In here I will give a short overview of how to use the editors. Be aware those editors can be a bit weird at times, there is some caveats to watch out for as they do a lot of things and sometimes the order in which you do things is important. I'll try my best to give guides for all of them so you can start creating stuff, as this all grew a bit complex over time
Everything you create in the exipelago editors will have some common things to it. Each Creation will have a Name and a Key. Feel free to select a name of your likings but with the key, they sometimes should reflect some sort of organization to be displayed at the correct position. Whenever you reference a different item/material, you will use the key of it (or a subsequent range of childs of a key).
When loading all the assets, the game will actually overwrite similar keys. That way you can also provide creations for the base assets. So if you want to make a new "material" for the dirt block, you would create a material with the key "material.soil.dirt" and once it's activated in the games modding menu it will be used instead of the games own dirt material. This is true for all creations you make. So when you make your key and don't want to clash with other users naming it's a good advise to make your keys somehow unique, like using some sort of prefix to the end of it. Like instead of naming something "furniture.chair.wood" name it "furniture.chair.xyzwood". Try to avoid any special characters but underscore should be alright as well
The key of an item will also directly control it's place in the games items tree. For example, food.staple.bread will later be found in stockpiles inventory lists as
Food -> Staple -> Bread
SideInfo: The names for these parts are actually read from the localisation file, by using it's respective keys as index. You can technically supply your own localisation file with each asset you make, but as it is right now, you'd have to do this manually as there is no such function in the editors yet)
Open the editor from the games main menu, click on the "New" Button and the first thing you should do is actually put your key in the big input field at the top of the screen. Ideally save right away (the editor will automatically open the last edited asset).
On the Bottom of the Screen you find several tabs whch differ per editor to configure your asset.
In the upper left, you find a box for the preview Image - when you press the button, an image will be taken from your current view.
The view is currently always centered at the asset you create (may change in the future) otherwise the controls are the same as in the game itself
The other Buttons on the top of the screen are for exiting to the main menu, loading an asset you created, saving the asset and sharing the asset (which is basically publishing it on the workshop)
If you want to publish your item on the steam workshop and make it available for others to use, click the share button (make sure you have made a preview image by clicking the camera button on the preview image box). Make sure your item is already saved and you already gave a name & proper key to it. Set visibility to your likings and click "create".
The same procedure is used when you want to update the item on the workshop: Open an existing item, do your changes, click share and so on
General adive: If something does not work out .. restart the game and open the editor again. There is some quirks here and then which needs the game to reload the assets first to work properly
General Information and things to know:
Everything you create in the exipelago editors will have some common things to it. Each Creation will have a Name and a Key. Feel free to select a name of your likings but with the key, they sometimes should reflect some sort of organization to be displayed at the correct position. Whenever you reference a different item/material, you will use the key of it (or a subsequent range of childs of a key).
The key structure will basically control where on the games UI the thing you created will be available.
When loading all the assets, the game will actually overwrite similar keys. That way you can also provide creations for the base assets. So if you want to make a new "material" for the dirt block, you would create a material with the key "material.soil.dirt" and once it's activated in the games modding menu it will be used instead of the games own dirt material. This is true for all creations you make. So when you make your key and don't want to clash with other users naming it's a good advise to make your keys somehow unique, like using some sort of prefix to the end of it. Like instead of naming something "furniture.chair.wood" name it "furniture.chair.xyzwood". Try to avoid any special characters but underscore should be alright as well
The key of an item will also directly control it's place in the games items tree. For example, food.staple.bread will later be found in stockpiles inventory lists as
Food -> Staple -> Bread
SideInfo: The names for these parts are actually read from the localisation file, by using it's respective keys as index. You can technically supply your own localisation file with each asset you make, but as it is right now, you'd have to do this manually as there is no such function in the editors yet)
The normal way of doing things
Open the editor from the games main menu, click on the "New" Button and the first thing you should do is actually put your key in the big input field at the top of the screen. Ideally save right away (the editor will automatically open the last edited asset).
On the Bottom of the Screen you find several tabs whch differ per editor to configure your asset.
In the upper left, you find a box for the preview Image - when you press the button, an image will be taken from your current view.
The view is currently always centered at the asset you create (may change in the future) otherwise the controls are the same as in the game itself
The other Buttons on the top of the screen are for exiting to the main menu, loading an asset you created, saving the asset and sharing the asset (which is basically publishing it on the workshop)
Publishing on the workshop
If you want to publish your item on the steam workshop and make it available for others to use, click the share button (make sure you have made a preview image by clicking the camera button on the preview image box). Make sure your item is already saved and you already gave a name & proper key to it. Set visibility to your likings and click "create".
The same procedure is used when you want to update the item on the workshop: Open an existing item, do your changes, click share and so on
General adive: If something does not work out .. restart the game and open the editor again. There is some quirks here and then which needs the game to reload the assets first to work properly
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