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| 1 | += Icon Libraries |
| 2 | + |
| 3 | +Extending the set of icons available for use in the game's sign, map stamps, and map icon system requires creating an Icon Library data asset. |
| 4 | +Adding new icons is a relatively straightforward process but there are some considerations to be made. |
| 5 | + |
| 6 | +This page walks through creating an Icon Library, adding icons to it, |
| 7 | +and editing it as your mod evolves. |
| 8 | + |
| 9 | +[IMPORTANT] |
| 10 | +==== |
| 11 | +The game's icon library system is originally designed to be used with an editor tool that is not available to modders. |
| 12 | +As such, many of the warnings and mentioned in the headers (and field hover tooltips) are not relevant to modders. |
| 13 | +
|
| 14 | +Disregard the tooltips' warnings, but be sure to read the warnings and notes posted on this page. |
| 15 | +==== |
| 16 | + |
| 17 | +== Setup |
| 18 | + |
| 19 | +Before getting started you will need to add some |
| 20 | +xref:Development/ModLoader/AccessTransformers.adoc[Access Transformers]. |
| 21 | +The game's icon library system has a couple safeguards to avoid icon ID conflicts, |
| 22 | +but we must turn off these safeguards to add modded icons in our own libraries. |
| 23 | + |
| 24 | +Add the following to your mod's `AccessTransformers.ini`: |
| 25 | + |
| 26 | +[source,ini] |
| 27 | +---- |
| 28 | +[AccessTransformers] |
| 29 | +
|
| 30 | +; Custom FGIconLibrary |
| 31 | +EditAnywhere=(Class="/Script/FactoryGame.IconData", Property="ID") |
| 32 | +EditAnywhere=(Class="/Script/FactoryGame.IconData", Property="IconType") |
| 33 | +EditAnywhere=(Class="/Script/FactoryGame.IconData", Property="ItemDescriptor") |
| 34 | +EditAnywhere=(Class="/Script/FactoryGame.IconData", Property="DisplayNameOverride") |
| 35 | +---- |
| 36 | + |
| 37 | +== Create the Icon Library Data Asset |
| 38 | + |
| 39 | +A data asset needs to be created to hold all the information about the icons you are adding. |
| 40 | +Create a data asset using the Content Browser by right-clicking on empty space in your mod's Content folder, hovering over `Miscellaneous` and selecting `Data Asset`. |
| 41 | + |
| 42 | +image:Satisfactory/IconLibrary/CreateDataAsset.png[Screenshot of creating a new Data Asset in the editor] |
| 43 | + |
| 44 | +Then select `FGIconLibrary` as the Data Asset Class |
| 45 | + |
| 46 | +image:Satisfactory/IconLibrary/SelectDataAssetClass_FGIconLibrary.png[Screenshot of selecting Data Asset class] |
| 47 | + |
| 48 | +Place the asset wherever you'd like in your mod's files. |
| 49 | +The game's Icon Database Subsystem will automatically detect and load it. |
| 50 | + |
| 51 | +== Importing Icon Images |
| 52 | + |
| 53 | +You will need to import images to be used as icons if they aren't already part of your mod. |
| 54 | +To do this simply right-click on an empty space again and this time select `Import to /[YourModReference]`, then use the file browser to select your image(s). |
| 55 | + |
| 56 | +image:Satisfactory/IconLibrary/ImportAsset.png[Screenshot of import asset context menu] |
| 57 | + |
| 58 | +Some Texture settings can be set to match Vanilla icons. |
| 59 | + |
| 60 | +In the `Level Of Detail` section: |
| 61 | + |
| 62 | +* Mip Gen Settings = `FromTextureGroup`` |
| 63 | +* Texture Group = `UI Streamable` |
| 64 | + |
| 65 | +In the `Compression` section: |
| 66 | + |
| 67 | +* Compression Settings = `Default (DX11/...)` |
| 68 | + |
| 69 | +image:Satisfactory/IconLibrary/IconTextureSettings.png[Screenshot of icon Texture asset settings] |
| 70 | + |
| 71 | +Everything else can be left as the default from when it was imported. |
| 72 | + |
| 73 | +=== Image Considerations |
| 74 | + |
| 75 | +There are a couple things to keep in mind for your images: |
| 76 | + |
| 77 | +1. Images should be square. Signs will stretch images into a square so if you want it to show correctly make sure you crop it to a square before importing. |
| 78 | +2. PNGs with alpha backgrounds work best. Vanilla icons have alpha backgrounds, so to best match the vanilla style yours should have that as well. |
| 79 | + |
| 80 | +== Filling out the Data Asset |
| 81 | + |
| 82 | +Upon opening the data asset you will see several different arrays you can add icons to. No matter what type of icon you are adding you will want to use `M Icon Data`. If you add your icon in one of the other arrays it will not show in-game. |
| 83 | + |
| 84 | +Add a new element to `M Icon Data`, it should look like this: |
| 85 | + |
| 86 | +image:Satisfactory/IconLibrary/FreshIconDataArrayElement.png[Screenshot of newly created Icon Data array element] |
| 87 | + |
| 88 | +[cols="1,4a"] |
| 89 | +|=== |
| 90 | +| Field | Description of Function |
| 91 | + |
| 92 | +| ID |
| 93 | +| Each of your icons requires a unique, non-negative ID. For ease of editing, start at 0 and use the same number as the array index. |
| 94 | + |
| 95 | +[NOTE] |
| 96 | +==== |
| 97 | +Icon IDs must be unique within the Data Asset, but not across Icon Libraries. |
| 98 | +If you have multiple Icon Library Data Assets it's safe to reuse IDs as long as it isn't within the same Library asset. |
| 99 | +==== |
| 100 | + |
| 101 | +| Texture |
| 102 | +| Required. The texture (or material instance) to use for the icon. |
| 103 | + |
| 104 | +| Item Descriptor |
| 105 | +| Optional. If you want to duplicate the name of an item or building, select its descriptor here. |
| 106 | + |
| 107 | +| Display Name Override |
| 108 | +| When checked, the `Item Descriptor` field will be ignored and `Icon Name` will be used instead. |
| 109 | + |
| 110 | +| Icon Name |
| 111 | +| The user-facing icon name to use for the icon. Required, unless an `Item Descriptor` is provided. |
| 112 | + |
| 113 | + |
| 114 | +* When no `Item Descriptor` is provided, the field is used as the icon name. |
| 115 | +* When an `Item Descriptor` is provided, this field is only used as the icon name when `Display Name Override` is true, otherwise the value is ignored. |
| 116 | + |
| 117 | +| Icon Type |
| 118 | +| Required. Controls the category the icon is sorted into in-game, |
| 119 | +and if it's treated as a map stamp icon. |
| 120 | +Set this to something other than `ESIT None`. |
| 121 | + |
| 122 | +| Hidden |
| 123 | +| When checked, the icon will not be available for selection in-game. |
| 124 | +Use this if you want to remove an icon from the library instead of deleting its array entry. |
| 125 | + |
| 126 | +| Search Only |
| 127 | +| When checked, this icon will only appear when searched for directly. |
| 128 | + |
| 129 | +| Animated |
| 130 | +| see link:#AnimatedBackgrounds[Animated Backgrounds] for more information. |
| 131 | + |
| 132 | +|=== |
| 133 | + |
| 134 | +== Adding and Removing Icons |
| 135 | + |
| 136 | +To add new icons, simply add new array elements and ensure they have unique IDs. |
| 137 | + |
| 138 | +[IMPORTANT] |
| 139 | +==== |
| 140 | +When removing icons from your library, use the Hidden field instead of removing them! |
| 141 | +
|
| 142 | +Although it's possible to remove array entries, this is highly discouraged as it could result in you accidentally re-using an ID later. |
| 143 | +Re-using an ID will cause users' signs to unexpectedly change from the old icon to the new icon. |
| 144 | +Instead, it is recommended to simply leave the array entry in place and enable the `Hidden` boolean property. |
| 145 | +Clear the texture reference if necessary. |
| 146 | +==== |
| 147 | + |
| 148 | +== Finishing Up |
| 149 | + |
| 150 | +To test your icon library, package the mod and build a sign to see if your icons are showing up. |
| 151 | +Check out Example Mod's `ExampleModIcons` if you're having trouble getting your icon library settings to work. |
| 152 | + |
| 153 | +== Special Icon Types |
| 154 | + |
| 155 | +This section provides some additional notes about specific Icon Type values. |
| 156 | + |
| 157 | +[id="AnimatedBackgrounds"] |
| 158 | +=== Animated Backgrounds |
| 159 | + |
| 160 | +It is possible to add new animated backgrounds. |
| 161 | +Look at `FactoryGame/Interface/UI/InGame/Signs/SignBackgrounds` for some examples of settings for animated backgrounds. |
| 162 | + |
| 163 | +NOTE: Animated icons will only animate when used as a background, and all backgrounds are automatically made grayscale when selected in-game. |
| 164 | + |
| 165 | +=== Map Stamps |
| 166 | + |
| 167 | +Using Icon Type `ESIT_Map_Stamp` will result in the icon automatically appearing as a stamp option in the game's map UI. |
| 168 | + |
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