![]() ![]() tile file to accompany it in your mod folder. Firstly, you could write one yourself in your favourite text editor, (which is what we’ll be doing in the first example) we’ll call this “Method A”. Secondly, you could use Staxel’s Asset Manager (we’ll call this “Method B”). This option will make the process a lot easier for players who don’t have much experience with modding. If you are still struggling to get your mod into the game after trying both of these options then you should have a look at the “ modding wiki”. This wiki can be edited by anyone so, although there isn’t much info on there at the moment, it will be a constantly growing article with the latest relevant information available. Okay so, the easiest way to start writing your own. tile file would be to have a look at the. tiles already available for Staxel’s own assets. You can find them in “%localappdata%/Local/Staxel.Launcher/gamedata/content/staxel”. Try to find an asset that behaves similarly to the way you want your item to be used in the game. ![]() We’re making a mushroom so we’ll use a flower. tile (in this instance “Allium_blue_1” which can be found in /content/staxel/plant/flowers/ Allium_blue_1.tile). Now open it up in notepad (or the text editor of your choice) and you should see something like this: tile and pasting it into the mod folder that contains your. For a simple item the only properties you need to change are the following: It might look confusing at first but it’s actually pretty easy. “code” is the I.D of the asset, you can change this to anything you want but it’s encouraged that you use “mods.” as the prefix for your mod assets to avoid any filename conflicts with Staxel’s own assets. #Staxel mods not loading mod#įor example our mod has the path “mods/testmod/LargePinkMushroom”, so we will give this mod the asset code “” It’s good practice to always make your asset code reference it’s directory as well. “voxels” is the file location (within the “content” folder) of the. qb model that you want to associate with this. Simply copy and replace this directory with the GOG version's, and you'll successfully have transferred the mods.You’ll need to change this to point to your own. If you have the Steam version of the game installed, then subscribing to the mod listing on the Workshop and running the game will automatically run the Mod Manager, extracting the mod files into the game's LocalContent/mods directory. If the Content Builder doesn't run automatically after accepting the mod installations, then it can be ran manually by selecting Tools > Run Content Builder in the Mod Manager. sxlmod file into the game's LocalContent/packages directory, and then run the program from the game's bin directory. If you can download the mod file-either, by subscribing to the item listing in the Workshop, if you own the Steam version, and using the official SteamCMD command-line utility, or by using a third-party site/tool to download Workshop files-then you can place the. Mods from the Steam Workshop are indeed compatible with the GOG version of the game. Thanks! Your only option is to snag the steam version during steam's big sale, I'm pretty much in need of mods and this will be the first time I have to buy a steam version of a GoG purchased game. Is there any way of getting at least some of the Steam mods for this game? Or is it just time to uninstall and walk away? But the official site's mods page no longer exists, the official site's blog entry on modding goes to dead links, Nexus has one outdated mod, and Steam only installs into games you bought on Steam, evidently. Which is fine I bought it during the Winter Sale and got more than enough playtime to justify the cost.īut, just like with Stardew Valley, once I hit the "end" of the game, mods would probably give it new life. I've got a couple dozen hours out of the game, and I'm running out of replayability. Thorfinn: Before I bought this game, I should have researched this a bit more, i.e., actually clicking on the links from the search engine instead of just assuming they still exist. ![]()
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