Modding: Difference between revisions
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* [https://eco.mod.io/ Mod.io] — Official host for Eco mods, with API available for mod management. This is the recommended place to download mods, especially if you are new to modding. | * [https://eco.mod.io/ Mod.io] — Official host for Eco mods, with API available for mod management. This is the recommended place to download mods, especially if you are new to modding. | ||
* [https://forum.play.eco/#modding.10 | * [https://forum.play.eco/#modding.10 Eco Forums] — Official forums modding section | ||
== Mod Development == | == Mod Development == |
Revision as of 05:02, 3 August 2020
Modding is how the base game is extended with new features such as blocks, animals and additional game play rules. Some mods only change server-side functionality, while others may add additional visualizations and interactions on the client side. Mods may be developed by Strange Loop Games or independent developers and added to the game by server admins. There is no charge for access to the API and all of the tooling for mod development is freely available.
Installing Mods
Most mods can be installed by placing the mod's files into the Mods folder of an Eco server. Mods may add new files or replace some of the files already found in the Mods folder. Many mod authors will have instructions for installing their mod(s).
Mods that affect the client, such as custom items and models, only need to be installed on the server. The client will automatically receive the information it needs to run the mod from the server.
Server owners can now use Mod.io and modders should consider putting mods there.
Existing Mods
NOTE: It is against Eco Wiki rules to post advertisements for specific mods anywhere on the Wiki.
For now, most mods are hosted on third-party websites. The best places to find mods currently are:
- Mod.io — Official host for Eco mods, with API available for mod management. This is the recommended place to download mods, especially if you are new to modding.
- Eco Forums — Official forums modding section
Mod Development
See Mod Development
Localization
Crowdin localization testing
- Go to Crowdin Site.
- Download latest archive archive.
- Go to Eco Server directory.
- Create folder if not exists `Mods\Translations`.
- Extract `defaultstrings.csv` into the `Mods\Translations` directory.
- You need to restart the server to use changed files.
Also you can open the CSV file and edit in in any text editor to test your translations without Crowdin.
Mods Translation
From previous article [Crowdin localization testing] you can get `.csv` file for reference. You should follow same format, but you can use any file name and put into under your mod directory into `Translations` directory. I.e. `Mods\MySuperMod\Translations\MySuperModStrings.csv`.