Modding - New modding abilities - Printable Version
+- Dwelvers Forum (http://forum.dwelvers.com)
+-- Forum: Dwelvers (/forumdisplay.php?fid=5)
+--- Forum: Modding (/forumdisplay.php?fid=40)
+--- Thread: Modding - New modding abilities (/showthread.php?tid=1703)
New modding abilities - Xaos - 14-03-2016 09:09 PM
So as I understand from the description of the new version:
"This new update will includes new modding abilities"
that we will have some new modding abilities.
Care to elaborate?
RE: - Rasmus - 15-03-2016 10:25 AM
Haha ops, I forgot to add a description about it
I will make a bigger topic about with the next release.
In general it is the in the media/xml/buildings folder where are the building xml files are.
Now many of the buildings (not all), are loaded through the xml files only and not being hard coded. Which means that for example if the player wants to make more bed types they can just edit the "BedRoom.xml" file in the "xml/buildings/BedRoom" folder to make more beds.
To get just a little bit into detail with this...
BedRoom.xml has an element "<childbuilding>"
If the player would like to make their own bed for Orcs with a clown appearance they could add:
Then copy the "BedroomOrcBed" folder and rename it to "BedroomOrcClownBed", and from there edit everything inside the new folder to fit the players wanted bed design.
This only works for some objects in the game that isn't to advanced atm, objects like the IronSmelter or FarmLand is a little bit to advanced to be modable atm. But if you would like the player to be able to build new Rock types you can edit the "Media/XML/Buildings/Buildings.xml" file and add...
But as I said, I will make a more detailed description for it with the next release