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Visual How-To make your mod on the new PTS mod Loader
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Evilagician
27-Sep-2016 12:54 PM
#695778
I've made a visual pdf document on how to get your mod ready for the mod loader, if there is anything missing let me know.
Now on trovesaurus:...
Evilagician
Unknown Date!
#697937
Continuing this on Trovesaurus: https://www.trovesaurus.com/page=1857/new-mod-file-instructions-tmod-files-made-easy
Visual How-To make your mod on the new PTS mod Loader
Twixler / Trove Forums
Oh nice, super helpful to many! Thanks!)
Visual How-To make your mod on the new PTS mod Loader
Avarem / Trove Forums
Our friendly Mod engineer Joe has some fixes in the build up on PTS right now! Check it out and give us any feedback.
Ok everyone, we got some changes inbound to a PTS server near you:
First off, I worked in a way to get image previews (still working out the details for blueprints) loading directly from the mod that contains them. There's still some problems about getting everything to scale down to fit the preview window if it's too big. For everything to fit perfectly, create custom images with a resolution of 400 x 230. I recommend adding any custom preview png or jpg artwork to ui/override and then setting preview to ui/custom.png.
Secondly, I added a way to turn off the overrides so you all can more easily test whether a mod works or not. Add UseOverrides=false to [System] in your Trove.cfg file in %AppData% (a special MS Windows thing you can type into File Explorer that should resolve to something similar to C:\Users\iamme\AppData\Roaming, navigate from there to Trove to find Trove.cfg). Leave UseOverrides unset or set to true to restore the default behavior of enabling overrides.
Next, I added some messaging to the Mod UI to indicate if all mod loading is turned off. In Trove.cfg, add DisableAllMods=true to [Mods] if it isn't already there. The Mod UI should replace the normal UI with a simple message about the mods being turned off when the config variable is set to true. Leave unset or set the variable to false to re-enable loading of mods. Eventually I'll have time to add a toggle to the Settings UI and/or a button in addition to the message that will turn mods back on (effects kick in after restarting Trove, of course).
Next, the mods folder is auto-created if it's not there already when building a .tmod!
Found the bug that was causing mounts contained within mods to be invisible.
Last, but not least, we have the tool mod version of the mod builder in this executable. Output goes to %AppData%\Trove\DevTool.log so make sure you have an editor that notices changes in a file and gives you an option to reload in order to view the changes. The big difference with the tool mode version is that you get the option to specify exactly which files (found in the override folders of course) you want to use. This gives you the flexibility to juggle multiple mods at once. Even more then that, there is a secondary mode that lets you specify all the properties and files from a .yaml file. Just pass in the location to the yaml file via -meta and you can use a text editor to customize the .tmod build process.
To get an idea of what the yaml file should look like, take a look at the usage message you get when you run Trove.exe -tool buildmod with no parameters.