ReadmeMaker
Exports all new content added by a mod to be easily viewed.
About this mod Author’s original text
Readme Maker
Creates a file that lists all new and modified cards/abilities and special abilities... etc to be easiy viewed or even used in your Mods' Readme.
To see what your Readme looks like when its on the store.
- Open your Readme.md in a text editor (Notepad, Sublime... etc)
- Copy everything
- Go to
- Paste in the left column
Supports:
- Life Cost API
- Side Deck Selector
Example mods
- Void Life and Currency Cardpack
- Sire MoDeers
- MycoBotsinAct1
- ZergMod
How to use it
Setup
- Install the mod (Through is highly recommended)
- Start the game
- Wait for the console to load the ReadmeMaker mod
- Quit game
- Change _ReadmeMaker.Enabled to true in the config
- Restart the game so it can add the rest of the configs for you
Making a Readme
- Start Inscryption
- Start the game either vanilla or KCM until it gets to the map
- Wait for console to say that it has dumped the GENERATED_README.md!NOTE!
- will not accept a Readme with more than 32,768 characters. So if your mod has a lot of cards and sigils it's likely you'll hit this limit.
Adding Custom Information
The Readme Maker has support for your mod to add additional information to readme dumps
Setup
- Go to
- Download ExternalHelpers method and put it in your mod
How to add a custom card section to your mod
- Create a new class and make it inherit from CustomCardSection
- Override Initialize so it returns all the cards you want to appear in the readme dump.
- In your Plugin.cs script call AddSectionToReadmeMaker
eg:
private void Awake()
{
new AllBoneCardsSection().AddSectionToReadmeMaker();
}
public class AllBoneCardsSection: CustomCardSection
{
public override string SectionName() => "All Bone Cards";
public override bool Enabled() => true;
public override List Initialize()
{
return CardManager.AllCardsCopy.FindAll(a => a.bonesCost > 0);
}
}
How to add a general custom section to your mod
Go here for an example of what a custom section looks like
- Create a new class and make it inherit from CustomSection
- Fill our all methods as you need
- In your Plugin.cs script call AddSectionToReadmeMaker
eg:
private void Awake()
{
new ExampleCustomSection().AddSectionToReadmeMaker();
}
How to add a custom cost to your mod
Go here for an example of what a custom cost looks like
- Create a new class and make it inherit from CustomCost
- Fill our all methods as you need
- In your Plugin.cs script call AddCostToReadmeMaker
eg:
private void Awake()
{
new ExampleCustomCost().AddCostToReadmeMaker();
}
Includes:
43 New Configs:
|Section|Key|Description|
|:-|:-|:-|
|1. Readme Maker|Enabled|Should the ReadmeMaker create a GeneratedReadme?|
|1. Readme Maker|Save To|Where to save the generated readme to. If blank will be same folder as ReadmeMaker.dll. See console for exact location after making a readme.|
|2. General|Display By|Changes how the cards, abilities and special abilities are displayed.|
|2. General|Filter by JSONLoader Mod Prefix|Show.jdlr cards with a specific Mod Prefix. Disable by leaving blank.|
|2. General|Filter by Mod GUID|Only cards, sigils... etc related to this mods GUID. Disable by leaving blank.|
|2. General|Header Size|How big should the header be? (Does not work for type Foldout!|
|2. General|Header Type|How should the header be shown? (Unaffected by Size)|
|2. General|Ignore Empty Columns|True=Any columns that have no data will not be shown, False=All columns shown even if it has no data to show.|
|2. General|Ignore Mod by GUID|Ignore mods using these guids. Separate multiple guids by a comma. Disable by leaving blank.|
|2. General|Show GUIDs|Show the mod GUID for each sigils, tribes... etc.|
|2. General|Sort By|Changes the order of how rows in sections are displayed.|
|2. General|Sort by Ascending|True=Names will be ordered from A-Z, False=Z-A... etc.|
|3. Toggle Sections|Gramophone Sort Type|Order of which the G
Install & use Install: BepInEx plugin
- The archive from playbuff is the mod itself — usually a BepInEx plugin (a .dll or a plugin folder once unzipped).
- Recommended: use a community mod manager (such as r2modman) — pick this game, import the mod, and the manager sets up BepInEx and its dependencies for you.
- Manual route: install the BepInEx loader in the game folder, then drop the unzipped .dll or plugin folder into BepInEx/plugins/.
- Launch the game — the BepInEx console logs every plugin it loads; seeing this mod in the log means it is installed.
Mods with listed dependencies need those installed too, or they will not load. Options are usually changed in-game or in the plugin's config file.
Install these first, or the mod will not work: