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start [2020/05/06 16:57]
maxime [Including other LUA files]
start [2022/03/30 10:53]
maxime
Line 9: Line 9:
   * ** [[changelog|Changelog]] **   * ** [[changelog|Changelog]] **
   * ** [[migration|Migration Notes]] **   * ** [[migration|Migration Notes]] **
-  * ** [[guides|Guides]] **+  * ** [[guides|Community ​Guides]] **
  
 ===== More info on: ===== ===== More info on: =====
   * [[data-types|Data types]]   * [[data-types|Data types]]
   * [[enumerations|Enumerations]]   * [[enumerations|Enumerations]]
 +  * [[annotations|Annotations]]
   * [[example-mods|Example Mods]]   * [[example-mods|Example Mods]]
 +  * [[texture-usage-policy|Game texture usage policy]]
 +  * [[debugging-mods|Debugging mods]]
  
 +  * [[foundation-library-functions|Foundation library functions]]
   * [[mod-management-functions|Mod management functions]]   * [[mod-management-functions|Mod management functions]]
 +  * [[version-library|Version library]]
   * [[mod-io-functions|Mod IO functions]]   * [[mod-io-functions|Mod IO functions]]
  
   * [[dependencies|Mod Dependencies]]   * [[dependencies|Mod Dependencies]]
-  * [[components|Components ​and custom components]]+  ​* [[custom-classes|Custom classes]] 
 +  ​* [[components|Components]]
   * [[asset-override|Game asset override]]   * [[asset-override|Game asset override]]
 +  * [[behavior-trees|Behavior trees]]
 +  * [[events|Events]]
   * [[building-asset-processor|Building asset processor]]   * [[building-asset-processor|Building asset processor]]
   * [[level-of-detail|Level Of Detail (LOD)]]   * [[level-of-detail|Level Of Detail (LOD)]]
Line 29: Line 37:
   * [[walls|Create walls]]   * [[walls|Create walls]]
   * [[particle-effects|Create particle effects]]   * [[particle-effects|Create particle effects]]
 +  * [[construction-steps|Construction steps]]
   * [[material-sets|Material sets]]   * [[material-sets|Material sets]]
  
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 ===== The mod.json file ===== ===== The mod.json file =====
-The json file is loaded early and give basic information on your mod, without having to load your LUA scripts: +The json file is loaded early and give basic information on your mod, without having to load your LUA scripts
-<​file ​javascript ​mod.json>​+ 
 +In addition, this file contains the list of your mod's custom maps and their info, if any. 
 + 
 +<​file ​json mod.json>​
 { {
- "​Name":​ "​Simple Example Mod",​ +    ​"​Name":​ "​Simple Example Mod",​ 
- "​Author":​ "​Leo",​ +    "​Author":​ "​Leo",​ 
- "​Description":​ "A very simple mod example",​ +    "​Description":​ "A very simple mod example",​ 
- "​Version":​ "​2.0.0"​+    "​Version":​ "​2.0.0"​
 + 
 +    "​MapList":​ [ 
 +        { 
 +            "​Id":​ "​MY_MAP_ID_01",​ 
 +            "​Name":​ "My Custom Map",​ 
 +            "​Description":​ "This is a simple description of my map.",​ 
 +            "​PreviewImage":​ "​metadata/​my_map_preview.png"​ 
 +        } 
 +    ]
 } }
 </​file>​ </​file>​
 +
 +===== metadata folder =====
 +
 +For files that don't need to be loaded, you can add those files to a ''​metadata''​ folder at the root of your mod. This can be used for example to contain the map thumbnail images listed in the ''​mod.json''​ file.
  
 ===== The mod.lua script ===== ===== The mod.lua script =====
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 For this function to work, the user must manually set the field ''​ModMsgBoxEnabled''​ to ''​true''​ in the user settings file (''​usersetting.config''​). Otherwise, it will only create a new log entry, like the ''​log''​ function. For this function to work, the user must manually set the field ''​ModMsgBoxEnabled''​ to ''​true''​ in the user settings file (''​usersetting.config''​). Otherwise, it will only create a new log entry, like the ''​log''​ function.
  
-===== What is this generated_ids.lua file? ===== +===== What is this generated_ids.lua file? ===== 
 Internally, Foundation uses random unique IDs (GUID) to identify most objects and resources. ​ Internally, Foundation uses random unique IDs (GUID) to identify most objects and resources. ​
 When a new asset is added to the mod, Foundation will create a new ID for it, and will store the association between the "​modding name" and the ID of the asset. When a new asset is added to the mod, Foundation will create a new ID for it, and will store the association between the "​modding name" and the ID of the asset.
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 ===== Sharing a mod ===== ===== Sharing a mod =====
 +
 Modders are encouraged to use **mod.io** to share their mods. Mods shared this way can be found and downloaded from the in-game mod browser. Modders are encouraged to use **mod.io** to share their mods. Mods shared this way can be found and downloaded from the in-game mod browser.
  
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 You'll have to upload a zip of your mod. Make sure the zip contains directly the mod files (''​mod.lua''​ needs to be at the root of the zip). You'll have to upload a zip of your mod. Make sure the zip contains directly the mod files (''​mod.lua''​ needs to be at the root of the zip).
 +
 +===== Quickly reload mods =====
 +
 +When developing and testing a mod, you can quickly reload your game by pressing ''​Ctrl + Shift + R''​.
start.txt · Last modified: 2022/03/30 10:53 by maxime