From b89a30a3091720b64e5ea066b9f65c5cc7b6c48f Mon Sep 17 00:00:00 2001 From: Tachytaenius Date: Tue, 13 Sep 2022 10:51:38 +0100 Subject: [PATCH] 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. --- docs/guides/modding-guide.rst | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/docs/guides/modding-guide.rst b/docs/guides/modding-guide.rst index 549b93e3b..6687ca6d0 100644 --- a/docs/guides/modding-guide.rst +++ b/docs/guides/modding-guide.rst @@ -107,7 +107,7 @@ structures. The first is the ``df-structures`` `repository `__ 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