From e67df53c482555a9318dbd28eec0f34a78c4de4c Mon Sep 17 00:00:00 2001 From: Myk Taylor Date: Thu, 20 Jul 2023 17:44:09 -0700 Subject: [PATCH] document new blueprints dir in mods --- docs/guides/modding-guide.rst | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/docs/guides/modding-guide.rst b/docs/guides/modding-guide.rst index 38117503c..297e8482a 100644 --- a/docs/guides/modding-guide.rst +++ b/docs/guides/modding-guide.rst @@ -45,6 +45,7 @@ this:: info.txt graphics/... objects/... + blueprints/... scripts_modactive/example-mod.lua scripts_modactive/internal/example-mod/... scripts_modinstalled/... @@ -58,6 +59,9 @@ Let's go through that line by line. - Modifications to the game raws (potentially with custom raw tokens) go in the :file:`graphics/` and :file:`objects/` folders. You can read more about the files that go in these directories on the :wiki:`Modding` wiki page. +- Any `quickfort` blueprints included with your mod go in the + :file:`blueprints` folder. Note that your mod can *just* be blueprints and + nothing else if you like. - A control script in :file:`scripts_modactive/` directory that handles system-level event hooks (e.g. reloading state when a world is loaded), registering `overlays `, and