From 2917b118294dd9daca345d692c34a4d8f1f6d349 Mon Sep 17 00:00:00 2001 From: Lucas Schwiderski Date: Thu, 2 Mar 2023 17:27:19 +0100 Subject: [PATCH] Update 'Building your first mod' --- Building-your-first-mod.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Building-your-first-mod.md b/Building-your-first-mod.md index cb87438..0589f1b 100644 --- a/Building-your-first-mod.md +++ b/Building-your-first-mod.md @@ -22,4 +22,4 @@ DTMT will now create the given directory from the mod template: You're now ready to start editing the `init.lua` file. For starters, you might want to just add a simple `print("Hello, world!")`, which will print this string in your console logs once you've loaded the mod. -With the file edited, you now need to turn your mod into something that DTMM can load into the game. To do that, navigate to your mod's folder (where the `dtmt.cfg` is) and run `dtmt build`. Watch the output for any errors, but if all goes well, this will produce a `.zip` file, which you can then import in DTMM and deploy. \ No newline at end of file +With the file edited, you now need to turn your mod into something that DTMM can load into the game. To do that, navigate to your mod's folder (where the `dtmt.cfg` is) and run in sequence `dtmt build` and `dtmt package`. The first command will compile your mod files into game bundles, the second will package things into a single `.zip` for distribution. Watch the output for any errors, but if all goes well, you can then import your packaged mod in DTMM and deploy. \ No newline at end of file