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Merge pull request #211 from satisfactorymodding/hotfix-wiki-links
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Fix old gamepedia links that I missed in 3892f23
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budak7273 authored Jun 22, 2023
2 parents 3439be0 + 087e880 commit 816bf9a
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Expand Up @@ -20,7 +20,7 @@ Note that recipes are used to define both crafting recipes in the craft bench an
All buildables actually have an item equivalent in game as well.
====

'Schematics', on the other hand, define things like https://satisfactory.gamepedia.com/Milestones[Milestones],
'Schematics', on the other hand, define things like https://satisfactory.wiki.gg/Milestones[Milestones],
the shipments submitted to FICSIT via the HUB in order to unlock new recipes and features.
This is far from their only purpose.
They are backed by the FGSchematic class.
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6 changes: 3 additions & 3 deletions modules/ROOT/pages/Development/ReuseGameFiles.adoc
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Expand Up @@ -6,7 +6,7 @@ Doing this is a fairly straightforward process,
and you do not need to extract any files from the game to do so.

As an example, you could reuse the base game's
https://satisfactory.gamepedia.com/HUB_Parts[HUB Parts] icon and mesh
https://satisfactory.wiki.gg/HUB_Parts[HUB Parts] icon and mesh
for your custom items as a placeholder until you have created assets of your own.

When you use the method described on this page to re-use base game content,
Expand Down Expand Up @@ -50,12 +50,12 @@ You'll be placeholdering the descriptor instead of a mesh or texture, though.
== Example Static Mesh and Icon Reuse

As an example, let's say you wanted to reuse the static mesh and icon from the
https://satisfactory.gamepedia.com/HUB_Parts[HUB Parts]
https://satisfactory.wiki.gg/HUB_Parts[HUB Parts]
component mentioned earlier.

The first step is to track down the location of the asset in the base game.
This is done by figuring out the Blueprint Path of the asset via the
https://satisfactory.gamepedia.com/[Satisfactory Wiki],
https://satisfactory.wiki.gg/[Satisfactory Wiki],
finding the content on a
https://github.com/Goz3rr/SatisfactorySaveEditor/tree/master/Reference%20Materials[reference list], or via searching around for it in
https://www.gildor.org/en/projects/umodel[UModel]
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4 changes: 2 additions & 2 deletions modules/ROOT/pages/Development/Satisfactory/ResourceSink.adoc
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Expand Up @@ -18,11 +18,11 @@ Call it "Points_YourModName" or similar so it's easy to find later.
You'll need to create a row in the data table for each item you
want to be sinkable. The `Row Name` does not matter, the `Item Class` should be
the FGItemDescriptor of the item, and the `Points` column is how many points it's worth
in the sink. You can go to the https://satisfactory.gamepedia.com/AWESOME_Sink#Points_generated_per_item[Satisfactory Wiki] to see how many
in the sink. You can go to the https://satisfactory.wiki.gg/AWESOME_Sink#Points_generated_per_item[Satisfactory Wiki] to see how many
points each vanilla item is worth for comparison. Consider making your item worth more
points than the sum of its components to encourage crafting and sinking
it as opposed to just sinking the raw materials. You can see the "point profit"
of various vanilla recipes https://satisfactory.gamepedia.com/AWESOME_Sink#Recipe_point_improvement_ratios[here] for comparison.
of various vanilla recipes https://satisfactory.wiki.gg/AWESOME_Sink#Recipe_point_improvement_ratios[here] for comparison.

There is an additional column, `Overridden Resource Sink Points`. This should always
be set to -1. CSS uses a script to automatically calculate point values for them,
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4 changes: 2 additions & 2 deletions modules/ROOT/pages/SMLChatCommands.adoc
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Expand Up @@ -145,7 +145,7 @@ Buildings are unaffected.
If the inventory isn't big enough to hold it all,
extra slots will be granted as well.
You can find an item's Blueprint Path on the
https://satisfactory.gamepedia.com/[Satisfactory Wiki],
https://satisfactory.wiki.gg/[Satisfactory Wiki],
finding the content on a
https://github.com/Goz3rr/SatisfactorySaveEditor/tree/master/Reference%20Materials[reference list], or via searching around for it in
https://www.gildor.org/en/projects/umodel[UModel].
Expand All @@ -158,7 +158,7 @@ via `GiveItemStacks "" numberOfSlots`
Unlike `GiveItemStacks`, if the inventory can't hold the items,
the inventory will NOT be expanded.
You can find an item's Blueprint Path on the
https://satisfactory.gamepedia.com/[Satisfactory Wiki],
https://satisfactory.wiki.gg/[Satisfactory Wiki],
finding the content on a
https://github.com/Goz3rr/SatisfactorySaveEditor/tree/master/Reference%20Materials[reference list], or via searching around for it in
https://www.gildor.org/en/projects/umodel[UModel].
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