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报告翻译问题


By making the image 'read-only', it doesn't get overwritten on game start.
Until a real method shows up, I guess I'll be doing it the dirty way too.
IIRC this isn't possible - you can add/override JSON config by putting JSON files into the `addon\MODNAME\entities` folder, but there's no way to do the same thing with images - the game only loads images from the main "images\sn\icons" folder, so if you want your images to appear at all, you have to mix them up with the main game's images instead of segregating them in your mod-folder.
This is a crappy bit of design that makes the addons functionality a lot less useful than it could be, but I've already previously contacted Failbetter about it and they've indicated they have no interest in fixing it.
If you're still interested in using custom artwork in your mod, it should be as easy as putting a new .png file in the "images/sn/icons" folder and then referring to it from inside your mod's game JSON.
If you overwrite existing image or JSON files, however, that may be a lot harder - at the very least they're liable to be overwritten again sooner or later (eg, by future content updates to the game from Failbetter), and I'm not sure how to go about modding stock game images (referred-to by stock game JSON config files) without editing the original files.
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Edit: Just a random thought: have you tried finding the stock game objects (Qualities, Events, etc) that refer to a specific image you want to mod (say, an officer's portrait, a particular event's image, etc) in the game JSON, duplicating it/them into your mod folder, and then editing the filename those objects refer to inside your copy of the JSON?
Eg, if the stock game has a Quality with ID 1234 which refers to "stock_image.png", try copying the JSON code for that Quality into your own addon\MODNAME\entities\qualities.json file, change "stock_image.png" to "my_custom_image.png" and then place your custom image into "images\sn\icons\my_custom_image.png".
IIRC the modified copy of the Quality in your mod folder should override the stock version with the same ID, and as long as you keep everything else the same (including IDs, etc) the game should load it in place of the original, and the custom image it specifies instead of the stock image the stock JSON object specifies.
Of course if you want to distribute your mod anywhere you still have the problems of talking your user through installing your custom artwork into the game-images folder and the fact you can't legally distribute a copied and minimally-modified JSON file full of Failbetter's copyrighted content, but that's a whole other set of problems even after you get it working...
As an example... for a custom port with a custom image named "image" you want to add whenever you make port, you will need to make 3 images based on the one image you want to add:
image_port - size 177 x 230
image_portgaz - size 340x442
image_portsmall - size 40x52
In your area.json file, you must reference "image_port" for the ImageName property. In game - It needs the image_port to exist, but I guess when you open the gazette it calls portgaz to display and the small triggers for your achievements or feats.