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added some more comments to the example mod
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@ -6,6 +6,8 @@ using TinyLife.Objects;
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using TinyLife.World;
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using TinyLife.World;
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namespace ExampleMod {
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namespace ExampleMod {
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// note that having a custom class for a furniture item like this is entirely optional
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// but it allows for additional functionalities as displayed in this example
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public class CustomTable : Furniture {
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public class CustomTable : Furniture {
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private static readonly Random Random = new();
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private static readonly Random Random = new();
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@ -34,7 +34,10 @@ namespace ExampleMod {
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public override void AddGameContent(GameImpl game) {
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public override void AddGameContent(GameImpl game) {
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// adding a custom furniture item
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// adding a custom furniture item
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FurnitureType.Register(new FurnitureType.TypeSettings("ExampleMod.CustomTable", new Point(1, 1), ObjectCategory.Table, 150, ColorScheme.SimpleWood) {
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FurnitureType.Register(new FurnitureType.TypeSettings("ExampleMod.CustomTable", new Point(1, 1), ObjectCategory.Table, 150, ColorScheme.SimpleWood) {
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// specify the type that should be constructed when this furniture type is placed
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// if this is not specified, the Furniture class is used, which is used for furniture without special animations or data
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ConstructedType = typeof(CustomTable),
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ConstructedType = typeof(CustomTable),
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// specifying icons for custom clothes and furniture is optional, but using the mod's icon helps users recognize a mod's features
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Icon = this.Icon,
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Icon = this.Icon,
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// allow chairs and plates to be slotted into and onto the table
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// allow chairs and plates to be slotted into and onto the table
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ObjectSpots = ObjectSpot.TableSpots(new Point(1, 1)).ToArray()
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ObjectSpots = ObjectSpot.TableSpots(new Point(1, 1)).ToArray()
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