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don't use the generate link for the template because apparently that only works if you're logged in
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This page sums up a few of the basics that you'll need to know if you want to make a mod for Tiny Life.
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This page sums up a few of the basics that you'll need to know if you want to make a mod for Tiny Life.
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## Creating mods
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## Creating mods
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To create a mod, all you have to do is create a repository [from this template](https://github.com/Ellpeck/TinyLifeExampleMod/generate) 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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To create a mod, all you have to do is create a repository [from this template](https://github.com/Ellpeck/TinyLifeExampleMod) by pressing the green "Use this template" button. Then, you can 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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To run and publish your mods, you can use the included [Cake](https://cakebuild.net/) script, which includes tasks to build, run and publish your mod. To install the required dependencies, you have to run `dotnet tool restore` in the directory that your mod's project file is in. Then, you can run `dotnet cake --target Run` to build your mod, copy it to Tiny Life's mods directory, and run the game, all in one simple command.
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To run and publish your mods, you can use the included [Cake](https://cakebuild.net/) script, which includes tasks to build, run and publish your mod. To install the required dependencies, you have to run `dotnet tool restore` in the directory that your mod's project file is in. Then, you can run `dotnet cake --target Run` to build your mod, copy it to Tiny Life's mods directory, and run the game, all in one simple command.
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