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docs and run script
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</PropertyGroup>
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<ItemGroup>
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<PackageReference Include="ExtremelySimpleLogger" Version="1.1.0"/>
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<PackageReference Include="MLEM.Data" Version="4.3.0-7"/>
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<PackageReference Include="TinyLifeApi" Version="1.0.0"/>
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<PackageReference Include="MonoGame.Framework.DesktopGL" Version="3.8.0.1641"/>
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<PackageReference Include="ExtremelySimpleLogger" Version="1.1.0" />
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<PackageReference Include="MLEM.Data" Version="4.3.0-7" />
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<PackageReference Include="TinyLifeApi" Version="1.0.0" />
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<PackageReference Include="MonoGame.Framework.DesktopGL" Version="3.8.0.1641" />
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</ItemGroup>
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<ItemGroup>
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README.md
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README.md
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# TinyLifeExampleMod
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An example mod for my game Tiny Life. Clone this repository if you make a mod so people can easily find it!
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An example mod for my game Tiny Life. Fork this repository if you make a mod so people can easily find it!
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# Installing Mods
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Installing a mod is pretty simple:
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- Find the `Tiny Life` folder in your local app data (On Windows, just type `%localappdata%` into your search)
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- Find the `Mods` folder in there
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- If you received the mod you want to install as a `zip` (or any other kind of) archive, extract it first
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- Put the mod's `dll` as well as its `Content` folder into the `Mods` folder.
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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.
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# Creating Mods
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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.
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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.
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**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.
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## Distributing mods
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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.
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## Where's the source code?
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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.
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Run.sh
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Run.sh
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#!/bin/bash
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GAME_DIR="path/to/Tiny Life"
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# build the mod
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dotnet build
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# copy the mod to the mods folder
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cp ./bin/Debug/netcoreapp3.0/* "$LOCALAPPDATA/Tiny Life/Mods" -r
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# run the game
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cd $GAME_DIR
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"./Tiny Life.exe"
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