Sol Lignum wrote:maestro pawnstorm clears the skies once again for us not-so technically advanced beings
As i gathered from magic.txt file - font replacement is a must in case you need some fancy characters. The only question is - how to strap these fonts and kenshi_fonts.xml to the mod and launsh it all to workshop, which, as i understand, only accepts .mod files

It think the issue with the lack of information how modding system now works.
When we added the Steam Workshop support, we improved the way of how the mods work.
A mod consists of two things; one is the .mod file that contains all the added/updated/removed content from the FCS and the extra files you mod has.
Having a .mod file in obligatory, even if it's doesn't have any changes in it.
The extra files, which are optional, are the new things in the mod system. Before when you wanted to mod something of the game, say the fonts, you needed to ship your mod with the same folder structure as the game with the files you wanted to add or replace (e.g.: Kenshi/data/gui/fonts/kenshi_fonts.xml).
Now, using Steam Workshop, that's impossible of doing since Steam creates a folder somewhere else for each mod you subscribe. So what we changed was to make the mod folder behave like a mirror of the game 'data' folder structure, where each file will "overwrite" the game file (technically it what does is remap the folder for each of those files to the mod folder).
Note: When you upload a mod to Steam Workshop, it uploads the whole mod folder with all its content.
For example, this is the structure of a mod I've made:
Code: Select all
mods
\---gui_update
| gui_update.mod
| _gui_update.img
| _gui_update.info
|
+---gui
| +---fonts
| | Asul-Bold.ttf
| | Asul-Regular.ttf
| | kenshi_fonts.xml
| | NotoSans-Bold.ttf
| | NotoSans-Regular.ttf
| |
| +---gfx
| | Kenshi_UI.dds
| |
| \---images
| kenshi_images.xml
|
\---materials
moon2_HI.dds
moon_HI.dds
As you can see, I've modified the kenshi_fonts.xml file and added some new fonts.
You can do this with almost every file in the game. This way is better because now with each update of the game it won't overwrite modified files.
Hope this explanation brought more light into how to modify the game.
There should be a proper post explaining all this.
By the way, I'm working on a information post about how to translate the game. It should be up by today or first thing tomorrow.