[0.2.10] Modloader
Posted: Sat Mar 16, 2013 5:08 pm
Well so I have created a modloader, this is more a concept than a mod, because is very short, to use it, you need to do this to your code:
yourmod.lua
And to make it work, you need to place it in the lualib folder, and edit this file:
modlist.lua
And adding more than one mods you can do this
I will make a java program (yes java, is the language im better at, but if somebody can add this to his mod manager, it would be better) when my computer is fixed (3 weeks...), and I can have the jdk, because I cant download it in this comp.
Also, I know this will be implemented to the game in future updates, but I wanted to do it , and I will add "APIs" later for easyer things, like "terraforming" for world generation (clearing a land and placing entities), and other stuff to make some modding things easy, another thing I want to say, is that the devs are making modding really good, so not much "APIs" are needed
http://rapidshare.com/files/3283273573/ ... %201.1.rar
yourmod.lua
Code: Select all
module(..., package.seeall)
function all()
--your code mod goes here
end
modlist.lua
Code: Select all
module(..., package.seeall)
require "nameofyourmod"
function all()
nameofyourmod.all()
end
Code: Select all
module(..., package.seeall)
require "nameoffirstmod"
require "nameofsecondmod"
function all()
nameoffirestmod.all()
nameofsecondmod.all()
end
Also, I know this will be implemented to the game in future updates, but I wanted to do it , and I will add "APIs" later for easyer things, like "terraforming" for world generation (clearing a land and placing entities), and other stuff to make some modding things easy, another thing I want to say, is that the devs are making modding really good, so not much "APIs" are needed
http://rapidshare.com/files/3283273573/ ... %201.1.rar