Modding:Overview: Difference between revisions

Jump to navigation Jump to search
664 bytes added ,  16:08, 17 January 2022
add mention of build_log.txt
(add more explicit recommendation for vs code for scripting)
(add mention of build_log.txt)
(6 intermediate revisions by 5 users not shown)
Line 1: Line 1:
[[Category:Modding]]
[[Category:Modding Resources]]
<div class="nomobile">{{Ambox
<div class="nomobile">{{Ambox
| border = blue
| border = blue
| image = [[File:AmboxAlchTable.png|48px|Modding Info]]
| image = [[File:AmboxAlchTable.png|48px|Modding Info]]
| type = ''For information on ''installing'' mods, see [[Modding: Installing a mod]].''
| type = ''For information on ''installing'' mods, see [[Modding:Installing a mod]].''
}}</div><!--
}}</div><!--
--><div class="mobileonly" style="text-align:center">''For information on ''installing'' mods, see [[Modding: Installing a mod]].''</div>
--><div class="mobileonly" style="text-align:center">''For information on ''installing'' mods, see [[Modding: Installing a mod]].''</div>
Line 9: Line 9:
Caves of Qud presents a broadly extensible engine. The game's core definition files reside in <code>%game directory%\CoQ_Data\StreamingAssets\Base</code>.
Caves of Qud presents a broadly extensible engine. The game's core definition files reside in <code>%game directory%\CoQ_Data\StreamingAssets\Base</code>.


You can create mods for the game by creating a Mods folder in your game save directory, and then creating a sub-folder inside of the Mods folder for your new mod. New content can be created and existing content can be modified or replaced via data files and textures placed in this directory.
You can create mods for the game by creating a Mods folder in the same parent directory where your Saves are located, and then creating a sub-folder inside of the Mods folder for your new mod. New content can be created and existing content can be modified or replaced via data files and textures placed in this directory.


For example, on Windows: <code>%USERPROFILE%\AppData\LocalLow\Freehold Games\CavesOfQud\Mods\MyAwesomeMod</code><br>
For the exact mod folder locations for your operating system, see [[file locations#"Offline" mods (user created or manually added)|file locations]].
Likewise, on Mac: <code>~/Library/Application Support/com.FreeholdGames.CavesOfQud/mods/MyAwesomeMod</code><br>
On Linux: <code>~/.config/unity3d/Freehold Games/CavesOfQud/Mods/MyAwesomeMod</code>


== A (partial) checklist for getting ready to mod ==
== A (partial) checklist for getting ready to mod ==
Line 25: Line 23:
** GIMP is essentially useable, but it isn't designed specifically for pixel art and may take more work to make game tiles with it than with a dedicated pixel editor.
** GIMP is essentially useable, but it isn't designed specifically for pixel art and may take more work to make game tiles with it than with a dedicated pixel editor.


== Modding FAQ/Frequent Issues ==
== Possible Issues ==


'''Q: I keep getting an error when trying to save my game.'''
'''I'm stuck and don't know what to do.''' Feel free to ask for help or guidance in #modding on [https://discordapp.com/invite/cavesofqud the official Caves of Qud discord server]! There are several modders there who use the channel to talk through and ask for feedback on their mods.


A: Most likely, you have a list in your mod. Qud's default method of saving doesn't handle lists, so you need to handle it yourself. To see how, check out [[Modding: Serialization (Saving/Loading)|this article]] on how to override Qud's default saving/loading.
'''How do I troubleshoot my mod?''' A good place to start is by reading the following files that are updated every time the game runs:
[[Category:Guides]]
* <code>build_log.txt</code>: Includes compiler errors if your mod code has errors that will not compile. These errors can prevent your mod from being loaded at all.
* <code>Player.log</code>: Includes XML errors and other miscellaneous errors that can prevent your mod from working as intended, even if it does load. Search the file for <code>MODERROR</code> statements, and review carefully for other output lines that mention your mod.


'''Where can I find <code>build_log.txt</code> and <code>Player.log</code>?''' See [[file locations#Log file|file locations]].


'''Q: I'm stuck and don't know what to do.'''
'''My mod has been marked incompatible on Steam Workshop. What do I do?''' Update your mod to work with the latest stable or beta release of the game, then request that your mod be unmarked incompatible via either [https://discordapp.com/invite/cavesofqud the official Caves of Qud Discord server]'s #modding channel, or the support email address, [mailto:support@freeholdgames.com support@freeholdgames.com].
 
A: Feel free to ask for help or guidance in #modding on [https://discordapp.com/invite/cavesofqud the official Caves of Qud discord server]! There are several modders there who use the channel to talk through and ask for feedback on their mods.
 
 
'''Q: Where can I find 'Player.log'?'''
 
A: The location is dependent on your operating system.
 
* PC: <code>%USERPROFILE%\AppData\LocalLow\Freehold Games\CavesOfQud\Player.log</code>
* Mac: <code>~/Library/Logs/Unity/Player.log</code>
* Linux: <code>~/.config/unity3d/Editor/Player.log</code>


'''I keep getting an error when trying to save my game.''' Most likely, you have a list in your mod. Qud's default method of saving doesn't handle lists, so you need to handle it yourself. To see how, check out [[Modding: Serialization (Saving/Loading)|this article]] on how to override Qud's default saving/loading.
[[Category:Guides]]


{{Modding Navbox}}
{{Modding Navbox}}

Navigation menu