Merge Docusaurus site: all content under docs/, align with gregFramework split layout

- Move markdown and wiki-import tree into docs/; keep app shell at repo root
- Point docusaurus docs path to docs/; edit links to mleem97/gregWiki
- Sync and i18n scripts use gregWiki root and ../.wiki under gregFramework
- Sidebars: workspace layout from root docs ids; plugins under mods/extensions
- Fix redirects, module catalog URLs, release note paths, and wiki-import category keys
- Update repo inventory for split repos; Dockerfile for single-repo context

Made-with: Cursor
This commit is contained in:
Marvin
2026-04-09 23:39:32 +02:00
parent 33636fde00
commit e2839584f4
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---
title: FFM.Plugin.AssetExporter
sidebar_label: FFM.Plugin.AssetExporter
---
`StandaloneMods/FFM.Plugin.AssetExporter`
## Purpose
Provides export-focused tooling for asset-related workflows.
## Sources
- Module path: `StandaloneMods/FFM.Plugin.AssetExporter`
- Overview: [`Standalone Mods`](/wiki/wiki-import/StandaloneMods)

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title: FFM.Plugin.Multiplayer
sidebar_label: FFM.Plugin.Multiplayer
---
`StandaloneMods/FFM.Plugin.Multiplayer`
## Purpose
Contains standalone multiplayer-oriented plugin functionality.
## Sources
- Module path: `StandaloneMods/FFM.Plugin.Multiplayer`
- Roadmap context: [`Steamworks P2P Multiplayer Roadmap`](/wiki/wiki-import/Steamworks-P2P-Multiplayer-Roadmap)

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title: FFM.Plugin.PlayerModels
sidebar_label: FFM.Plugin.PlayerModels
---
`StandaloneMods/FFM.Plugin.PlayerModels`
## Purpose
Hosts standalone player-model specific behavior and integration.
## Sources
- Module path: `StandaloneMods/FFM.Plugin.PlayerModels`
- Debug docs: [`Mod Developer Debug`](/wiki/wiki-import/Mod-Developer-Debug)

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title: FFM.Plugin.Sysadmin
sidebar_label: FFM.Plugin.Sysadmin
---
`StandaloneMods/FFM.Plugin.Sysadmin`
## Purpose
Contains system-administration oriented standalone plugin features.
## Sources
- Module path: `StandaloneMods/FFM.Plugin.Sysadmin`
- Framework context: [`Framework Features & Use Cases`](/wiki/wiki-import/Framework-Features-Use-Cases)

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title: FFM.Plugin.WebUIBridge
sidebar_label: FFM.Plugin.WebUIBridge
---
`StandaloneMods/FFM.Plugin.WebUIBridge`
## Purpose
Focuses on standalone web UI bridge integration flows.
## Sources
- Module path: `StandaloneMods/FFM.Plugin.WebUIBridge`
- Reference: [`Web UI Bridge (DC2WEB)`](/wiki/wiki-import/Web-UI-Bridge)

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title: FMF.ConsoleInputGuard
sidebar_label: FMF.ConsoleInputGuard
---
`StandaloneMods/FMF.ConsoleInputGuard`
## Purpose
Provides guardrails around console input handling.
## Sources
- Module path: `StandaloneMods/FMF.ConsoleInputGuard`
- Overview: [`Standalone Mods`](/wiki/wiki-import/StandaloneMods)

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title: FMF.GregifyEmployees
sidebar_label: FMF.GregifyEmployees
---
`StandaloneMods/FMF.GregifyEmployees`
## Purpose
Contains standalone custom employee-related gameplay behavior.
## Sources
- Module path: `StandaloneMods/FMF.GregifyEmployees`
- HR context: [`Framework Features & Use Cases`](/wiki/wiki-import/Framework-Features-Use-Cases)

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title: FMF.HexLabelMod
sidebar_label: FMF.HexLabelMod
---
<!-- markdownlint-disable MD060 -->
`mods/FMF.Mod.HexLabelMod`
## Purpose
Standalone MelonLoader mod for **Data Center** (Waseku) that overlays the hex color code of each `CableSpinner` and `Rack` directly in-world, so you can identify cable and rack colors at a glance without opening any menu.
Rewritten from the former root `HexLabelMod` for the FrikaModdingFramework workflow, now running fully standalone.
## Requirements
| Dependency | Notes |
| --- | --- |
| [MelonLoader](https://melonwiki.xyz/) | With generated IL2CPP assemblies |
This mod runs standalone and does **not** require FMF runtime APIs.
## Installation
1. Drop `FMF.HexLabelMod.dll` into your `Mods/` folder.
2. Launch the game — the config file is created automatically on first run at:
```text
UserData/hexposition.cfg
```
## Configuration
Edit `UserData/hexposition.cfg` to adjust label positioning and font sizes. The file is auto-generated with defaults on first launch and regenerated if any keys are missing.
```ini
# Hex Label Position Config
# File: UserData/hexposition.cfg
# Edit values, then restart game.
# Spinner (UI text near cable spool)
spinner_offset_x=0
spinner_offset_y=-6
spinner_font_min=1.8
spinner_font_max=6.2
spinner_font_scale=0.24
# Rack (world-space text at rack back-right-bottom)
rack_offset_right=-0.03
rack_offset_back=0.06
rack_offset_down=-0.02
rack_font_size=42
rack_character_size=0.05
rack_scale=1
```
### Config Keys
| Key | Type | Default | Description |
| --- | --- | --- | --- |
| `spinner_offset_x` | float | `0` | Horizontal offset relative to the source label |
| `spinner_offset_y` | float | `-6` | Vertical offset relative to the source label |
| `spinner_font_min` | float | `1.8` | Minimum auto-size font size (TMPro) |
| `spinner_font_max` | float | `6.2` | Maximum auto-size font size (TMPro) |
| `spinner_font_scale` | float | `0.24` | Scale factor applied to the source label's font size |
| `rack_offset_right` | float | `-0.03` | World-space offset along rack's right axis |
| `rack_offset_back` | float | `0.06` | World-space offset along rack's back axis |
| `rack_offset_down` | float | `-0.02` | World-space offset along rack's down axis |
| `rack_font_size` | int | `42` | Font size for the world-space `TextMesh` label |
| `rack_character_size` | float | `0.05` | Character size for the world-space `TextMesh` label |
| `rack_scale` | float | `1` | Uniform world-space scale of the rack label object |
## Live Reload *(restricted)*
Pressing **Ctrl+F1** toggles live config reload (6-second interval), allowing you to tune label positions without restarting the game. This feature is restricted to a specific Steam account and will silently do nothing for all other users.
## Build
```powershell
dotnet build .\mods\FMF.Mod.HexLabelMod\FMF.HexLabelMod.csproj
```
Output lands in the standard MelonLoader `Mods/` folder as configured in the `.csproj`.
## How It Works
1. **Startup** — The mod defers full initialization until MelonLoader's `Latest.log` confirms the Steam runtime is ready (SteamID or Steam marker detected).
2. **Spinner labels** — Every `CableSpinner` gets a cloned `TextMeshProUGUI` label injected into its UI hierarchy, displaying the resolved hex code in white. Color is read from `rgbColor`, then from the `_BaseColor`/`_Color` material property as fallback.
3. **Rack labels** — Every `Rack` gets a world-space `TextMesh` label positioned at its back-right-bottom corner, facing away from the rack front.
4. **Scan loop** — Active spinners and racks are re-checked every 1.5 seconds to catch newly spawned objects.
5. **Harmony patch**`CableSpinner.Start` is patched to inject the label immediately on spawn, before the first scan cycle runs.
## Notes
- Original gameplay behavior is unaffected.
- This mod runs from `mods/FMF.Mod.HexLabelMod` and no longer from the repository root.
- The config file is fully rewritten if any expected keys are missing (for example, after an update adds new keys).
- FMF assembly presence is no longer required as a startup gate.
## Sources
- Module path: `mods/FMF.Mod.HexLabelMod`
- Relatedocs: [`Standalone Mods`](/wiki/wiki-import/StandaloneMods)

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title: FMF.LangCompatBridge
sidebar_label: FMF.LangCompatBridge
description: Language compatibility bridge mod for Data Center — localization bridging for mixed mod stacks.
---
## Description
Provides language/localization compatibility bridging for mixed mod stacks.
## Steamworks Metadata
| Field | Value |
|-------|-------|
| **Assembly** | `FMF.JoniMLCompatMod.dll` |
| **Version** | `00.01.0009` |
| **Author** | mleem97 |
| **Game** | Waseku — Data Center (App 4170200) |
| **Workshop Tags** | `modded`, `melonloader`, `mod` |
| **Workshop Content Path** | `content/Mods/` |
| **Needs FMF** | No (standalone MelonLoader mod) |
## Wiki Group
- Category: Mod
- Primary Language: C#
- Project Path: `mods/FMF.Plugin.LangCompatBridge`
## Installation
Drop `FMF.JoniMLCompatMod.dll` into `<Data Center>/Mods/`. Requires [MelonLoader](https://melonwiki.xyz/) (IL2CPP).
## Release
- [Open Release Page](/wiki/releases/mods/fmf-lang-compat-bridge-release)

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title: FMF.UIReplacementMod
sidebar_label: FMF.UIReplacementMod (Legacy)
---
## Description
Legacy standalone UI replacement module page kept for compatibility.
## Project Status
- Status: Legacy documentation entry
- Note: No active `csproj` module was detected under `mods/` for this page.
## Source
- Previous mixed wiki path: `mods/standalone/fmf-ui-replacement-mod`
- [Open Release Page](/wiki/releases/mods/fmf-ui-replacement-mod-release)

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title: Standalone Plugins & Mods
sidebar_label: Overview
---
This section contains the first-party standalone modules currently maintained in this repository.
## Classification
- **Plugins** extend the framework runtime capabilities.
- **Mods** extend the game behavior/content by using framework and plugin capabilities.
## Loading path
- **MelonLoader mods** load from `{GameRoot}/Mods/` (standard MelonLoader behavior).
- **FMF framework plugins** (`FFM.Plugin.*`) are deployed under `{GameRoot}/FMF/Plugins/`; MelonLoader does not scan that folder by default — see [Game folder layout](/wiki/topics/meta/game-folder-layout).
- Rust mods via FrikaMF follow the same runtime rules as other MelonLoader mods unless documented otherwise.
## Standalone Plugins
- [FFM.Plugin.AssetExporter](./ffm-plugin-asset-exporter.md)
- [FFM.Plugin.Multiplayer](./ffm-plugin-multiplayer.md)
- [FFM.Plugin.PlayerModels](./ffm-plugin-player-models.md)
- [FFM.Plugin.Sysadmin](./ffm-plugin-sysadmin.md)
- [FFM.Plugin.WebUIBridge](./ffm-plugin-web-ui-bridge.md)
## Standalone Mods
- [FMF.ConsoleInputGuard](./fmf-console-input-guard.md)
- [FMF.GregifyEmployees](./fmf-gregify-employees.md)
- [FMF.HexLabelMod](./fmf-hex-label-mod.md)
- [FMF.LangCompatBridge](./fmf-lang-compat-bridge.md)
- [FMF.UIReplacementMod](./fmf-ui-replacement-mod.md)
## Additional context
- [`Standalone Mods` wiki page](/wiki/wiki-import/StandaloneMods)