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(→Instructions: draw the rest of the owl) |
(finish build code steps; use more distinctive name) |
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# Go through character creation, selecting your genotype, calling/caste, attributes, and mutations/cybernetics. (Optionally, you can enter a name as well.) | # Go through character creation, selecting your genotype, calling/caste, attributes, and mutations/cybernetics. (Optionally, you can enter a name as well.) | ||
# While on the build summary step, select “Export Code to Clipboard”. | # While on the build summary step, select “Export Code to Clipboard”. | ||
# Paste the code somewhere you'll be able to find it later. | |||
== Instructions == | == Instructions == | ||
# Locate your <code>Mods</code> folder, listed as “‘offline’ mods” on the [[file locations]] page. | # Locate your <code>Mods</code> folder, listed as “‘offline’ mods” on the [[file locations]] page. | ||
# Create a directory inside that folder that will contain your mod data. Name it something distinctive, such as <code> | # Create a directory inside that folder that will contain your mod data. Name it something distinctive, such as <code>[Your Name]'s Custom Preset</code>. This name will appear in the in-game mod manager. | ||
# Inside your new mod folder, make a folder called <code>Textures</code> and put your tile in it. | # Inside your new mod folder, make a folder called <code>Textures</code> and put your tile in it. | ||
# Also inside the mod folder, make a file called <code>EmbarkModules.xml</code>. (The <code>.xml</code> file extension is mandatory; it can't be <code>.txt</code>. If necessary, disable hiding of file extensions in your file manager.) Add this text to it: | # Also inside the mod folder, make a file called <code>EmbarkModules.xml</code>. (The <code>.xml</code> file extension is mandatory; it can't be <code>.txt</code>. If necessary, disable hiding of file extensions in your file manager.) Add this text to it: |