Modding:Overview: Difference between revisions

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You may have to create the "mods" folder yourself.
You may have to create the "mods" folder yourself.
{{in category|Modding}}
{{in category|Modding}}
== Mac Modding Tips ==
Working on a Mac can be a little harder, but once you get going the workflow is generally the same.
=== Setup ===
1. Install (Visual Studio for Mac)[http://visualstudio.microsoft.com/vs/mac/].  Make sure to install Monodevelop and any .NET tools it offers for C#.  While it can directly open the dll, it's hard to navigate and dive into.
2. Create a folder somewhere you want to save the decompiled code.  In this example, I'll use <code>~/QudCode</code>
3. Open a terminal, and install ilspycmd: <code>dotnet tool install ilspycmd -g</code>
4. Locate the code installation location.  For Steam at least, this exists at <code>~/Library/Application Support/com.FreeholdGames.CavesOfQud/code</code>
5. Run the following command, combining the two previous locations: ilspycmd -p -o ~/QudCode/ ~/Library/Application Support/com.FreeholdGames.CavesOfQud/code/Assembly-CSharp.dll</code>
This will output all the decompiled assets to ~/QudCode, and create a Visual Studio project file for you to open at that location!  From there you can use Visual Studio to explore the code. You will need to decompile again every time Caves of Qud updates.
== Modding FAQ/Frequent Issues ==
== Modding FAQ/Frequent Issues ==


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