New custom projections can be defined through files in Projections\RoomName_proj.txt
These projections are triggered in the same way as vanilla projections, using the Triggers page in devtools.
Various settings can be defined through the _proj.txt file. These are all case insensitive and should be separated from their value by :
Name | Type | Default Value | Description |
---|---|---|---|
timeOnEachImage |
number | 25 | the number of ticks to display each image |
showTime |
number | 150 | the number of ticks to display the whole projection sequence |
RND_Image |
filename | RND_PROJ | the name of the image used for random flickering, should be Projections\<RND_Image>.png |
Any line that is not one of these settings will be parsed as a projection image to add to the sequence. Projection image names are case sensitive.
The vanilla projections are taken from Projections\STR_PROJ.png
and their names are as follows
Dead_Slugcat_B | Moon_Fantasy* | Slugcat_Eating* | Slugcat_Sleeping* | Undefined |
Scav_And_Pearls | Scav_Slugcat_Trade | Swarmers | Moon_And_Swarmers | Dead_Slugcat_A |
Clue_1 | Clue_2 | Clue_3 | Clue_4 | Scav_Outpost |
Slugcat_3 | Slugcat_4 | Slugcat_5 | Slugcat_6 | Slugcat_7 |
Moon_Full_Figure | Moon_Double_Size | Moon_Portrait | Slugcat_1 | Slugcat_2 |
*only have images when Rain World Remix mod is enabled, otherwise they appear the same as Undefined
New projection images can be added by including a .png file in the Projections
folder as well as a .txt with the same name, to define the names of each image included on the .png.
The .png file should be a 1,000 x 1,000 image, consisting of a grid of 5 x 5 smaller images that are 200 x 200.
The .txt file should list all of the image names reading from left to right, bottom to top.
here is an example png and an example txt
Below are a couple example _proj.txt files
Projections\SL_AI_proj.txt
timeOnEachImage: 80
showTime: 1400
Swarmers
Moon_And_Swarmers
Moon_Fantasy
Swarmers
Moon_And_Swarmers
Moon_Fantasy
Swarmers
Moon_And_Swarmers
Moon_Fantasy
Projections\LF_A05_proj.txt
timeOnEachImage: 28
showTime: 400
RND_Image: ONH_RND_PROJ
Cave_Train
Fissure_Harvester
Fissure_Ledge
LF_Deer
Cave_1
Cave_2
Many new properties can be defined in World\XX\Properties.txt to customize overseer behavior as it applies to the entire region. All property names are case sensitive and should be separated from their value by :
Name | Type | Default Value | Description |
---|---|---|---|
guideShelterWeight |
decimal | 1 | Multiplies the player guide's desire to show shelter direction |
guideBatWeight |
decimal | 1 | Multiplies the guide's desire to show swarmroom direction |
guideDangerousCreatureWeight |
decimal | 1 | Multiplies the guide's desire to warn of dangerous creatures |
guideDeliciousFoodWeight |
decimal | 1 | Multiplies the guide's desire to point to fruit |
guideProgressionWeight |
decimal | 1 | Multiplies the guide's desire to show progression if below 100, if above 100 it will override with the value - 100 |
guideDestinationRoom |
room name | none | The room the player guide should point to when showing progression |
guideProgressionSymbol |
atlas name | GuidanceSlugcat |
The symbol to use for showing progression |
inspectorColor |
color or number | 1, 0.8, 0.3 or 1 |
The color of the inspectors in the region |
guideColor |
color or number | 1, 0.8, 0.3 or 1 |
The color of the player guide |
overseersColorOverride(<color>) |
decimal | 1 | The chance of the non-guide overseers changing to the defined color |
overseersColorOverride()
should include the color to override in the parantheses. At runtime the overrides will be sorted by descending chance for each random check.
Overseer color properties can take in ids 0-5 to choose between built-in colors.
ID | Iterator Owner | Color |
---|---|---|
0 | Five Pebbles | 0.44705883, 0.9019608, 0.76862746 |
1 | Looks to the Moon | 1, 0.8, 0.3 |
2 | No Significant Harassment | 0, 1, 0, |
3 | Seven Red Suns | 1, 0.2, 0 |
4 | Unknown White | 0.9, 0.95, 1f |
5 | Unknown Purple | 0.56, 0.27, 0.68 |
Below is an example file
guideShelterWeight: 1.2 //shelter suggestions will be slightly more common
guideBatWeight: 0.8
guideDangerousCreatureWeight: 0 //tutorial-ish behaviors will be minimized
guideDeliciousFoodWeight: 0
guideProgressionWeight: 101 //tendency to show progression will be locked at 1, like Shoreline
guideDestinationRoom: GATE_FS_LF
guideProgressionSymbol: GuidancePebbles
guideColor: 3 //will be colored red, as the SRS overseer
overseersColorOverride(3): 0.1 //idle SRS overseers can be found rarely
overseersColorOverride(5): 1 //the default idle overseer will be purple
overseersColorOverride(0.1, 0.2, 0.1): 0.4 //dark grey overseers can be found