Yes. Start with downloading Cheat Engine, learn Assembly and write a trainer for Cataclysm - it’s that easy !
Ah, you want to do it with a mod…? Well…
As far as I can tell, you probably can mod it like any item.
Check the data/json/overmap/map_extras.json
for the id
and type
, use the copy-from
entry and just redefine the description
, sym
or color
as you like.
I can’t test this right now, but I will as soon as I get a chance to do it…
Finally found the time to test this - and the answer is yes, it can be modded.
Here’s my example modinfo.json (you also could split this up into an extra file…):
[
{
"type": "MOD_INFO",
"id": "autonotes_mix",
"name": "Nicer notes",
"authors": [ "Valase" ],
"description": "Makes some changes to auto-notes.",
"category": "misc_additions",
"dependencies": [ "dda" ]
},
{
"id": "mx_point_burned_ground",
"type": "map_extra",
"copy-from": "mx_point_burned_ground",
"description": "Oh my god! Someone burned down all those plants!",
"sym": "#",
"color": "dark_gray"
},
{
"id": "mx_casings",
"type": "map_extra",
"copy-from": "mx_casings",
"autonote": false
},
{
"id": "mx_fallen_shed",
"type": "map_extra",
"copy-from": "mx_fallen_shed",
"sym": "=",
"color": "brown",
"autonote": true
}
]
Some things to keep in mind:
- Changing
"autonote"
to false
(or true
) and adding this mod into a existing world does not deactivate (or activate) these autonotes. Those need to be set in the Autonotes manager
.
- Adding this into an existing world does not change/replace already placed autonotes (but it will use the new description/symbol for the next one you’ll find).
- Setting the
"autonote"
to true
is not enough. You will need to define a sym
bol and a color
.
Otherwise it will just place a normal “N” note (it still works, it’s just ugly).
- Don’t be as stupid as me and use the
#
symbol for anything, it’s weird seeing an “unexplored” tile in the middle of your map.
- This is just an example. There’s much more one could and can do. Experiment!