, and manage mods |
### Publish workflow
1. Open a project from the **Projects** tab.
2. Fill in title, description, tags, visibility, preview image.
3. Optionally write **change notes** (visible on Steam's changelog).
4. Click **Save and upload to Steam**.
5. The app saves `metadata.json`, uploads `content/` to Steam, then **syncs** by re-downloading Steam's version into your local `content/` folder.
### Headless / CI publish
```bash
WorkshopUploader.exe --mode publish --path <project-folder>
```
## Build and deploy {#build-deploy}
### Автономный релиз
Приложение публикуется как **автономный** исполняемый файл Windows — на целевой машине не требуется устанавливать .NET runtime или Windows App SDK.
```bash
dotnet publish WorkshopUploader/WorkshopUploader.csproj -c Release -p:SelfContained=true -p:RuntimeIdentifier=win10-x64
```
Вывод: `WorkshopUploader/bin/Release/net9.0-windows10.0.19041.0/win10-x64/publish/`
### Развернуть все моды и Gregtools Modmanager в папки Workshop
```bash
pwsh -File scripts/Deploy-Release-ToWorkshop.ps1
```
Собирает все framework/plugins/mods **и** сам WorkshopUploader, затем упаковывает каждый в папку проекта, совместимую со Steamworks, в `<GameRoot>/workshop/`. WorkshopUploader упаковывается как **«Gregtools Modmanager»**.
### Развернуть в каталог игры (локальное тестирование)
```bash
pwsh -File scripts/Deploy-Release-ToDataCenter.ps1 -IncludeWorkshopUploader
```
## See also
- Repository README: [`WorkshopUploader/README.md`](https://github.com/mleem97/gregFramework/blob/master/WorkshopUploader/README.md)
- [End-User Guide](/wiki/guides/players/enduser-workshop)
- [Contributor Guide](/wiki/guides/contributors/contributor-workshop)
- [Release](/wiki/guides/contributors/release)

View File

@@ -1,54 +0,0 @@
import type { HomepageContent } from './types';
import { homepageShellEn } from './sharedLinks';
export const es: HomepageContent = {
...homepageShellEn,
heroLine1: 'HUB DE MODDING DATACENTER.',
heroLine2: 'SÉ INTELIGENTE. SÉ COMO GREG.',
heroSub1: 'Claro. Flexible. Impulsado por la comunidad.',
heroSub2: 'gregFramework, stacks Rust, multijugador y plugins.',
ctaStart: 'EMPEZAR MODDING',
ctaMods: 'MODS Y PLUGINS STANDALONE DISPONIBLES',
docsPaths: 'Rutas de documentación',
featureTitles: ['Modding doble vía', 'Puente de hooks runtime', 'Docs desde wiki', 'Ecosistema comunidad'],
featureDescriptions: [
'Crea mods en C# o en Rust nativo vía C-ABI/FFI.',
'Parches Harmony, IDs de eventos y forwarding determinista.',
'Fuente oficial en .wiki para usuarios y modders.',
'Docs del framework core y de plugins standalone.',
],
comingSoon: 'Próximamente',
comingSoonText: '`datacentermods.com` está en preparación. Mientras tanto, usa `Docs Hub → Standalone Mods`.',
communityTitle: 'Comunidad y mantenedores',
communityText: 'Este portal reúne docs de gregFramework y plugins de la comunidad para el ecosistema Data Center.',
docsEndUserTitle: 'End-User',
docsEndUserDescription: 'Install, update, FAQ, troubleshooting.',
docsModDevsTitle: 'Mod-Devs',
docsModDevsDescription: 'Debug workflows, setup, hooks and references.',
docsContributorsTitle: 'Contributors',
docsContributorsDescription: 'Conventions, CI checks, contribution workflow.',
docsCapabilityTitle: 'Capability Matrix',
docsCapabilityDescription: 'Complete feature map and implementation use cases.',
ecosystemTitle: 'Ecosystem Coverage',
ecosystemCoreTitle: 'gregFramework core',
ecosystemCoreDescription: 'Hook system, FFI bridge, event contracts and runtime architecture.',
ecosystemCoreCta: 'Open core docs →',
ecosystemRustTitle: 'Standalone Rust',
ecosystemRustDescription: 'Rust/FFI implementation guides for external and standalone runtimes.',
ecosystemRustCta: 'Open Rust/FFI docs →',
ecosystemMultiplayerTitle: 'Multiplayer & Plugins',
ecosystemMultiplayerDescription: 'Multiplayer roadmap, plugin docs, and community module references.',
ecosystemMultiplayerCta: 'Open multiplayer docs →',
gregTitle: 'The Legend of Greg',
gregText1:
'Greg is the tireless server technician of this project. He looks like he has not slept for months, and he is usually quiet — but once a rack fails or a mod breaks, Greg is already there.',
gregText2:
'He quietly fulfills your wishes: more uptime, cleaner configs, better logs and less deployment drama. He does not ask much, he just ships.',
gregQuote: '"Be smart. Be like Greg."',
supportTitle: 'Support',
supportText: 'Report bugs, request docs for new community plugins, and track workstreams.',
supportCta: 'Open GitHub Issues',
availableModsLabel: 'Available Mods',
repositoryLabel: 'Repository',
joinLabel: 'JOIN',
};

View File

@@ -1,54 +0,0 @@
import type { HomepageContent } from './types';
import { homepageShellEn } from './sharedLinks';
export const fr: HomepageContent = {
...homepageShellEn,
heroLine1: 'HUB DE MODDING DATACENTER.',
heroLine2: 'SOYEZ MALIN, SOYEZ GREG.',
heroSub1: 'Simple. Flexible. Piloté par la communauté.',
heroSub2: 'gregFramework, stacks Rust, multijoueur et plugins.',
ctaStart: 'COMMENCER LE MODDING',
ctaMods: 'MODS & PLUGINS STANDALONE DISPONIBLES',
docsPaths: 'Parcours de documentation',
featureTitles: ['Modding double piste', 'Pont runtime hooks', 'Docs basées sur le wiki', 'Écosystème communauté'],
featureDescriptions: [
'Créez des mods en C# ou en Rust natif via C-ABI/FFI.',
'Patches Harmony, IDs dévénements et routage déterministe.',
'Source de vérité issue de .wiki pour users et moddeurs.',
'Docs du framework principal et des plugins standalone.',
],
comingSoon: 'Bientôt disponible',
comingSoonText: '`datacentermods.com` est en préparation. En attendant, consultez `Docs Hub → Standalone Mods`.',
communityTitle: 'Communauté & Mainteneurs',
communityText: 'Ce portail regroupe la doc gregFramework et les plugins communautaires de lécosystème Data Center.',
docsEndUserTitle: 'End-User',
docsEndUserDescription: 'Install, update, FAQ, troubleshooting.',
docsModDevsTitle: 'Mod-Devs',
docsModDevsDescription: 'Debug workflows, setup, hooks and references.',
docsContributorsTitle: 'Contributors',
docsContributorsDescription: 'Conventions, CI checks, contribution workflow.',
docsCapabilityTitle: 'Capability Matrix',
docsCapabilityDescription: 'Complete feature map and implementation use cases.',
ecosystemTitle: 'Ecosystem Coverage',
ecosystemCoreTitle: 'gregFramework core',
ecosystemCoreDescription: 'Hook system, FFI bridge, event contracts and runtime architecture.',
ecosystemCoreCta: 'Open core docs →',
ecosystemRustTitle: 'Standalone Rust',
ecosystemRustDescription: 'Rust/FFI implementation guides for external and standalone runtimes.',
ecosystemRustCta: 'Open Rust/FFI docs →',
ecosystemMultiplayerTitle: 'Multiplayer & Plugins',
ecosystemMultiplayerDescription: 'Multiplayer roadmap, plugin docs, and community module references.',
ecosystemMultiplayerCta: 'Open multiplayer docs →',
gregTitle: 'The Legend of Greg',
gregText1:
'Greg is the tireless server technician of this project. He looks like he has not slept for months, and he is usually quiet — but once a rack fails or a mod breaks, Greg is already there.',
gregText2:
'He quietly fulfills your wishes: more uptime, cleaner configs, better logs and less deployment drama. He does not ask much, he just ships.',
gregQuote: '"Be smart. Be like Greg."',
supportTitle: 'Support',
supportText: 'Report bugs, request docs for new community plugins, and track workstreams.',
supportCta: 'Open GitHub Issues',
availableModsLabel: 'Available Mods',
repositoryLabel: 'Repository',
joinLabel: 'JOIN',
};

View File

@@ -1,18 +1,10 @@
import { de } from './de';
import { en } from './en';
import { es } from './es';
import { fr } from './fr';
import { ja } from './ja';
import { ru } from './ru';
import type { HomepageContent, LocaleKey } from './types';
const homepageByLocale: Record<LocaleKey, HomepageContent> = {
en,
de,
fr,
es,
ru,
ja,
};
export type { HomepageContent, LocaleKey } from './types';

View File

@@ -1,54 +0,0 @@
import type { HomepageContent } from './types';
import { homepageShellEn } from './sharedLinks';
export const ja: HomepageContent = {
...homepageShellEn,
heroLine1: 'DATACENTER MODDING HUB.',
heroLine2: 'BE SMART. BE LIKE GREG.',
heroSub1: 'シンプル。柔軟。コミュニティ主導。',
heroSub2: 'gregFramework、Rustスタック、マルチプレイ、プラグインを網羅。',
ctaStart: 'MODDING を始める',
ctaMods: '利用可能な STANDALONE MODS & PLUGINS',
docsPaths: 'ドキュメント導線',
featureTitles: ['デュアルトラック Modding', 'ランタイム Hook Bridge', 'Wiki ベース Docs', 'コミュニティ エコシステム'],
featureDescriptions: [
'C# または Rust (C-ABI/FFI) で Mod を開発。',
'Harmony パッチ、Event ID、決定的な Hook 転送。',
'.wiki を source of truth としたユーザー/開発者向け導線。',
'Framework 本体と Standalone プラグインの情報を統合。',
],
comingSoon: '近日公開',
comingSoonText: '`datacentermods.com` は準備中です。公開まで `Docs Hub → Standalone Mods` をご利用ください。',
communityTitle: 'コミュニティ & メンテナー',
communityText: 'このポータルは Data Center エコシステム向けに gregFramework docs と community plugins をまとめています。',
docsEndUserTitle: 'End-User',
docsEndUserDescription: 'Install, update, FAQ, troubleshooting.',
docsModDevsTitle: 'Mod-Devs',
docsModDevsDescription: 'Debug workflows, setup, hooks and references.',
docsContributorsTitle: 'Contributors',
docsContributorsDescription: 'Conventions, CI checks, contribution workflow.',
docsCapabilityTitle: 'Capability Matrix',
docsCapabilityDescription: 'Complete feature map and implementation use cases.',
ecosystemTitle: 'Ecosystem Coverage',
ecosystemCoreTitle: 'gregFramework core',
ecosystemCoreDescription: 'Hook system, FFI bridge, event contracts and runtime architecture.',
ecosystemCoreCta: 'Open core docs →',
ecosystemRustTitle: 'Standalone Rust',
ecosystemRustDescription: 'Rust/FFI implementation guides for external and standalone runtimes.',
ecosystemRustCta: 'Open Rust/FFI docs →',
ecosystemMultiplayerTitle: 'Multiplayer & Plugins',
ecosystemMultiplayerDescription: 'Multiplayer roadmap, plugin docs, and community module references.',
ecosystemMultiplayerCta: 'Open multiplayer docs →',
gregTitle: 'The Legend of Greg',
gregText1:
'Greg is the tireless server technician of this project. He looks like he has not slept for months, and he is usually quiet — but once a rack fails or a mod breaks, Greg is already there.',
gregText2:
'He quietly fulfills your wishes: more uptime, cleaner configs, better logs and less deployment drama. He does not ask much, he just ships.',
gregQuote: '"Be smart. Be like Greg."',
supportTitle: 'Support',
supportText: 'Report bugs, request docs for new community plugins, and track workstreams.',
supportCta: 'Open GitHub Issues',
availableModsLabel: 'Available Mods',
repositoryLabel: 'Repository',
joinLabel: 'JOIN',
};

View File

@@ -1,54 +0,0 @@
import type { HomepageContent } from './types';
import { homepageShellEn } from './sharedLinks';
export const ru: HomepageContent = {
...homepageShellEn,
heroLine1: 'ХАБ МОДДИНГА DATACENTER.',
heroLine2: 'БУДЬ УМНЫМ. БУДЬ КАК ГРЕГ.',
heroSub1: 'Просто. Гибко. Силой сообщества.',
heroSub2: 'gregFramework, Rust-стек, мультиплеер и плагины.',
ctaStart: 'НАЧАТЬ МОДДИНГ',
ctaMods: 'ДОСТУПНЫЕ STANDALONE МОДЫ И ПЛАГИНЫ',
docsPaths: 'Разделы документации',
featureTitles: ['Два пути моддинга', 'Runtime Hook Bridge', 'Вики-документация', 'Экосистема сообщества'],
featureDescriptions: [
'Пишите моды на C# или нативно на Rust через C-ABI/FFI.',
'Harmony-патчи, event IDs и детерминированный forwarding.',
'Единый источник в .wiki для пользователей и моддеров.',
'Документация ядра и standalone-плагинов сообщества.',
],
comingSoon: 'Скоро',
comingSoonText: '`datacentermods.com` пока готовится. До запуска используйте `Docs Hub → Standalone Mods`.',
communityTitle: 'Сообщество и мейнтейнеры',
communityText: 'Портал объединяет документацию gregFramework и community-плагинов экосистемы Data Center.',
docsEndUserTitle: 'End-User',
docsEndUserDescription: 'Install, update, FAQ, troubleshooting.',
docsModDevsTitle: 'Mod-Devs',
docsModDevsDescription: 'Debug workflows, setup, hooks and references.',
docsContributorsTitle: 'Contributors',
docsContributorsDescription: 'Conventions, CI checks, contribution workflow.',
docsCapabilityTitle: 'Capability Matrix',
docsCapabilityDescription: 'Complete feature map and implementation use cases.',
ecosystemTitle: 'Ecosystem Coverage',
ecosystemCoreTitle: 'gregFramework core',
ecosystemCoreDescription: 'Hook system, FFI bridge, event contracts and runtime architecture.',
ecosystemCoreCta: 'Open core docs →',
ecosystemRustTitle: 'Standalone Rust',
ecosystemRustDescription: 'Rust/FFI implementation guides for external and standalone runtimes.',
ecosystemRustCta: 'Open Rust/FFI docs →',
ecosystemMultiplayerTitle: 'Multiplayer & Plugins',
ecosystemMultiplayerDescription: 'Multiplayer roadmap, plugin docs, and community module references.',
ecosystemMultiplayerCta: 'Open multiplayer docs →',
gregTitle: 'The Legend of Greg',
gregText1:
'Greg is the tireless server technician of this project. He looks like he has not slept for months, and he is usually quiet — but once a rack fails or a mod breaks, Greg is already there.',
gregText2:
'He quietly fulfills your wishes: more uptime, cleaner configs, better logs and less deployment drama. He does not ask much, he just ships.',
gregQuote: '"Be smart. Be like Greg."',
supportTitle: 'Support',
supportText: 'Report bugs, request docs for new community plugins, and track workstreams.',
supportCta: 'Open GitHub Issues',
availableModsLabel: 'Available Mods',
repositoryLabel: 'Repository',
joinLabel: 'JOIN',
};

View File

@@ -1,4 +1,4 @@
export type LocaleKey = 'en' | 'de' | 'fr' | 'es' | 'ru' | 'ja';
export type LocaleKey = 'en' | 'de';
export type HomepageDocLink = {
title: string;

View File

@@ -34,49 +34,6 @@ const byLocale: Record<LocaleKey, ModsPageStrings> = {
download: 'DLL laden',
notReleased: 'Noch nicht veröffentlicht',
},
fr: {
title: 'Catalogue mods & plugins',
description:
'Généré depuis le catalogue des modules. Chaque entrée renvoie vers le wiki, la page release et le téléchargement.',
pluginsHeading: 'Plugins',
modsHeading: 'Mods',
wiki: 'Wiki',
release: 'Release',
download: 'Télécharger DLL',
notReleased: 'Pas encore publié',
},
es: {
title: 'Catálogo de mods y plugins',
description:
'Generado desde el catálogo de módulos. Cada entrada enlaza al wiki, la página de release y la descarga.',
pluginsHeading: 'Plugins',
modsHeading: 'Mods',
wiki: 'Wiki',
release: 'Release',
download: 'Descargar DLL',
notReleased: 'Aún no publicado',
},
ru: {
title: 'Каталог модов и плагинов',
description:
'Собрано из каталога модулей. Каждая запись ведёт на wiki, страницу релиза и маршрут загрузки.',
pluginsHeading: 'Плагины',
modsHeading: 'Моды',
wiki: 'Wiki',
release: 'Релиз',
download: 'Скачать DLL',
notReleased: 'Ещё не выпущено',
},
ja: {
title: 'Mods & プラグインカタログ',
description: 'モジュールカタログから生成。各エントリは Wiki・リリースページ・ダウンロードへリンクします。',
pluginsHeading: 'プラグイン',
modsHeading: 'Mods',
wiki: 'Wiki',
release: 'リリース',
download: 'DLL を取得',
notReleased: '未リリース',
},
};
export function getModsPageStrings(locale: string): ModsPageStrings {