From f058b20253d28c7cbc5c2132bf42ad2a521ef417 Mon Sep 17 00:00:00 2001 From: Ellpeck Date: Wed, 25 Nov 2020 00:57:25 +0100 Subject: [PATCH] docs and run script --- ExampleMod.csproj | 8 ++++---- README.md | 24 +++++++++++++++++++++++- Run.sh | 12 ++++++++++++ 3 files changed, 39 insertions(+), 5 deletions(-) create mode 100644 Run.sh diff --git a/ExampleMod.csproj b/ExampleMod.csproj index ef6328c..b013533 100644 --- a/ExampleMod.csproj +++ b/ExampleMod.csproj @@ -5,10 +5,10 @@ - - - - + + + + diff --git a/README.md b/README.md index f347d29..e636cb4 100644 --- a/README.md +++ b/README.md @@ -1,2 +1,24 @@ # TinyLifeExampleMod -An example mod for my game Tiny Life. Clone this repository if you make a mod so people can easily find it! +An example mod for my game Tiny Life. Fork this repository if you make a mod so people can easily find it! + +# Installing Mods +Installing a mod is pretty simple: +- Find the `Tiny Life` folder in your local app data (On Windows, just type `%localappdata%` into your search) +- Find the `Mods` folder in there +- If you received the mod you want to install as a `zip` (or any other kind of) archive, extract it first +- Put the mod's `dll` as well as its `Content` folder into the `Mods` folder. + +Done! Now just start the game and the mod should automatically load. If there are any errors, they'll be logged in the `Log.txt` file in the `Tiny Life` folder. + +# Creating Mods +To create a mod, all you have to do is fork this repository and open the project contained in it using Visual Studio, Rider or any other kind of C# IDE. The code that is already there contains some examples. Once you're done checking them out, you can just delete them and start fresh. + +This repository also contains a little script called `Run.sh` that you can use to automatically build your mod, copy it into the `Mods` directory of your Tiny Life instance and run the game. Just be sure to modify all of the paths first. + +**Note that there is no proper modding API right now**, so you can pretty much do anything you want. You can look around in the reference code to see what there is to add and change. + +## Distributing mods +To distribute your mod to other people, all you have to do is go into the `bin/Debug/netcoreapp3.0` folder after building and copy your mod's `dll` and the `Content` directory. You can either send them to your friends directly or pack them into an archive first. + +## Where's the source code? +The NuGet package for the Tiny Life API just contains a [reference assembly](https://docs.microsoft.com/en-us/dotnet/standard/assembly/reference-assemblies) so that people can't just download the game from NuGet and play it. If you want to see the game's *full* source code, all you have to do is open the `Tiny Life.dll` that you downloaded [on itch](https://ellpeck.itch.io/tiny-life) in your IDE. \ No newline at end of file diff --git a/Run.sh b/Run.sh new file mode 100644 index 0000000..8ab28e3 --- /dev/null +++ b/Run.sh @@ -0,0 +1,12 @@ +#!/bin/bash +GAME_DIR="path/to/Tiny Life" + +# build the mod +dotnet build + +# copy the mod to the mods folder +cp ./bin/Debug/netcoreapp3.0/* "$LOCALAPPDATA/Tiny Life/Mods" -r + +# run the game +cd $GAME_DIR +"./Tiny Life.exe" \ No newline at end of file