开普勒斯

开普勒斯

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Creating a mod
由 Taro Studio 制作
How to create a mod
   
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Structure and example of a mod
Open the example mod folder "Example" in: Steam\steamapps\common\KEPLERTH\Keplerth_Data\StreamingAssets\Mods\Example.

Directory structure of a mod folder:

1. "About" (compulsory):
This folder should have the following two files:

① An "About.json" file – is used to store information such as the name of the mod author, description of the mod and etc. This will be shown on your Steam Workshop page (more are explained in "Mods\Example\About\ About.json" file).

② A "Preview.png" file – this will be the preview image of the mod.

2. "Assemblies" (optional):
For storing .dll files.
It will read all the .dll files when the game starts, and execute all static constructors with the [StaticConstructorOnStartup] class.

3."Sounds" (optional):
For storing music files. (.wav is currently the only supported format)

4."Textures" (optional):
For storing image files. (.png is currently the only supported format)
The "TextureInfos.json" file is used to configure the pivot points of images stored in Textures folder.

5."Language" (optional):
For storing the language file "ModLanguage.txt". (It must be in this name)
The content of the language file (i.e. ModLanguage.txt) will be updated to "StreamingAssets\Language\Language.txt" file when the mod is implemented to the game.

6."Configs" (optional):
For storing all configuration files (.json format)
File name and file contents can refer to the files in "Keplerth_Data\StreamingAssets\Config".
If the configuration files in this folder have the same name as the ones in "Keplerth_Data\StreamingAssets\Config", then the data will be updated to the files in "StreamingAssets\Config" when the game starts.
If the ID used in the configuration file in this folder is the same as the one used in configuration file in "StreamingAssets\Config" folder, then the data will be overwritten. If different IDs are used, then it will be added as a new data.
Create your own mod
1.Complete the basic structure of a mod:

① Create your own mod folder in "KEPLERTH\Keplerth_Data\StreamingAssets\Mods" and name it. (Or you can simply copy and paste the Example folder and rename it)

② Open your mod folder, and create a new folder inside called "About". (This folder is compulsory)

③ Copy and paste the About.json file from "Mods\Example\About" to "Mods\YourModName\About", and edit it. (This file must be included in this folder)

④ Create an image file as the preview image of your mod and name it as "Preview.png" (This file must be included in this folder)

2.Change existing data of the game (the item "Apple" as an example):

① Open the file "StreamingAssets\Language\Language.txt", and search "Apple". You can see the first column of the row of the item "Apple" is "ItemName1" as shown below:



② "ItemName1" indicates that the data of the item "Apple" is located in "Keplerth_Data\StreamingAssets\Config\ConfigItem.json" file. (If the first column of the row is Model**, then the data should be in Config\ConfigModel.json file)

③ Open the "ConfigItem.json" file, and search "ItemName1" as shown below:



④ Create a new folder called "Configs" in "StreamingAssets\Mods\YourModName" and create a "ConfigItem.json" file inside the Configs folder.

⑤ Copy and paste the data of the item "Apple" (as shown below) from "StreamingAssets\Config\ConfigItem.json" file to "StreamingAssets\Mods\YourModName\Configs\ConfigItem.json" file.



⑥ You can change any value in "Mods\YourModName\Configs\ConfigItem.json" file.

⑦ If you want to change the image of the item "Apple", you can put your picture in the "StreamingAssets\Mods\YourModName\Textures" folder. Then, in "Mods\YourModName\Configs\ConfigItem.json" file, edit the value of the property "dropTexture" to "YourModName\Textures\YourImageName".

⑧ If you want to make this as a new item instead of overwriting the existing data of the item "Apple", you can change the ID "1" (as shown in the previous illustration) in "Mods\YourModName\Configs\ConfigItem.json" file to a custom ID. In order to avoid the potential conflicts with the IDs used in other mods, we strongly suggest you use the IDs from the ID generator (File tab>Generate IDs) in Keplerth Uploader. (Keplerth Uploader can be found under Tools in Steam Client)
Upload your mod
1.Use Keplerth Uploader to upload your mod folder.



2.For the first time upload, Steam Workshop will assign an ID to you after you successfully upload your mod (as shown below).



In order to avoid the potential conflicts with the FileIds used in other mods, you should use the ID that is assigned to your mod and use it in the "About.json" file of your mod as the value of FileId (as shown below). After changing the FileId of your mod, you should reupload your mod. You can do this by selecting your uploaded mob on Keplerth Uploader, clicking Edit and then clicking Publish.


17 条留言
omee 2024 年 5 月 9 日 上午 9:09 
is there a way to access the game graphics, for example to make a mod with color variations for the monsters (like ogres do ingame)?
Worldowner 2022 年 6 月 26 日 上午 5:44 
ok, i want to mod hive so it could contain more than 10 nectar. I found it id Placement3411. But there no such value as "productionlimit" or something with value 10 so i could assume it's the value i searching. What i doing wrong?
EmoZaxe 2022 年 6 月 5 日 上午 6:36 
that would be cool haha
Duke Two-Can 2022 年 6 月 4 日 上午 1:18 
I was hoping you can go a little further into the assemblies section, possibly release a newer guide on how to set up a mod that utilizes dll assemblies or an example mod that shows the source so we can make more complex mods than JSON mods. Thank you <3
EmoZaxe 2022 年 1 月 18 日 下午 2:32 
With the uploader i am having an issue where it says limit exceeded any idea whats wrong?
EmoZaxe 2022 年 1 月 15 日 下午 8:43 
Question: i am making tree mods and its mostly made but cant get the trees to spawn in world. any idea on where i need to edit to have it implemented in the world generation?
Lord-Xanthor 2018 年 10 月 27 日 上午 11:03 
That explains why I could not force the accets to force jif extraction. The animations are still all png. The part of the game that showed me there was animating, is the Starting lab where you wake up from suspended sleep. There are these items that look like toasters, some with moving leds, some without. Asking around, many think they are batteries. Would be interesting to build later on using those for things like lights, automatic doors, traps, transportation. Is the code C, Java, php? I know A little of all, but not to animate yet. If you let me know the language, ill work on filling the gaps.
Taro Studio  [作者] 2018 年 10 月 27 日 上午 2:17 
@Lord-Xanthor

1. Strucutre.txt defines the structures of small buildings (e.g. abandoned houses), mountains, villages, dungeons (e.g. underground Insector zones) and etc. We're currently working on the map editor for our game, to support future editing of the Strucutre.txt file.

2. Characters and mobs in our game have four sides (4 PNG files, GIF is not supported). But we also have some animations in the game that we made by using Unity, such as skeletal animations (e.g. Insector Queen and Divil), and frame-by-frame animation (e.g. torches). Also, the animations must be in PNG format, GIF is not supported. If you know how to program, you can achieve the rapid succession of sequential images through coding, so it's possible to make a character with 2 sides/frames and some animations in our game.

3. We will consider zipping up the art resources as additional files to the game folder. Thank you for your suggestion.
Lord-Xanthor 2018 年 10 月 25 日 下午 6:39 
@Taro Studio, [h1]I have one more important question. I see in game you have a few animated items. Are they also created in png format, or are those gif? If gif, can I use that for several drawings? I know it says above png format, but with animating, its important I know before doing further work. Mod im making would look horrible if there was only up down left right 1 frame per direction. Several monsters and player characters im designing are 2 to 3 frames per direction.
Lord-Xanthor 2018 年 10 月 23 日 上午 8:14 
No problem. At some point in the future, you might want to consider just zipping up the assets folder before compacting the game, then just include it with the steam download, or maybe include it in future dlc. Just things you want other mod writers to use, not things you want strictly for your own game play, like special bosses. Im sure you dont want a mod writer to make it so your very hard to kill final boss is multiplied by 50, then thrown into a room that makes them an easy one hit kill. That can ruin a game. But allowing things like wall tiles and such to be used. Which reminds me, I saw some files outside configuration folder, structure.txt. Is that a text file that defines the random buildings placed throughout the game? And last question, can I make a multi frame character so instead of the just up,down,left, and right movement frames, each one has 2 frames to give some animation to them?