Search found 4 matches

by NSArray
Sun May 18, 2014 4:01 am
Forum: Implemented mod requests
Topic: walkingspeed modifier
Replies: 2
Views: 2709

Re: walkingspeed modifier

Looking at the base mod I found { type = "movement-bonus-equipment", name = "basic-exoskeleton-equipment", sprite = { filename = "__base__/graphics/equipment/basic-exoskeleton-equipment.png", width = 64, height = 128, priority = "medium" }, shape = { width = 2...
by NSArray
Thu May 15, 2014 10:34 pm
Forum: Modding help
Topic: Add alternative recipe for a vanilla item
Replies: 6
Views: 3403

Re: Add alternative recipe for a vanilla item

Do you somehow have to make sure that game loads your mod last If you add "dependencies": ["base >= 0.9.8"] to your info.json file, the game will make sure that your mod loads after "base" which is the main game. You can also add multiple different dependencies of othe...
by NSArray
Thu May 15, 2014 6:07 pm
Forum: Already exists
Topic: Removing Recipes
Replies: 3
Views: 3608

Re: Removing Recipes

If you create a new recipe with the same parameters as the vanilla one but replace the ingredients parameter with your own, the game will choose the one that loads last. If you add 'base' as a dependency, you can override vanilla recipes.
by NSArray
Thu May 15, 2014 1:24 am
Forum: Won't implement
Topic: Modding Program
Replies: 1
Views: 2175

Modding Program

I started messing around with mods and modding and I find that keeping track of all of the files and resources (for bigger mods) gets increasingly difficult as the number of files grows. My idea is to have a program that assists with making mods by providing an interface that allows easy editing of ...

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