Looking at the base mod I found
{
type = "movement-bonus-equipment",
name = "basic-exoskeleton-equipment",
sprite =
{
filename = "__base__/graphics/equipment/basic-exoskeleton-equipment.png",
width = 64,
height = 128,
priority = "medium"
},
shape =
{
width = 2,
height = 4,
type ...
Search found 4 matches
- Sun May 18, 2014 4:01 am
- Forum: Implemented mod requests
- Topic: walkingspeed modifier
- Replies: 2
- Views: 3041
- Thu May 15, 2014 10:34 pm
- Forum: Modding help
- Topic: Add alternative recipe for a vanilla item
- Replies: 6
- Views: 4129
Re: Add alternative recipe for a vanilla item
Do you somehow have to make sure that game loads your mod last
If you add "dependencies": ["base >= 0.9.8"] to your info.json file, the game will make sure that your mod loads after "base" which is the main game. You can also add multiple different dependencies of other mods if you want your mod ...
If you add "dependencies": ["base >= 0.9.8"] to your info.json file, the game will make sure that your mod loads after "base" which is the main game. You can also add multiple different dependencies of other mods if you want your mod ...
- Thu May 15, 2014 6:07 pm
- Forum: Already exists
- Topic: Removing Recipes
- Replies: 3
- Views: 4176
Re: Removing Recipes
If you create a new recipe with the same parameters as the vanilla one but replace the ingredients parameter with your own, the game will choose the one that loads last. If you add 'base' as a dependency, you can override vanilla recipes.
- Thu May 15, 2014 1:24 am
- Forum: Won't implement
- Topic: Modding Program
- Replies: 1
- Views: 2485
Modding Program
I started messing around with mods and modding and I find that keeping track of all of the files and resources (for bigger mods) gets increasingly difficult as the number of files grows.
My idea is to have a program that assists with making mods by providing an interface that allows easy editing of ...
My idea is to have a program that assists with making mods by providing an interface that allows easy editing of ...