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some documentation texts
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sphinx/source/bots/setup.rst

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@@ -6,6 +6,9 @@ The shared library is distributed together with the game.
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The uwapi repository contains c/c++ headers for all functions and structures provided by the library.
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Furthermore, it contains convenient wrappers for Python and C# for easy start.
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Steam Appid Txt
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---------------
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.. important::
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Copy ``steam_appid.txt`` into the ``bin`` folder.
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You will find the ``steam_appid.txt`` in the uwapi repository.
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Copy it into the ``bin`` folder, next to the game executable.
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It is recommended to remove the ``steam_appid.txt`` when you are done with your AI/bot program.
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The file may cause corruptions when the game is updated.
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Game Install Path
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-----------------
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.. important::
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If you installed Unnatural World in non-default location, define environment variable ``UNNATURAL_ROOT`` to the directory containing the library.
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sphinx/source/bots/troubleshooting.rst

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.. code-block:: bash
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__NV_PRIME_RENDER_OFFLOAD=1 __GLX_VENDOR_LIBRARY_NAME=nvidia your_program
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Alternatively, define these two environment variables in your IDE to be used when debugging your program.
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.. dropdown:: Corrupted game files
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Shut down Steam - click on the icon in the status bar, choose *Exit Steam*.
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Make sure that no Steam processes are running.
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Remove the whole folder ``Unnatural Worlds`` with the game.
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Start steam again, select UW in the library, click the settings (looks like a gear), *Properties...*, in the pop-up window select *Installed Files* tab, and click *Verify integrity of game files*.
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This will force Steam to download the whole game again.

sphinx/source/concepts/map.rst

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--------
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Clusters are aggregations of tiles into smaller connected groups.
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It is intended primarily for performance optimizations.
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All tiles in one cluster have the same terrain.
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All tiles in one cluster have same terrain.
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Clusters are indexed `0 .. M-1`.
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sphinx/source/concepts/prototypes.rst

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Also defines the duration of the recipe.
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Recipes are processed in buildings/units.
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Some recipes have a *place-over* requirement, which is an id of a unit, that the building must be placed on, in order for the recipe to function.
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Some recipes have a *place-over* requirement, which is an id of a unit prototype, that the building must be placed on, in order for the recipe to operate.
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Construction Prototype
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----------------------

sphinx/source/conf.py

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# -- Project information -----------------------------------------------------
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# https://www.sphinx-doc.org/en/master/usage/configuration.html#project-information
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project = 'UW api'
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project = 'UW API'
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copyright = '2025, Tomáš Malý'
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author = 'Tomáš Malý'
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sphinx/source/mods/index.rst

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Consequently, multiple mods can be enabled simultaneously.
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Assets found in a mod have precedence over assets in a map or in the base game.
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However, when multiple mods contain same asset ID, the map will fail to load.
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Managing mods with clashing assets IDs is left to the player.
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It is advised to prefix names of all assets in a mod with the name of the mod, to reduce a chance of clashing IDs.
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However, when multiple mods contain same asset id, the map will fail to load.
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Managing mods with clashing assets ids is left to the player.
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It is advised to prefix names of all assets in a mod with the name of the mod, to reduce a chance of clashing ids.

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