This is an old revision of the document!
Warning
Modding capabilities are very embryonic. Expect a lot of improvement and changes in the future.
This documentation is a draft with a few guidelines, it will evolve gradually with the development of modding features.
Documents\Polymorph Games\Foundation\mods
.mod.json
file and the main LUA script for your mod: mod.lua
The json file is loaded early and give basic information on your mod, without having to load your LUA scripts:
{ "Name": "Simple Example Mod", "Author": "Leo", "Description": "A very simple mod example", "Version": "2.0.0" }
First, you have to create your new mod instance:
local myMod = foundation.createMod();
You can then include other script, declare new assets, override existing assets, etc…
mod.lua
is the only script file from your mod that will be automatically loaded.
In order to include another LUA file, you can call the dofile
function on your mod:
myMod:dofile("anotherscript.lua")
This will execute the script anotherscript.lua
from your mod folder. This will also pass the mod variable myMod
to the script. So you will be able to access myMod
from anotherscript.lua
this way:
local myMod = ... -- retrieve arguments passed to the script -- do stuff with myMod -- ...
In addition, you can pass any number of variable to the called script:
myMod:dofile("anotherscript.lua", 42, "A Super String", { 1, 4, 12 })
local myMod, anInteger, aString, anArray = ... -- retrieve arguments passed to the script
You can enable / disable mods from the Mods
menu.
Be aware that even when a mod is disabled, most of the mod assets are loaded anyway, but are not active.
If you want to fully ignore a mod, you can either remove it from your mods folder, or rename the mod.lua
file into something else (mod_.lua
for instance).
You can log your own logs into foundation log file:
myMod:log("Hello World!") -- creates an INFO log entry myMod:logWarning("This is a warning!") -- creates a WARNING log entry myMod:logError("This is an error!") -- creates an ERROR log entry
In order to isolate mods related logs, Foundation will log most of mod related information in a specific log file located in Documents/Polymorph Games/Foundation/mod-%NAME%.log
However, keep in mind that a mod can interact with the game in various indirect way, and some valuable information could still be hidden in the global game log in Documents/Polymorph Games/Foundation/foundation.log
.
You can also open a blocking message box for debugging purpose. This function is recommended for mod development only.
myMod:msgBox("Hello there!")
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.
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.
The generated_ids.lua
file is where the association is stored. When you distribute your mod, it's important to distribute this file too. It will ensure that all your assets have the same ID from one player's computer to another, hence allowing them to share a save-game for instance.
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.
Here is the Foundation page: https://foundation.mod.io
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).
When developing and testing a mod, you can quickly reload your game by pressing Ctrl + Shift + R
.