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start [2020/05/06 18:31] maximestart [2020/07/14 13:02] maxime
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   * [[enumerations|Enumerations]]   * [[enumerations|Enumerations]]
   * [[example-mods|Example Mods]]   * [[example-mods|Example Mods]]
 +  * [[texture-usage-policy|Game texture usage policy]]
  
 +  * [[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]]+  * [[components|Components]]
   * [[asset-override|Game asset override]]   * [[asset-override|Game asset override]]
 +  * [[behavior-trees|Behavior trees]]
 +  * [[events|Events]]
 +  * [[custom-classes|Custom classes]]
   * [[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)]]
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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

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