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Update TOC (#138)
* Update the table of contents * Update the table of contents * Update VS_linter.md * Update Generator_toc.yml * Update Professions_catalogue.md * Update Installation_guide.md * Update Installation_Times_for_Gun_Mods.md * Update Learning_Code.md * Update Override_a_variable.md * Update Updating_Legacy_JSON.md * Update VS_linter.md * Update Generator_toc.yml * Update Professions_catalogue.md * Update Generator_toc.yml * Update Professions_catalogue.md * Update Generator_toc.yml * Update .typo-ci.yml * Update TOC * remove generated with in mds * remove generated with in mds Co-authored-by: TheGoatGod <TheGoatGod@users.noreply.github.com> Co-authored-by: TheGoatGod <xXMartinDXx@gmail.com> Co-authored-by: TheGoatGod <56883303+TheGoatGod@users.noreply.github.com>
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CHANGELOG.md

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<!-- START doctoc generated TOC please keep comment here to allow auto update -->
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**Table of Contents**
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- [Changelog](#changelog)
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- [Unreleased](#unreleased)
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- [v0.2.0-beta-experimental (2021-07-19)](#v020-beta-experimental-2021-07-19)
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- [V0.1.9 (2021-05-14)](#v019-2021-05-14)
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- [V0.1.8 (2021-04-15)](#v018-2021-04-15)
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- [0.1.8 (2021-04-03)](#018-2021-04-03)
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- [V0.1.7 (2021-03-07)](#v017-2021-03-07)
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- [v0.1.6 (2021-02-18)](#v016-2021-02-18)
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# Changelog
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## [Unreleased](https://github.com/GMC-Modding-Team/Community-Mod-Compilation-redux/tree/HEAD)

CODE_OF_CONDUCT.md

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**Table of Contents**
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- [Contributor Covenant Code of Conduct](#contributor-covenant-code-of-conduct)
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- [Our Pledge](#our-pledge)
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- [Our Standards](#our-standards)
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- [Our Responsibilities](#our-responsibilities)
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- [Scope](#scope)
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- [Enforcement](#enforcement)
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- [Attribution](#attribution)
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# Contributor Covenant Code of Conduct
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## Our Pledge

data/Legacy_mods/mods/bio_mod/README.md

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**Table of Contents**
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- [BioCo](#bioco)
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- [Getting Started](#getting-started)
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- [The Assembly Machine](#the-assembly-machine)
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# BioCo
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BioCo is a mod created for Cataclysm; Dark Days ahead with the goal of reintroducing CBM creation and manipulation, along with new tools/machinery to accomplish this.

data/Mainline_mods/Mods/Aftershock/README.md

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**Table of Contents**
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- [Design Document](#design-document)
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- [Areas seeking contributors](#areas-seeking-contributors)
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- [Here be dragons!](#here-be-dragons)
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- [itemgroups](#itemgroups)
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- [items](#items)
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- [maps](#maps)
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- [mobs](#mobs)
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- [monsterdrops](#monsterdrops)
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- [mutations](#mutations)
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- [player](#player)
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- [recipes](#recipes)
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- [vehicles](#vehicles)
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- [npcs](#npcs)
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- [spells](#spells)
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# Design Document
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* Aftershock is being developed into a full conversion mod set in a mostly-abandoned extrasolar colony named Salus IV. The player has arrived on Salus for various reasons (depending on their profession). Eventually, we hope to have multiple potential end game situations, ranging from finding what you came here for and leaving the planet with enough money to retire, to more-secret endings. There will no longer be zombies; instead, there are a variety of alien and human-based enemies. Toe-to-toe combat will likely be more deadly in Aftershock, with more emphasis on picking your battles and only fighting when absolutely necessary. Special locations may have a different combat aesthetic; for example, you may enter a dungeon-like zone with hordes of small weak enemies that can't be avoided. As part of this concept, in which different situations require different solutions, we have implemented bionic slots but made the process of changing out CBMs much easier with less chance of failure. This is to encourage players to change their loadout based on where they are going and what they are doing.
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* As it becomes a total conversion mod, it will look very different from the base game of Cataclysm: Dark Days Ahead and may not interact kindly with other mods. If you've been away for a while, you may wonder where some parts of Aftershock have gone. In the process of becoming a total conversion mod, we are eliminating items that no longer fit the theme. For example, all the Mad Max aesthetics have been removed. Any additions must either fit the general theme or have story-driven reasons for the divergence, such as NPC quests to special locations.

data/Mainline_mods/Mods/Aftershock/crafting_system.md

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**Table of Contents**
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- [Scrap Crafting System](#scrap-crafting-system)
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- [Overview](#overview)
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- [Current Scrap Categories](#current-scrap-categories)
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- [Scrap Tiers Briefly Explained](#scrap-tiers-briefly-explained)
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- [Tier 1](#tier-1)
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- [Tier 2](#tier-2)
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- [Tier 3](#tier-3)
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- [Tier 4](#tier-4)
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- [Tier 5](#tier-5)
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# Scrap Crafting System
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## Overview

data/Mainline_mods/Mods/Dark-Skies-Above/DESIGN.md

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**Table of Contents**
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- [Dark Skies Above](#dark-skies-above)
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- [Summary of Intent and Content](#summary-of-intent-and-content)
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- [Contributing](#contributing)
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- [Content](#content)
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- [The World](#the-world)
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- [The Arrival and The Aliens](#the-arrival-and-the-aliens)
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- [Other Aliens](#other-aliens)
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- [Alien Technology](#alien-technology)
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- [The Player](#the-player)
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- [The Resistance and the Narrative](#the-resistance-and-the-narrative)
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- [Other NPCs](#other-npcs)
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# Dark Skies Above
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This document is intended to not only guide new potential contributors, but also help get my own thoughts on how the game will progress in text. Assume spoilers beyond this point!

data/Mainline_mods/Mods/Dark-Skies-Above/README.md

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**Table of Contents**
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- [Dark Skies Above](#dark-skies-above)
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- [Takeaway Features](#takeaway-features)
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- [Meta](#meta)
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# Dark Skies Above
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A partial conversion mod for Cataclysm: DDA, taking inspiration from XCOM 2, Half Life 2, and similar 'alien invasion' media to present a game of survival against an alien occupation force. WIP, but will feature new quests, NPCs, locations, and enemies.
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data/Mainline_mods/Mods/Dark-Skies-Above/TODO.md

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**Table of Contents**
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- [List of Short Term Tasks](#list-of-short-term-tasks)
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- [JSON](#json)
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- [Code](#code)
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- [Mid Term Ideas](#mid-term-ideas)
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# List of Short Term Tasks
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In order to keep Dark Skies Above moving and to not get overwhelmed, I'm creating lists of achievable, short term tasks that need to done. These lists should be periodically updated as items are completed.

data/Mainline_mods/Mods/DinoMod/DESIGN.md

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**Table of Contents**
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- [Design Document SPOILERS AHEAD](#design-document-spoilers-ahead)
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- [What belongs in DinoMod?](#what-belongs-in-dinomod)
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- [Realism vs. Fun](#realism-vs-fun)
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- [Adding, replacing, removing](#adding-replacing-removing)
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- [How to contribute](#how-to-contribute)
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- [Where should new dinosaurs spawn?](#where-should-new-dinosaurs-spawn)
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- [How to add a dinosaur](#how-to-add-a-dinosaur)
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# Design Document SPOILERS AHEAD
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The core idea of DinoMod is this: https://tvtropes.org/pmwiki/pmwiki.php/Main/EverythingsBetterWithDinosaurs
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The purpose of this mod is to make Cataclysm a more fun game to play and develop for, showing off new mechanics and bringing life to parts of the game that aren't as well-developed.

data/Mainline_mods/Mods/DinoMod/README.md

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**Table of Contents**
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- [DinoMod](#dinomod)
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- [Takeaway Features](#takeaway-features)
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# DinoMod
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A content addition mod for Cataclysm: DDA, adds dinosaurs to fight, befriend or just to add something fun and new. Intended to work with all other vanilla-DDA based mods, but probably not total conversions.
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