VoidExpanse/installing mods: Difference between revisions

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== Mod files ==
== Mod files ==
This article mainly explains how to use already existing mods. If you are interested in creating mods please see: [[VoidExpanse/modding|VoidExpanse Modding]].


There are two kinds of mod files: *.CPK and *.MPK.
There are two kinds of mod files: *.CPK and *.MPK.


'''CPK''' - stands for Core Package. It contains essential game functionality, and without it
'''CPK''' - stands for Core Package. It contains essential game functionality, and without it game won't work. There shouldn't be multiple CPK files loaded at the same time as it can cause galaxy-scale disasters (not really).
game won't work. There shouldn't be multiple CPK files loaded into one game, it can cause galaxy-scale
disasters.


'''MPK''' - stands for Mod Package. It contains additional files, that'll be added to game's virtual file system and overwrite
'''MPK''' - stands for Mod Package. It contains all additional files that a mod adds.
files with the same name and path, contained in CPK and previous MPK files.


For example, if we have CPK with file /content/readme.txt and MPK with file /content/readme.txt, then
== Using mods ==
the second one will be loaded, and first one ignored. This mechanism is created to make overriding core
'''STEAM and NON-STEAM versions'''
functionality easy, without recompiling whole CPK.


== MPK structure ==
To install the mod, just drop it at the folder:


Each mod must have header.xml, or it won't be loaded.
''Windows:'' <User Documents>/AtomicTorchStudio/VoidExpanse/Mods
Structure of header.xml is in standart XML format:
 
<pre>
''Linux:'' ~/.config/AtomicTorchStudio/VoidExpanse/Mods
<?xml version="1.0" encoding="utf-8"?>
 
<root>
''Maс:'' ~/Library/Application Support/AtomicTorchStudio/VoidExpanse/Mods
<id>devmod</id>
 
<title>Dev Mod</title>
 
<author>AtomicTorch Studio</author>
Then open "Mods" menu from the main menu in the game and mark the mod as active, click on a little checkbox near the mod icon.
<description>Dev. mod for easier debugging for VoidExpanse.</description>
Then click "Save" - mods configuration will be saved and the mods will be validated.
<version>0.1.0</version>
 
<updated>17.01.2014</updated>
 
<modtype>2</modtype> <!-- 1 - server, 2 - client-server, 3 - client -->
'''STEAM version only'''
</root>
 
</pre>
In the Steam version you can install mods by subscribing on them in Steam Workshop - http://steamcommunity.com/app/324260/workshop
For every mod, there's a unique ID formed: [id]_[version]. For instance, unique ID of this mod is '''devmod_0.1.0'''.
 
== ModsConfig.xml ==
To determine what mods should be loaded there is "ModsConfig.xml" file. It is usually located in the documents folder (''documents/AtomicTorchStudio/VoidExpanse'') and contains a list of mods that will be loaded the next time you start the game. Usually you don't have to edit this file by hands, but for the sake of completeness here is its structure:


To add/remove mods from game, there's a file '''ModsConfig.xml'''. All mods, that should be loaded, should be listed in this file.
To add "devmod" mod, just add this line into "mods" tag:
<pre>
<pre>
<mod>devmod_0.1.1</mod>
<mod>core_1.0.0</mod>
<mod>some_awesome_mod_0.5.9</mod>
</pre>
</pre>


Modtype is a special parameter, defines whether mod should be loaded on server, on client, or both.
As you can see each mod specified as it's internal ID and it's version.
For example, if we want to create a mod, which just replaces some icons, this is a typical '''client''' mod.
Client-side mods will be ignored by server, if listed in ModsConfig.xml.
Mods, that contains only server-side alterations, like new topics or scriptis, are typical '''server''' mod.
If they are listed in ModsConfig.xml, server will load them, but it won't demand one of players. It means, that
if server has server-side mod, and client is not - it's okay.
Third type is client-server mod, complex type of mod, which is needed on both client and server. If server was created
with specific server-side mod, and client doesn't have the same one, server won't let client connect and will give a
warning.
 
== Virtual file system concepts ==


* All mods are loaded into one virtual file system, with overwrite rule (see in "mod files" section above).
{{Modding}}
* Mods can use each other files, so don't hesitate to use original game resources in your mods.
* If two MPK files have the same file (path+name), the last one (by order in ModsConfig.xml) will be taken.
* All file names are not case-sensitive. QwEr.xml and qwer.xml are considered the same.

Latest revision as of 03:35, 5 April 2016

Mod files

This article mainly explains how to use already existing mods. If you are interested in creating mods please see: VoidExpanse Modding.

There are two kinds of mod files: *.CPK and *.MPK.

CPK - stands for Core Package. It contains essential game functionality, and without it game won't work. There shouldn't be multiple CPK files loaded at the same time as it can cause galaxy-scale disasters (not really).

MPK - stands for Mod Package. It contains all additional files that a mod adds.

Using mods

STEAM and NON-STEAM versions

To install the mod, just drop it at the folder:

Windows: <User Documents>/AtomicTorchStudio/VoidExpanse/Mods

Linux: ~/.config/AtomicTorchStudio/VoidExpanse/Mods

Maс: ~/Library/Application Support/AtomicTorchStudio/VoidExpanse/Mods


Then open "Mods" menu from the main menu in the game and mark the mod as active, click on a little checkbox near the mod icon. Then click "Save" - mods configuration will be saved and the mods will be validated.


STEAM version only

In the Steam version you can install mods by subscribing on them in Steam Workshop - http://steamcommunity.com/app/324260/workshop

ModsConfig.xml

To determine what mods should be loaded there is "ModsConfig.xml" file. It is usually located in the documents folder (documents/AtomicTorchStudio/VoidExpanse) and contains a list of mods that will be loaded the next time you start the game. Usually you don't have to edit this file by hands, but for the sake of completeness here is its structure:

<mod>core_1.0.0</mod>
<mod>some_awesome_mod_0.5.9</mod>

As you can see each mod specified as it's internal ID and it's version.


VoidExpanse Modding (Edit template)

Using mods: Installing and using mods

Overview articles: Modding (main article), Package files structure

Topic specific articles: Assets modding, Content Modding, Scripting overview, Scripting API, Scripting Events system, Localization

Detailed scripting articles: Internal scripts, Global scripts, object scripts, Device scripts, Consumable scripting

Tools: VE Physics Adjuster, VE Mod Uploader (Steam), AT Localization Utility