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Modding FAQ

PostPosted: Fri Oct 20, 2017 4:31 pm
by Ole

This FAQ will hopefully serve to get people started and help with dealing with common issues you might face when trying to make your own mods.

How to get started?
In order for any mod to be loaded it has to be in the "mods" folder inside the games main directory (the one the electron.exe is in)
A mod consists of a folder with a mod.hjson file in it (and any other files you may need, but these two things are absolutely required)

The hjson file will contain basic information about your mod. It's required because we need at least a little bit of information to show the mod ingame.

What should I put into the mod.hjson file?
There will be a link to a template file and some examples here in the very near future.

Essentially a mod file consists of three sections.
    The modInfo section describes basic information about your mod. Like who made it, what the version is, what the default language is, etc.
    The imageData section lets you load new images into the game for more details on this please consult the wiki.
    The modEntries section lets you add new content to the game or modify already existing content, this is where most of the work for a mod will go.
What am I able to do with mods?
The game loads all of its events, sounds, biomes and even worlds from content files.
We allow you to modify those entries and add your own before they are loaded.
That way you can change almost anything in the game aside from the base mechanics like moving around or how the battle system works. (You can still add or change attacks or dice though)

Are there some examples to help me get started?
We are currently working on several examples. I will link to them here once we are happy with them.

I still have more questions, what do I do now?
Ask them below, I will definitely answer them and probably add it to the FAQ up here as well.

Re: Modding FAQ

PostPosted: Sun Nov 19, 2017 8:49 pm
by polemicus
Thanks Ole. I can't wait.