XML Reference

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barrowwight
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XML Reference

Post by barrowwight »

I had a couple ideas for mods that I wanted to make, but I have hit a wall in my development. I cannot really figure out how to write the XML files for my mod. Is there any sort of reference to the different sections of the XML file, and what can go in them? Similar to the reference for the .i3d file structure here: https://gdn.giants-software.com/documen ... cification?

I have a couple of different mod ideas that I want to create, but there are quite a few different sections and tags that I cannot figure out, even after looking through a lot of different mods.
Procobator
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Re: XML Reference

Post by Procobator »

Xml files are merely tables with information. To better understand them I recommend you study how the game accesses the xml files. The documentation of scripting can be found here:

https://gdn.giants-software.com/documen ... nction=265
barrowwight
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Re: XML Reference

Post by barrowwight »

I have looked at the lua documentation. But that does not cover all of the different tags in the XML file.
Some examples (this is not complete):
[*]<l10n>
[*]<functions>
[*]<handtooltype>
[*]<rotation> (in storedata)

What I am looking for is what the different tags in the XML file actually mean. Not what the general scripting overview is, or what an xml file is.


One example is Giants own i3d documentation page, which documents the breakdown of the i3d xml files, and all the different node types, what they do. https://gdn.giants-software.com/documentation_i3d.php
Another Example is the documentation for Android's manifest XML file. https://developer.android.com/guide/top ... fest-intro

What I am looking for is something similar for the XML files used in mods for FS19, something that will list all the different possible options, and describe what they are.
Help out with creating high quality modding documentation at https://github.com/Marsfan/Farming-Simulator-Mod-Doc
s8080t
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Re: XML Reference

Post by s8080t »

Yeah, that's been on the wish list for a while now - this kind of doc just doesn't seem to exist.

You'll find some modders on GIANTS' Discord server who answer such questions based on their experience.

<l10n>: Short for localization, defines strings in different languages that can be used in e.g. configuration names, actions, etc.
<rotation>: rotates the vehicle in the shop (preview) and after buying.
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barrowwight
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Re: XML Reference

Post by barrowwight »

Hmmm. Might need to join that discord. Thanks.

Also might try to use github to write up my own XML documentation over time.
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s8080t
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Re: XML Reference

Post by s8080t »

barrowwight wrote: Tue Jul 14, 2020 1:35 amAlso might try to use github to write up my own XML documentation over time.
I'd love that. And would contribute ;)
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barrowwight
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Re: XML Reference

Post by barrowwight »

s8080t wrote: Tue Jul 14, 2020 3:06 pm I'd love that. And would contribute ;)
I will probably get started this weekend. Look out for another forum post with a link to it.
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hu.ch
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Re: XML Reference

Post by hu.ch »

I know it's long time a go your question but i think i know what you mean. You search the elements from the .xml's. I think you search something like this:

C:\Program Files (x86)\Farming Simulator 2022\shared\xml\documentation

There you can see what for commands are possiple.

Sorry for my bad english. it's not my mother language. ;-)
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