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Added a guide for properly releasing mods
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slxdy committed Apr 3, 2024
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33 changes: 32 additions & 1 deletion Guides/DeveloperGuide.md
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Expand Up @@ -143,4 +143,35 @@ You can easily debug your mod through your IDE. This will allow you to start the
- Set the `Arguments` property to the path of your game. Make sure to put it between double quotes. Example:<br>
![Project Properties](image.png)

- You're all set! You can now start debugging your mod by simply clicking the `Start` button at the top of your IDE.
- You're all set! You can now start debugging your mod by simply clicking the `Start` button at the top of your IDE.

## Releasing Your Mod
When releasing a mod, it's important to make it easy for users to install.

First, we need to understand the basic folder structure of TweaksLauncher.
- Each mod should have its own folder, for example: `MyMod/MyMod.dll`
- The mod folder must have the same name as the dll
- All universal mods go to the `GlobalMods` folder. Example path: `TweaksLauncher/GlobalMods/MyMod/MyMod.dll`
- All game-specific mods need to go to the `Games/Your Game Name/Mods` folder. Example path: `TweaksLauncher/Games/BloonsTD6/Mods/MyMod/MyMod.dll`

Knowing this, the best practice is to zip your mod with the same folder structure before releasing it. This will allow the users to easily unzip the mod into the right directory.

Example of a good zip structure:
```
Games
| BloonsTD6
| Mods
| MyMod
| MyMod.dll
| ExampleDependency.dll
```

TweaksLauncher also support standalone mods, which don't have their own directory, but only a single dll. This isn't recommended, but may look better for smaller mods.

Example of a good zip structure for standalone mods:
```
Games
| BloonsTD6
| Mods
| MyStandaloneMod.dll
```

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