diff --git a/.github/workflows/mkdocs.yml b/.github/workflows/mkdocs.yml index 3f9c1fe587..61a48fa2db 100644 --- a/.github/workflows/mkdocs.yml +++ b/.github/workflows/mkdocs.yml @@ -12,5 +12,5 @@ jobs: - uses: actions/setup-python@v2 with: python-version: 3.x - - run: pip install mkdocs-material + - run: pip install mkdocs-material mkdocs-awesome-pages-plugin - run: mkdocs gh-deploy --force diff --git a/docs/Developers/From-code-to-deployment.md b/docs/Developers/From-code-to-deployment.md index 14cc85c06b..7e8d5ec49b 100644 --- a/docs/Developers/From-code-to-deployment.md +++ b/docs/Developers/From-code-to-deployment.md @@ -66,7 +66,7 @@ However, it also imposes a couple of conventions about how links should best be | Link type | Format | Example | | --------- | ------ | ------- | -| Inter-wiki | Should begin with "./", and include ".md". | [`./Mods.md#other`](../Modders/1-Mods.md#other) | +| Inter-wiki | Should begin with "./", and include ".md". | [`./Mods.md#other`](../Modders/Mods.md#other) | | Code or asset file | Should begin with "https://github.com/yairm210/Unciv/blob/master/", and be relative to the project root. | [`https://github.com/yairm210/Unciv/blob/master/android/assets/game.png`](https://github.com/yairm210/Unciv/blob/master/android/assets/game.png) | These formats will allow IDEs like Android studio to resolve these links and check for broken links, while also working on the [Github code browser](https://github.com/yairm210/Unciv/tree/master/docs). diff --git a/docs/Modders/.pages b/docs/Modders/.pages new file mode 100644 index 0000000000..e9a319272d --- /dev/null +++ b/docs/Modders/.pages @@ -0,0 +1,7 @@ +nav: + - Mods.md + - Making-a-new-Civilization.md + - ... + - summary.md + - Unique-parameters.md + - uniques.md diff --git a/docs/Modders/3-Images-and-Audio.md b/docs/Modders/3-Images-and-Audio.md index 662f84cc96..126ebdb1bb 100644 --- a/docs/Modders/3-Images-and-Audio.md +++ b/docs/Modders/3-Images-and-Audio.md @@ -9,7 +9,7 @@ In that case only graphics and audio will be active, the rule changes will be ig ## Override built-in graphics -If a mod supplies an image with the same name and path as one included in the base game (and its [atlas](1-Mods.md#more-on-images-and-the-texture-atlas) is up to date), and the mod is active, the mod's graphics will be used instead of the built-in one. +If a mod supplies an image with the same name and path as one included in the base game (and its [atlas](Mods.md#more-on-images-and-the-texture-atlas) is up to date), and the mod is active, the mod's graphics will be used instead of the built-in one. For example, if you include a file named "Images/OtherIcons/Link.png" in your mod, you will be overriding the little chain links icon denoting linked lines in Civilopedia. The first part of the path is not relevant for overriding, it controls which of a set of atlas files will carry the image, but for selection in the game only the rest of the path is relevant. So, to override "Images.Tech/TechIcons/Archery.png" you could place your image as "Images/TechIcons/Archery.png" and it would work because the "TechIcons/Archery" part is the key. diff --git a/docs/Modders/4-Creating-a-custom-tileset.md b/docs/Modders/4-Creating-a-custom-tileset.md index 45dd1c72e1..e4f91d5867 100644 --- a/docs/Modders/4-Creating-a-custom-tileset.md +++ b/docs/Modders/4-Creating-a-custom-tileset.md @@ -1,6 +1,6 @@ # Creating a custom tileset -**You should read the [Mods](1-Mods.md) page first before proceeding** +**You should read the [Mods](Mods.md) page first before proceeding** In order to add a tileset mod (yes, tilesets are just another type of mod), all you need to do is add your images under Images/Tilesets/MyCoolTilesetExample and enable the mod as a permanent visual mod - the game will recognize the tileset, and allow you to pick it in the options menu. diff --git a/docs/Modders/5-Creating-a-UI-skin.md b/docs/Modders/5-Creating-a-UI-skin.md index a08e1ef34b..ed579b1262 100644 --- a/docs/Modders/5-Creating-a-UI-skin.md +++ b/docs/Modders/5-Creating-a-UI-skin.md @@ -1,6 +1,6 @@ # Creating a UI skin -**You should read the [Mods](1-Mods.md) page first before proceeding** +**You should read the [Mods](Mods.md) page first before proceeding** In order to add a UI skin mod (yes, UI skins are just another type of mod), all you need to do is add your images under `Images/Skins/MyCoolSkinExample` and enable the mod as a permanent visual mod. @@ -201,4 +201,4 @@ The color this UI element should have. A float value. Default value: null -The alpha this UI element should have. Overwrites the alpha value of tint if specified. \ No newline at end of file +The alpha this UI element should have. Overwrites the alpha value of tint if specified. diff --git a/docs/Modders/2-Making-a-new-Civilization.md b/docs/Modders/Making-a-new-Civilization.md similarity index 97% rename from docs/Modders/2-Making-a-new-Civilization.md rename to docs/Modders/Making-a-new-Civilization.md index f11f781e47..ea44d78ca8 100644 --- a/docs/Modders/2-Making-a-new-Civilization.md +++ b/docs/Modders/Making-a-new-Civilization.md @@ -87,7 +87,7 @@ Credits for icons should go in a `Credits.md` page. You have a working mod, now it's time to go wild! -- Add the [atlas files](1-Mods.md#more-on-images-and-the-texture-atlas) to your repo so your users get images +- Add the [atlas files](Mods.md#more-on-images-and-the-texture-atlas) to your repo so your users get images - Install Git locally, so you can change your files on your device and have those changes reflected in your repository - Expand the abilities of your civ by adding new [uniques](uniques.md) - Add new civs, buildings or units diff --git a/docs/Modders/1-Mods.md b/docs/Modders/Mods.md similarity index 98% rename from docs/Modders/1-Mods.md rename to docs/Modders/Mods.md index f3c1e54f94..4afcc7f3d9 100644 --- a/docs/Modders/1-Mods.md +++ b/docs/Modders/Mods.md @@ -12,7 +12,7 @@ The game only knows how to recognize existing definitions, so you can't add *new There are three main kinds of mods: -- **Extension mods** - these add new nations/units/buildings/resources to a base ruleset - can be either to the default ruleset, or to a base ruleset mod. Easy to do and probably the better place to get started - for example, [creating a new Civilization](2-Making-a-new-Civilization.md) +- **Extension mods** - these add new nations/units/buildings/resources to a base ruleset - can be either to the default ruleset, or to a base ruleset mod. Easy to do and probably the better place to get started - for example, [creating a new Civilization](Making-a-new-Civilization.md) - **Base Ruleset mods** - these replace the entire existing ruleset - tech tree, units, policies, nations etc - to give an entirely different experience than the base game. These generally require quite a bit of work, but give a whole new experience, and so are the most popular. - **Ruleset-agnostic mods** - these do not contain any ruleset-related jsons, but instead contain other affects. Audiovisual mods (including tilesets, unitsets, and UI skins) and map mods are in this category. @@ -149,5 +149,5 @@ Existing mods can be found [here](https://github.com/topics/unciv-mod)! Now you should try to create your first mod! -We recommend you start off by [adding a new civilization](2-Making-a-new-Civilization.md) as a mod, to get a hang of the process :) +We recommend you start off by [adding a new civilization](Making-a-new-Civilization.md) as a mod, to get a hang of the process :) diff --git a/docs/index.md b/docs/index.md index 4d7b3f761a..487a213d6a 100644 --- a/docs/index.md +++ b/docs/index.md @@ -13,6 +13,6 @@ If you're a developer, you'll probably want to start at the [Getting Started](De If you're a translator, head over to [Translating!](Other/Translating.md) -If you're a modder, [start here](Modders/1-Mods.md). +If you're a modder, [start here](Modders/Mods.md). If not, you can still help by spreading the word - vote for Unciv where you can, mention it on Reddit or Twitter etc, and help us with new ideas of how to get the word out! diff --git a/mkdocs.yml b/mkdocs.yml index 8e9aef1416..e9c66bf567 100644 --- a/mkdocs.yml +++ b/mkdocs.yml @@ -35,3 +35,7 @@ markdown_extensions: - abbr - pymdownx.snippets +plugins: + - search + - awesome-pages # For reordering pages so modders have a clear progression for understanding +