Update 'Building your first mod'

Lucas Schwiderski 2023-03-02 17:27:19 +01:00
parent 6b8a374ffe
commit 2917b11829

@ -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.