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Modding General

224 bytes added, 11:22, 13 August 2023
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Mods are placed in the folder <code>DriveLetter:\...\Steam\steamapps\common\Mashinky\mods</code>
Inside a mod, many different files can be added for alternate gameplay in the game of Mashinky according to your desires.
The items You can find finished mods for Mashinky in the Steam Workshop [https://steamcommunity.com/app/598960/workshop/] are mods for Mashinky.
The mods for Mashinky are classified under the following types:
*'''Icons'''
Under the following conditions, you You can create and publish Mashinky mods in the Steam Workshopunder the following conditions:
*Mashinky mods may not contain material from other games. Permission or ownership to use the material is needed.
*Mashinky mods can contain (edited) material from Mashinky itself, as long as the material is only used within Mashinky.*For use of another other authors ' mod materialitems, contact the author (s) and wait for their permission before releasing your mod. Such permission '''must be written''' in the mod's description otherwise the mod might be removed for copyright violation.
Files in a All files of the mod to create should be placed inside a folder in \Mashinky\mods\(your_mod_name)\
==Required files in a mod==
 
*'''(your_mod_name)/meta.xml'''
content:
<?xml version="1.0"?>
 
<name value="Your_Unique_Mod_Name" />
 
<description value="Your description.
This may be multiple lines.
(empty text file, or text definitions)
 ==Optional files in a mod== In optional files, you can add to, or override, some of the original game definitionsand add new items (locomotives, wagons, trucks, planes, buildings, graphics).
==Mod folder structure==
There is a strict directory structure in Mashinky's mod to help engine merge all content on startup (or mod load). It is the same structure as in "/media/" directory and all folders are optional in mods.
There is a strict directory structure in Mashinky's mod to allow the engine to merge all content on startup (or mod load). It is the same structure as in "/media/" directory, and all folders are optional in mods.  *'''config/''' - here all XML config files are stored
**''accessories_types.xml'' - accesories are some decorative objects in the game like track or road or stop endings, semafores etc.
**''building_types.xml'' - config file for all indutry and town buildings
*'''model/''' - folder for all 3D assets
*'''music/''' - music track in game (supported format *.ogg)
*'''scenario/'''/ - all *.mss scenario files created in Mashinky's editor are stored herescripthere*'''script/ .. ''' - all LUA scripts used in the game (config/quest_types.xml references these scripts)
*'''shader/''' - binary compiled shaders used in game
*'''sku/''' - optional folder where per language xmls are downloaded and combined together to config/texts.xml when reloading all ingame (using content creators window).
*All config xmls support multiple sections (like for example multiple <WagonType> section in config/wagon_types.xml)
*In all "id" attributes, use unique generated hash (8x([0-9]/[A-F]) identifier like for example "108FA1C3"). When using existing hash (from other mod or base game content) you may overwrite any attribute of this item by your mod. When overwriting, use only attributes in your mod xml you want to change, everything else stays unchanged.
*Some features may not be supported yet (like multiple landscape type). Check with our wiki pages or contact me (SunCZu) on info@mashinky.com
*In /model/ folder, you may store 3D assets (locomotives & wagons) as well as 2D assets (textures used by these models) needed for your mod.
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