From 70aa38e52f25c4d6e05812eb02ac624288ae6697 Mon Sep 17 00:00:00 2001 From: Lucas Schwiderski Date: Tue, 28 Mar 2023 22:48:07 +0200 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 8645400..16bebc9 100644 --- a/Building-your-first-mod.md +++ b/Building-your-first-mod.md @@ -39,7 +39,7 @@ 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 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. +With the file edited, you now need to turn your mod into something that DTMM can load into the game. To do that, navigate your terminal 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 that `.zip` fiel into DTMM and deploy. # Continued development