Update 'Building your first mod'
parent
6b8a374ffe
commit
2917b11829
1 changed files with 1 additions and 1 deletions
|
@ -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.
|
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 `<id>.zip` file, which you can then import in DTMM and deploy.
|
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 `<id>.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.
|
Loading…
Add table
Reference in a new issue