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[Experimental] remove tilesets from mods #143

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16 changes: 10 additions & 6 deletions .github/workflows/Generator_toc.yml
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Expand Up @@ -3,7 +3,11 @@ on:
branches:
- master
paths:
- '*.md'
- '**/*.md'
- '**/**/*.md'
- '**/**/**/**/*.md'
- '**/**/**/**/**/*.md'

name: Generator - TOC
jobs:
Expand All @@ -12,15 +16,15 @@ jobs:
name: Update the table of contents
runs-on: ubuntu-latest
steps:
- uses: technote-space/toc-generator@v3
- run: npx doctoc **/*.md --github
- uses: actions/checkout@v2
- run: npx doctoc **.md --github | npx doctoc **/*.md --github | npx doctoc **/**/*.md --github | npx doctoc **/**/**/**/*.md --github | npx doctoc **/**/**/**/**/*.md --github
- name: Create Pull Request
uses: peter-evans/create-pull-request@v3
with:
commit-message: Update the table of contents
commit-message: Update TOC
branch: Update-toc
title: Update the table of contents in documents
title: Update TOC
body: |
```sh
npx doctoc **/*.md --github
```md
- [x] Update TOC
```
1 change: 1 addition & 0 deletions .typo-ci.yml
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Expand Up @@ -205,3 +205,4 @@ excluded_words:
- Whatelys
- Cecaelian
- alc
- edit-playernpcs
15 changes: 15 additions & 0 deletions CHANGELOG.md
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@@ -1,3 +1,18 @@
<!-- START doctoc generated TOC please keep comment here to allow auto update -->
<!-- DON'T EDIT THIS SECTION, INSTEAD RE-RUN doctoc TO UPDATE -->
**Table of Contents**

- [Changelog](#changelog)
- [Unreleased](#unreleased)
- [v0.2.0-beta-experimental (2021-07-19)](#v020-beta-experimental-2021-07-19)
- [V0.1.9 (2021-05-14)](#v019-2021-05-14)
- [V0.1.8 (2021-04-15)](#v018-2021-04-15)
- [0.1.8 (2021-04-03)](#018-2021-04-03)
- [V0.1.7 (2021-03-07)](#v017-2021-03-07)
- [v0.1.6 (2021-02-18)](#v016-2021-02-18)

<!-- END doctoc generated TOC please keep comment here to allow auto update -->

# Changelog

## [Unreleased](https://github.com/GMC-Modding-Team/Community-Mod-Compilation-redux/tree/HEAD)
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14 changes: 14 additions & 0 deletions CODE_OF_CONDUCT.md
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@@ -1,3 +1,17 @@
<!-- START doctoc generated TOC please keep comment here to allow auto update -->
<!-- DON'T EDIT THIS SECTION, INSTEAD RE-RUN doctoc TO UPDATE -->
**Table of Contents**

- [Contributor Covenant Code of Conduct](#contributor-covenant-code-of-conduct)
- [Our Pledge](#our-pledge)
- [Our Standards](#our-standards)
- [Our Responsibilities](#our-responsibilities)
- [Scope](#scope)
- [Enforcement](#enforcement)
- [Attribution](#attribution)

<!-- END doctoc generated TOC please keep comment here to allow auto update -->

# Contributor Covenant Code of Conduct

## Our Pledge
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17 changes: 9 additions & 8 deletions README.md
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Expand Up @@ -37,21 +37,22 @@ Welcome to TheGoatGod's Mod Compilation. Currently contains just under 400 mods,

I hope to start the merging process soon with a bunch of prs. the goal is to bring down the number of mods. you will see name changes to include other mods to make it kinda like the bionic package but not one type of item. however, food will be different from other mods. it might get a bit confusing, to begin with. a lot of mods will get striped into other mods entirely or by pieces. all unwanted content will go into a "bin" type mod where you can get the stuff that doesn't fit in or I'm not planning on adding into their big merge into my mega mod for cdda but this will take time and I plan on adding a lot of content all round I need to know what I'm working with to have a direction to start, I have started some additional content mods that will be included I will add more so this will work. I will need testers and will have to make a new git repo for this

## Goats - Dark Days
## Cataclysm: Goats Dark Horizons

The idea is to make a massive overhaul of cdda and maintain it, this will be CDDA - Expanded, but I'm going to name it Goats - Days ahead might change in future, here are some of the areas I will mod in and expect there to be a ton of mods whether small or large will be implemented.
The idea is to make a massive overhaul of cdda and maintain it, this will be Cataclysm: Goats Dark Horizons (this still might change in future), i want to make this sligtly more terrifying in terms of visuals not being able to see as far, same with guns, this will give the game a harder approach right away, add achivements and give the game A LOAD of content and some features alot more will be added but atm it is a content overhaul. this is CDDA extended and this wont become stand alone, might include over_writes but not exclustions.


- [ ] Main Goals
- [ ] main story
- [ ] quests
- [ ] maps ( faction bases and more)
- [ ] more - compilation
- [ ] my mods (early survival, gods guns ect...)
- [ ] my mods (early survival ect...)
- [ ] vehicles (shopping trolly varients and more)
- [ ] supernatural (monsters and scary encounters)
- [ ] supernatural (monsters and scary encounters) maybe feature
- [ ] Dangerous animals (mutated and sci-fy)
- [ ] before modding
- [ ] merge mods
- [ ] overhaul mods before inclusion
- [ ] decide if i want to add pk and/or aftershock (or parial implementation)
- [ ] make a ton of little addons (dark days, qol stuff)
- [ ] overhaul/merge mods before inclusion and finish them (to an extent or fully implement them)
- [ ] decide if i want to use pk content (parial implementation might include both)
- [ ] decide if i want to use aftershock content or a base for the dev
- [ ] rework mods before inclusion to be in a better style in json (less janky ids no {HMS_MOD_CONTENT_EXAMPLE -> MOD_CONTENT} ) and output to the game (names and descriptions are professional
10 changes: 10 additions & 0 deletions data/Legacy_mods/mods/bio_mod/README.md
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@@ -1,3 +1,13 @@
<!-- START doctoc generated TOC please keep comment here to allow auto update -->
<!-- DON'T EDIT THIS SECTION, INSTEAD RE-RUN doctoc TO UPDATE -->
**Table of Contents**

- [BioCo](#bioco)
- [Getting Started](#getting-started)
- [The Assembly Machine](#the-assembly-machine)

<!-- END doctoc generated TOC please keep comment here to allow auto update -->

# BioCo

BioCo is a mod created for Cataclysm; Dark Days ahead with the goal of reintroducing CBM creation and manipulation, along with new tools/machinery to accomplish this.
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21 changes: 21 additions & 0 deletions data/Mainline_mods/Mods/Aftershock/README.md
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@@ -1,3 +1,24 @@
<!-- START doctoc generated TOC please keep comment here to allow auto update -->
<!-- DON'T EDIT THIS SECTION, INSTEAD RE-RUN doctoc TO UPDATE -->
**Table of Contents**

- [Design Document](#design-document)
- [Areas seeking contributors](#areas-seeking-contributors)
- [Here be dragons!](#here-be-dragons)
- [itemgroups](#itemgroups)
- [items](#items)
- [maps](#maps)
- [mobs](#mobs)
- [monsterdrops](#monsterdrops)
- [mutations](#mutations)
- [player](#player)
- [recipes](#recipes)
- [vehicles](#vehicles)
- [npcs](#npcs)
- [spells](#spells)

<!-- END doctoc generated TOC please keep comment here to allow auto update -->

# Design Document
* Aftershock is being developed into a full conversion mod set in a mostly-abandoned extrasolar colony named Salus IV. The player has arrived on Salus for various reasons (depending on their profession). Eventually, we hope to have multiple potential end game situations, ranging from finding what you came here for and leaving the planet with enough money to retire, to more-secret endings. There will no longer be zombies; instead, there are a variety of alien and human-based enemies. Toe-to-toe combat will likely be more deadly in Aftershock, with more emphasis on picking your battles and only fighting when absolutely necessary. Special locations may have a different combat aesthetic; for example, you may enter a dungeon-like zone with hordes of small weak enemies that can't be avoided. As part of this concept, in which different situations require different solutions, we have implemented bionic slots but made the process of changing out CBMs much easier with less chance of failure. This is to encourage players to change their loadout based on where they are going and what they are doing.
* As it becomes a total conversion mod, it will look very different from the base game of Cataclysm: Dark Days Ahead and may not interact kindly with other mods. If you've been away for a while, you may wonder where some parts of Aftershock have gone. In the process of becoming a total conversion mod, we are eliminating items that no longer fit the theme. For example, all the Mad Max aesthetics have been removed. Any additions must either fit the general theme or have story-driven reasons for the divergence, such as NPC quests to special locations.
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16 changes: 16 additions & 0 deletions data/Mainline_mods/Mods/Aftershock/crafting_system.md
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@@ -1,3 +1,19 @@
<!-- START doctoc generated TOC please keep comment here to allow auto update -->
<!-- DON'T EDIT THIS SECTION, INSTEAD RE-RUN doctoc TO UPDATE -->
**Table of Contents**

- [Scrap Crafting System](#scrap-crafting-system)
- [Overview](#overview)
- [Current Scrap Categories](#current-scrap-categories)
- [Scrap Tiers Briefly Explained](#scrap-tiers-briefly-explained)
- [Tier 1](#tier-1)
- [Tier 2](#tier-2)
- [Tier 3](#tier-3)
- [Tier 4](#tier-4)
- [Tier 5](#tier-5)

<!-- END doctoc generated TOC please keep comment here to allow auto update -->

# Scrap Crafting System

## Overview
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11 changes: 11 additions & 0 deletions data/Mainline_mods/Mods/CRT_EXPANSION/readme/README.md
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@@ -1,3 +1,14 @@
<!-- START doctoc generated TOC please keep comment here to allow auto update -->
<!-- DON'T EDIT THIS SECTION, INSTEAD RE-RUN doctoc TO UPDATE -->
**Table of Contents**

- [C.R.T Expansion mod pack](#crt-expansion-mod-pack)
- [Extended Techniques](#extended-techniques)
- [For those curious about stat scaling:](#for-those-curious-about-stat-scaling)
- [Dead Space](#dead-space)

<!-- END doctoc generated TOC please keep comment here to allow auto update -->

# C.R.T Expansion mod pack
The core mod of the CRT Expansion mod pack, it currently adds an armor set, mildly OP gas mask and transforming vest, some gun mods, a new melee/tool and a new material. The items also use a lot of higher end materials such as superalloy, rubber (the "new" material), the lesser used hardsteel and also neoprene.

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18 changes: 18 additions & 0 deletions data/Mainline_mods/Mods/Dark-Skies-Above/DESIGN.md
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@@ -1,3 +1,21 @@
<!-- START doctoc generated TOC please keep comment here to allow auto update -->
<!-- DON'T EDIT THIS SECTION, INSTEAD RE-RUN doctoc TO UPDATE -->
**Table of Contents**

- [Dark Skies Above](#dark-skies-above)
- [Summary of Intent and Content](#summary-of-intent-and-content)
- [Contributing](#contributing)
- [Content](#content)
- [The World](#the-world)
- [The Arrival and The Aliens](#the-arrival-and-the-aliens)
- [Other Aliens](#other-aliens)
- [Alien Technology](#alien-technology)
- [The Player](#the-player)
- [The Resistance and the Narrative](#the-resistance-and-the-narrative)
- [Other NPCs](#other-npcs)

<!-- END doctoc generated TOC please keep comment here to allow auto update -->

# Dark Skies Above

This document is intended to not only guide new potential contributors, but also help get my own thoughts on how the game will progress in text. Assume spoilers beyond this point!
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10 changes: 10 additions & 0 deletions data/Mainline_mods/Mods/Dark-Skies-Above/README.md
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@@ -1,3 +1,13 @@
<!-- START doctoc generated TOC please keep comment here to allow auto update -->
<!-- DON'T EDIT THIS SECTION, INSTEAD RE-RUN doctoc TO UPDATE -->
**Table of Contents**

- [Dark Skies Above](#dark-skies-above)
- [Takeaway Features](#takeaway-features)
- [Meta](#meta)

<!-- END doctoc generated TOC please keep comment here to allow auto update -->

# Dark Skies Above
A partial conversion mod for Cataclysm: DDA, taking inspiration from XCOM 2, Half Life 2, and similar 'alien invasion' media to present a game of survival against an alien occupation force. WIP, but will feature new quests, NPCs, locations, and enemies.

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11 changes: 11 additions & 0 deletions data/Mainline_mods/Mods/Dark-Skies-Above/TODO.md
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@@ -1,3 +1,14 @@
<!-- START doctoc generated TOC please keep comment here to allow auto update -->
<!-- DON'T EDIT THIS SECTION, INSTEAD RE-RUN doctoc TO UPDATE -->
**Table of Contents**

- [List of Short Term Tasks](#list-of-short-term-tasks)
- [JSON](#json)
- [Code](#code)
- [Mid Term Ideas](#mid-term-ideas)

<!-- END doctoc generated TOC please keep comment here to allow auto update -->

# List of Short Term Tasks

In order to keep Dark Skies Above moving and to not get overwhelmed, I'm creating lists of achievable, short term tasks that need to done. These lists should be periodically updated as items are completed.
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14 changes: 14 additions & 0 deletions data/Mainline_mods/Mods/DinoMod/DESIGN.md
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@@ -1,3 +1,17 @@
<!-- START doctoc generated TOC please keep comment here to allow auto update -->
<!-- DON'T EDIT THIS SECTION, INSTEAD RE-RUN doctoc TO UPDATE -->
**Table of Contents**

- [Design Document SPOILERS AHEAD](#design-document-spoilers-ahead)
- [What belongs in DinoMod?](#what-belongs-in-dinomod)
- [Realism vs. Fun](#realism-vs-fun)
- [Adding, replacing, removing](#adding-replacing-removing)
- [How to contribute](#how-to-contribute)
- [Where should new dinosaurs spawn?](#where-should-new-dinosaurs-spawn)
- [How to add a dinosaur](#how-to-add-a-dinosaur)

<!-- END doctoc generated TOC please keep comment here to allow auto update -->

# Design Document SPOILERS AHEAD
The core idea of DinoMod is this: https://tvtropes.org/pmwiki/pmwiki.php/Main/EverythingsBetterWithDinosaurs
The purpose of this mod is to make Cataclysm a more fun game to play and develop for, showing off new mechanics and bringing life to parts of the game that aren't as well-developed.
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9 changes: 9 additions & 0 deletions data/Mainline_mods/Mods/DinoMod/README.md
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@@ -1,3 +1,12 @@
<!-- START doctoc generated TOC please keep comment here to allow auto update -->
<!-- DON'T EDIT THIS SECTION, INSTEAD RE-RUN doctoc TO UPDATE -->
**Table of Contents**

- [DinoMod](#dinomod)
- [Takeaway Features](#takeaway-features)

<!-- END doctoc generated TOC please keep comment here to allow auto update -->

# DinoMod
A content addition mod for Cataclysm: DDA, adds dinosaurs to fight, befriend or just to add something fun and new. Intended to work with all other vanilla-DDA based mods, but probably not total conversions.

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10 changes: 10 additions & 0 deletions data/Mainline_mods/Mods/Magiclysm/lore.md
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@@ -1,3 +1,13 @@
<!-- START doctoc generated TOC please keep comment here to allow auto update -->
<!-- DON'T EDIT THIS SECTION, INSTEAD RE-RUN doctoc TO UPDATE -->
**Table of Contents**

- [History](#history)
- [Classes](#classes)
- [Class Characteristics](#class-characteristics)

<!-- END doctoc generated TOC please keep comment here to allow auto update -->

# History
Magic is a rather spiritually draining experience.
It's just not very comfortable using your mana pool.
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23 changes: 23 additions & 0 deletions data/Mainline_mods/Mods/Magiclysm/magic_balance.md
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@@ -1,3 +1,26 @@
<!-- START doctoc generated TOC please keep comment here to allow auto update -->
<!-- DON'T EDIT THIS SECTION, INSTEAD RE-RUN doctoc TO UPDATE -->
**Table of Contents**

- [Spells](#spells)
- [Difficulty](#difficulty)
- [Max Level](#max-level)
- [Attack Stats](#attack-stats)
- [Effect](#effect)
- [Energy Source](#energy-source)
- [Casting Time](#casting-time)
- [Energy Cost](#energy-cost)
- [Fields](#fields)
- [Damage Type](#damage-type)
- [Valid targets](#valid-targets)
- [Tier Examples:](#tier-examples)
- [Tier 0](#tier-0)
- [Tier 1](#tier-1)
- [Tier 2](#tier-2)
- [Tier 3](#tier-3)

<!-- END doctoc generated TOC please keep comment here to allow auto update -->

# Spells
Spells are incredibly versatile, and can range wildly depending on the JSON values that are assigned to them. As such, spells can be said to reside in various "tiers" that are based on their stats. The tier of spell is not listed in game, but can be derived based on several factors.

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9 changes: 9 additions & 0 deletions data/Maintained_mods/mods/CulinaryDaysAhead/README.md
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@@ -1,3 +1,12 @@
<!-- START doctoc generated TOC please keep comment here to allow auto update -->
<!-- DON'T EDIT THIS SECTION, INSTEAD RE-RUN doctoc TO UPDATE -->
**Table of Contents**

- [Culinary Days Ahead](#culinary-days-ahead)
- [Recipes](#recipes)

<!-- END doctoc generated TOC please keep comment here to allow auto update -->

# Culinary Days Ahead

## Recipes
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8 changes: 8 additions & 0 deletions data/Maintained_mods/mods/Locked_and_Loaded/README.md
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@@ -1,3 +1,11 @@
<!-- START doctoc generated TOC please keep comment here to allow auto update -->
<!-- DON'T EDIT THIS SECTION, INSTEAD RE-RUN doctoc TO UPDATE -->
**Table of Contents**

- [Locked and Loaded](#locked-and-loaded)

<!-- END doctoc generated TOC please keep comment here to allow auto update -->

# Locked and Loaded
Adds more guns and ammo types for those gun nuts.

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9 changes: 9 additions & 0 deletions data/Maintained_mods/mods/More_Survivors_Stories/README.md
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@@ -1,3 +1,12 @@
<!-- START doctoc generated TOC please keep comment here to allow auto update -->
<!-- DON'T EDIT THIS SECTION, INSTEAD RE-RUN doctoc TO UPDATE -->
**Table of Contents**

- [Not everyone turned into zombies. Some still struggling to live...](#not-everyone-turned-into-zombies-some-still-struggling-to-live)
- [How to get to Hell's Raiders story line:](#how-to-get-to-hells-raiders-story-line)

<!-- END doctoc generated TOC please keep comment here to allow auto update -->

# Not everyone turned into zombies. Some still struggling to live...

Adds 5 new side stories (1 WIP), 1 mission for random NPCs and a story line for Hell's Raiders faction (in early stage of development, fully playable, currently have a decent amount of content).
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10 changes: 10 additions & 0 deletions data/Maintained_mods/mods/No_Hope_Night_Pryanik/README.md
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@@ -1,3 +1,13 @@
<!-- START doctoc generated TOC please keep comment here to allow auto update -->
<!-- DON'T EDIT THIS SECTION, INSTEAD RE-RUN doctoc TO UPDATE -->
**Table of Contents**

- [No-Hope](#no-hope)
- [List of features](#list-of-features)
- [Translation](#translation)

<!-- END doctoc generated TOC please keep comment here to allow auto update -->

# No-Hope

The mod is based on the old lore where there was a full-scale war with China with many months of preceding marauding and civil disorder. Thus the world with the mod will be much more damaged overall, there will be much less loot etc.
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20 changes: 20 additions & 0 deletions data/Maintained_mods/mods/Nocts_cata_mod/README_DDA.md
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@@ -1,3 +1,23 @@
<!-- START doctoc generated TOC please keep comment here to allow auto update -->
<!-- DON'T EDIT THIS SECTION, INSTEAD RE-RUN doctoc TO UPDATE -->
**Table of Contents**

- [Expansion mod for Cataclysm, Dark Days Ahead version](#expansion-mod-for-cataclysm-dark-days-ahead-version)
- [Special Thanks](#special-thanks)
- [Frequently Asked Questions](#frequently-asked-questions)
- ["The zombie super scout (insert event where it killed your char)!"](#the-zombie-super-scout-insert-event-where-it-killed-your-char)
- [Why do you have books that level you up from 0-10? Isn't that a bit broken?](#why-do-you-have-books-that-level-you-up-from-0-10-isnt-that-a-bit-broken)
- [Here is my github for this project](#here-is-my-github-for-this-project)
- [Contributing](#contributing)
- [Suggestions](#suggestions)
- [Reporting bugs](#reporting-bugs)
- [Modifying the code](#modifying-the-code)
- [Github Rules](#github-rules)
- [Warning: Spoilers Ahead!](#warning-spoilers-ahead)
- [To do](#to-do)

<!-- END doctoc generated TOC please keep comment here to allow auto update -->

# Expansion mod for Cataclysm, Dark Days Ahead version

The version of this mod in this folder is is for Cataclysm: Dark Days Ahead. Copy the folder containing this content into data/mods if you are using that version of Cataclysm. Use the other folder, nocts_cata_mod_BN if you are playing with Cataclysm: Bright Nights.
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10 changes: 10 additions & 0 deletions data/No_mods/Mods/No_Freeze/README.md
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@@ -1,3 +1,13 @@
<!-- START doctoc generated TOC please keep comment here to allow auto update -->
<!-- DON'T EDIT THIS SECTION, INSTEAD RE-RUN doctoc TO UPDATE -->
**Table of Contents**

- [No Freeze](#no-freeze)
- [Version 1.6](#version-16)
- [Version 1.5](#version-15)

<!-- END doctoc generated TOC please keep comment here to allow auto update -->

# No Freeze

Whatcha see is whatcha get. No frills, no decor, no excess. All food items (including water!) have their freezing point lowered to -1000f.
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