Obenseuer/Making Mods: Difference between revisions
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==Making simple data-driven mods with Lavender for new items and recipes== | ==Making simple data-driven mods with Lavender for new items and recipes== | ||
Lavender library allows you to make simple mods without needing any programming knowledge or requiring you to compile the code, that can be easily used with BepInEx launcher. You should start by making a new folder for your mod, where you will place its all contents. | Lavender library allows you to make simple mods without needing any programming knowledge or requiring you to compile the code, that can be easily used with BepInEx launcher. You should start by making a new folder for your mod, where you will place its all contents. To run your mod in game, your custom folder will need to be located in <code>..\Obenseuer\BepInEx\plugins</code>, you can place this folder and work on it there now, or keep it separate and duplicate it to the plugins location whenever you want to test it. | ||
===Mod config=== | ===Mod config=== | ||
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* <code>"ModName"</code> - Specifies the internal name of the mod, | * <code>"ModName"</code> - Specifies the internal name of the mod, this name will be referenced throughout the mod to address various aspects. | ||
* <code>"Name"</code> - Specifies the external name of the mod for the user. | * <code>"Name"</code> - Specifies the external name of the mod for the user. | ||
* <code>"Description"</code> - Specifies the description of what your mod does for the user. | * <code>"Description"</code> - Specifies the description of what your mod does for the user. | ||
* <code>"Author"</code> - Specifies your signature of who made the mod for the user. | * <code>"Author"</code> - Specifies your signature of who made the mod for the user. | ||
* <code>"URL"</code> - Specifies a website URL address for your authorship, can be omitted. | * <code>"URL"</code> - Specifies a website URL address for your authorship and where to look for help with issues, can be omitted. | ||
* <code>"Version"</code> - Specifies the version of the mod for the user. Common formats are Major.Minor.Bugfix order of numbers or Incompatible.Compatible.Bugfix order, however you are not bound to any system and can specify anything of your choosing. | * <code>"Version"</code> - Specifies the version of the mod for the user. Common formats are Major.Minor.Bugfix order of numbers or Incompatible.Compatible.Bugfix order, however you are not bound to any system and can specify anything of your choosing. | ||
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** <code>"name"</code> - Specifies the name of your asset. | ** <code>"name"</code> - Specifies the name of your asset. | ||
** <code>"objTexturePaths"</code> - If your asset is a model, specifies the location of textures the model is using. | ** <code>"objTexturePaths"</code> - If your asset is a model, specifies the location of textures the model is using. | ||
To use the defined asset for your items or recipes, the address path will follow this formula <code>#lv-''ModName''-''ID''</code>, the ModName is what you defined in datamod.json. | |||