Add 'Building your first mod'
parent
0834275a57
commit
88932112e9
1 changed files with 25 additions and 0 deletions
25
Building-your-first-mod.md
Normal file
25
Building-your-first-mod.md
Normal file
|
@ -0,0 +1,25 @@
|
||||||
|
In a Command Prompt/terminal, run `dtmt new <path/to/new/folder>` to create a skeleton structure from the default template.
|
||||||
|
During this, DTMT will prompt for several fields, including:
|
||||||
|
|
||||||
|
- `name`: The human-readable name of your mod. This will show up in various places like DTMM's mod list or DMF's mod options view.
|
||||||
|
- `id`: A unique ID for your mod. The default is generated from `name` and should be good enough in most cases (clicking Enter without typing accepts the default value). This will be used throughout your code (e.g. in `get_mod()` calls).
|
||||||
|
|
||||||
|
DTMT will now create the given directory from the mod template:
|
||||||
|
|
||||||
|
```
|
||||||
|
<path/to/new/folder>
|
||||||
|
└──<id>
|
||||||
|
├──dtmt.cfg
|
||||||
|
├──packages
|
||||||
|
│ └──<id>.package
|
||||||
|
└──scripts
|
||||||
|
└──mods
|
||||||
|
└──<id>
|
||||||
|
├──data.lua
|
||||||
|
├──init.lua
|
||||||
|
└──localization.lua
|
||||||
|
```
|
||||||
|
|
||||||
|
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.
|
Loading…
Add table
Reference in a new issue