- 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.
4.1 KiB
title, sidebar_label, description
| title | sidebar_label | description |
|---|---|---|
| Game folder layout (FMF / MelonLoader) | Game folder layout | Canonical paths for mod configs, FMF plugins, and MelonLoader mods under the Data Center game root. |
Game folder layout (FMF / MelonLoader)
This page is the single reference for where mod-related files live next to the game executable ({GameRoot}). MelonLoader sets {GameRoot}/UserData via MelonEnvironment.UserDataDirectory, {GameRoot}/Mods for MelonMods, and {GameRoot}/Plugins for MelonPlugins (e.g. FMF.ModPathRedirector.dll).
Summary
| Content | Path | Format / notes |
|---|---|---|
| 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. |
| FMF framework plugins (FFM.Plugin.*) | {GameRoot}/FMF/Plugins/ |
DLLs; MelonLoader only scans {GameRoot}/Mods by default — see below. |
| Plugins (MelonLoader, e.g. ModPathRedirector) | {GameRoot}/Plugins/ |
MelonLoader Plugins folder — MelonPlugin DLLs only. |
| Mods (MelonLoader, e.g. FMF.Mod.*) | {GameRoot}/Mods/ |
MelonLoader Mods folder — MelonMod DLLs. |
UserData/ModCfg
- All mod-related configuration and JSON sidecars live under
UserData/ModCfg. - On first start, missing files are created; on existing installs, older files may be migrated from
UserData/(root) intoModCfg/when still present. - Examples:
multiplayer-sync.config.json,pluginsync.config.json. - Framework metadata (e.g. save-compat stamp) lives under
UserData/ModCfg/FrikaFM/(migrated fromUserData/FrikaFM).
FMF/Plugins and MelonLoader
FFM plugin DLLs canonically live under {GameRoot}/FMF/Plugins. MelonLoader enumerates Mods/ by default. Practical options:
- Also place (or link) DLLs under
Mods/— common path for automatic loading. - Use subfolders under
Modsif your MelonLoader version loads mods from subdirectories (check your ML version). - PluginSync downloads from the framework land under
FMF/Plugins/PluginSync/....
Mods (FMF-based)
Standard MelonLoader mods (including FMF-based mods) install under {GameRoot}/Mods/ as usual.
Steam Workshop (game) vs MelonLoader
The game stores subscribed Workshop content under {GameRoot}/{ExeName}_Data/StreamingAssets/mods/workshop_<PublishedFileId>/WorkshopUploadContent (native ModLoader, not MelonLoader).
- MelonLoader scans
{GameRoot}/Mods(including subfolders, depending on settings), not arbitrary paths viaLoader.cfg. - UserData: MelonLoader config lives under
{GameRoot}/UserData/(e.g.MelonLoader.cfgor, depending on version,UserData/MelonLoader/Loader.cfg— verify on install). For subfolder loading:disable_subfolder_load = false, optionallydisable_subfolder_manifest = true. - Point Workshop DLLs into Melon’s scan: use a junction (or symlink) from a folder under
Mods/to the item’sWorkshopUploadContentpath, e.g. (PowerShell, adjust paths):
$game = "C:\Path\To\Data Center"
$id = "12345678901234567"
$target = Join-Path $game "Data Center_Data\StreamingAssets\mods\workshop_$id\WorkshopUploadContent"
$link = Join-Path $game "Mods\workshop_$id"
cmd /c mklink /J "$link" "$target"
Without a junction, Melon mods must still live physically under Mods/ or be deployed there by your distribution.
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/.
See also
- Meta & operations
- Mod configuration contracts are described with runtime docs in Framework and the core
READMEin gregFramework (paths underUserData/ModCfg/follow the conventions above).