Difference between revisions of "Quick Start & Modding Basics"
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Each mod has two types of files. These are: | Each mod has two types of files. These are: | ||
− | *'''Definition files''' - They contains information about new entities or changes in the current. | + | *'''Definition files''' - They contains information about new entities or changes in the current entities. |
*'''Data files''' - Data which are referenced by the definition files. Typically sprite images. | *'''Data files''' - Data which are referenced by the definition files. Typically sprite images. |
Revision as of 17:48, 3 February 2021
Types of mods
Nebuchadnezzar supports three type of mods:
All mods types have the same data structure and provides the same functionality. They only differ in the way how to obtain them and where are stored.
Local mods
- These mods can be downloaded from any sources.
- These mods are supported on all distributions platforms builds (Steam, Gog and any future platforms).
Steam Workshop mods
- These mods can be downloaded through the Steam Workshop system.
- For Steam builds only.
Developer mods
- Special variant of local mods.
- Used to develop and upload your mods.
What is moddable?
Everything except the tutorial, guide, UI and fonts. That means, you can create or edit goods, production chains, buildings, monuments, maps, missions or even ther whole campaigns and more.
Mod structure
Each mod has two types of files. These are:
- Definition files - They contains information about new entities or changes in the current entities.
- Data files - Data which are referenced by the definition files. Typically sprite images.