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Polymod Tutorial
Create a folder in the mods
folder and rename it to whatever you want.
Doing this manually is not a problem, but it would be faster if you copy-and-pasted the Template in the mods
folder.
The information for a mod is stored in six files. Only one of those files are mandatory.
-
_polymod_meta.json
- This file tells Polymod all about your mod, such as name and description. This file is MANDATORY.
- Learn about how to write this file below.
-
_polymod_icon.png
- The icon for your mod. Be sure to provide one.
-
_polymod_pack.txt
- Used for making modpacks of any kind.
-
LICENSE.txt
- This is just the general software license used by the mod. Without it, your mod is under All Rights Reserved.
-
ASSET_LICENSE.txt
- This license is specifically for the mod's assets.
- Creative Commons is recommended.
-
CODE_LICENSE.txt
- This license is for code/script-specific licensing items.
- General Public License v3.0, Apache License 2.0, and MIT are all recommended.
In _polymod_meta.json
, you can define the mod name, the name of the author, etc.
Example:
Now, about _polymod_icon.png
, it's just a simple .png
icon for the mod. Just keep in mind that whatever image it is, it will always be squished into a 150 by 150
resolution. So a 1:1
aspect ratio is recommended for your image.
As for _polymod_pack.txt
, this is what the new ModCore.hx
takes care of.
To create a modpack, add the following text to a .txt
file:
foo:1.0.0,bar:1.*.*,abc,xyz
It searches for, and loads the mods with the IDs foo
, bar
, abc
, and xyz
, in that order. It will fail to get any mods that fail the version check (foo
must be exactly 1.0.0
while bar
allows any 1.x
version) and only load the mods which don’t fail.
When you're done with that, you're basically good to go!
Here's an example mod by Master Eric » here «