Crea
Expand Your World
Create and share new mods to expand your worlds: items, monsters, skills, races, realms, game systems. Anything and everything is possible.
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Tiarleen 17 May, 2016 @ 12:16pm
Modding question.
Good time of a day!

Got a question about adding new objects: how can I create an object that will replace the original one? For example, I want to repaint club and make it as a mod, but the only thing I get is two clubs with different images.
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Showing 1-7 of 7 comments
Baxter900 4 17 May, 2016 @ 3:59pm 
If the club has the identical file name and path as the old one it should replace it. (This only applies for .ce files). Emphasis on should, since this used to be hooked up but I haven't used it in forever.
Tiarleen 18 May, 2016 @ 1:36am 
It doesn't.
I'm not good at programming, otherwise I think I could do this. I've tried overloading, but it didn't work too, maybe I did something wrong with it.
Baxter900 4 18 May, 2016 @ 3:00pm 
Next time I see him I'll redirect the dev to this thread. He'll know how to do this and he's working on the mod documentation so seeing that this is something people need to know how to do will be helpful.
Tiarleen 18 May, 2016 @ 3:20pm 
Thanks a lot. Also, could you or dev explain how to make Accesories above other textures like Shirt and Hair? And is it possible to change Accesory's placement, like placing it on the chest?
Jasson  [developer] 18 May, 2016 @ 4:41pm 
I was looking at this and saw why it might not be working completely for you.

First off make sure that whatever world you are using has your mod enabled. I think this is an easy thing to overlook. New mods are not enabled by default for existing worlds.

The next thing that I noticed is that it will still create the content entity for the overloaded content. Such as if I have core:lumber as well as mymod:lumber both will show up in the crafting UI. I have come up with a solution for this which will be in the next update.

As for equippable accessories, if you're looking to have them be rendered on the player then I'm afraid that is a bit tricky at the moment (if even possible). If I get enough requests then I'll look into making this possible.
Baxter900 4 18 May, 2016 @ 5:10pm 
Originally posted by Jasson:
As for equippable accessories, if you're looking to have them be rendered on the player then I'm afraid that is a bit tricky at the moment (if even possible). If I get enough requests then I'll look into making this possible.

I believe I looked into it at some point and while possible, it would require for the modder to create a completely new body type, new animations for the body type, and a new system for the new acessory type. Long story short, its about as intensive as adding in new UI.

Ideally it would be such that you can chose an animation spot on a player and "pin" the acessory there, but that might prove tricky to implement well.
Tiarleen 19 May, 2016 @ 6:04am 
Originally posted by Jasson:
Such as if I have core:lumber as well as mymod:lumber both will show up in the crafting UI. I have come up with a solution for this which will be in the next update.
That would be great, cause I have a lot of ideas, like making different types of lumber dropping from different trees.
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