challengehoogl.blogg.se

What mods need code chicken core
What mods need code chicken core




  1. #What mods need code chicken core mod#
  2. #What mods need code chicken core mods#

If you specify an English, then the Spanish player will see the English localization. This is because English is the fall back translation. Note: If you are only including non-English translation, such as French, and leave the English blank or out, then a user loading the Spanish version will get the localization key.

#What mods need code chicken core mod#

If your new localization key matches a vanilla value, or a value from a previously loaded mod, then that value will be updated, with the last mod loaded having the final effect. For example, if your mod only contains localization for English, you do not need to specify the other language in the heading line. After feeding Checking for eggs interaction becomes available. Requires one Chicken feed in the inventory. Has to be redone if chicken dies (very rare) Buff - ' New poultry ' (+2 Happy, 2 sim hours) 3. For mod localization support, you only need to specify the heading that you are adding. Has to be done once per sim for all coops. The localization files have a heading, like the vanilla version, as a comma delimited line. This file must match case and spelling of the vanilla entries. In the Config folder, create a Localization.txt.

#What mods need code chicken core mods#

The ModInfo.xml is required for the game to recognize the folder as a Mods folder.īeginning in A18, Localization from the Mods folder is now supported. This folder is an optional folder where you can place your custom item icons. The folder can be named anything, as long as the xpath-compatible XML points to it. The folder name "Resources" is used here as an example. These asset bundles allow us to package up our own block textures, entities mesh, and other unity-related packages. The Resource folder is an optional folder where you can place your generated unit圓d asset bundles. Here's an example xpath-compatible file, using the set command:įile: Mods/SphereII_PG13/Config/entityclasses.xml

what mods need code chicken core

Mods/SphereII_PG13/Config/entityclasses.xml Mods/SphereII_PG13/Config/items.xml Mods/SphereII_PG13/Config/XUi/windows.xml Example XPath File So if you are editing a XUI window, you will need to include the XUI folder as part of your Config folder. These XML files must match their vanilla files in name and in folder.

what mods need code chicken core

The Config folder is where the game will look for all the xpath-compatible XML files. It's required, otherwise the game will not load the mod. This is the ModInfo.xml, that contains information about the mod. Note: despite what the A18 release notes say, use this path and not /UIAtlases/ItemIcons/ (incorrect). This is where your Unit圓D asset bundles should be stored.Ī17 and earlier: this is where your custom item icons should be stored.Ī18 and later: this is where your custom item icons should be stored. Its folder structure must replicate the Data/Config folder. This is where all the xpath-based XML files should be stored. This would be the Mod's main folder, and referenced under Mods/Sphere_PG13 Some folders will not be necessary if they are not used in the mod. Mods following the new modding hooks should contain the following structure.






What mods need code chicken core