Update modding-guide.rst

Change use of word entities to objects because entitiy is a taken word in DF, and remove incorrect slash from a command.
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Tachytaenius 2022-09-13 10:51:38 +01:00 committed by GitHub
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@ -107,7 +107,7 @@ structures. The first is the ``df-structures``
`repository <https://github.com/DFHack/df-structures>`__ that contains XML files
describing the contents of the game's structures. These are complete, but difficult
to read (for a human). The second option is the `gui/gm-editor` script, an
interactive data explorer. You can run the script while entities like units are
interactive data explorer. You can run the script while obects like units are
selected to view the data within them. You can also run ``gui/gm-editor scr`` to
view the data for the current screen. Press :kbd:`?` while the script is active to
view help.
@ -338,7 +338,7 @@ environment for fully-functioning modular mods are as follows:
* The main content of the mod would be in the ``raw`` folder:
* A Lua file in ``raw/init.d/`` to initialise the mod by calling
``your-mod-id/main/ enable``.
``your-mod-id/main enable``.
* Raw content (potentially with custom raw tokens) in ``raw/objects/``.
* A subfolder for your mod in ``raw/scripts/`` containing a ``main.lua`` file
(an example of which we will see) and all the modules containing the functions