Modding General Info

Mirko Seithe

General Mod structure

A mod consists of a description file as well as a number of things it adds to the game like objects, dioramas, localizations etc..

Creating objects, workshops, monsters etc.

In order to create a new object it is best to start with and copy an existing thing. E.g. if you want to make an ogre, you could copy the ObjectType/actors/Slime folder and rename everything to Ogre.

When restarting the game, the ogre should show up in the game.

Editing the VOX files

You can edit the voxel model by using a program like MagicaVoxel.

Editing the XML files

You can edit the object’s properties by editing the xml-file in a text editor. The documentation for what each field does can be found here.

In general, adding Info-blocks adds a new kind of behaviour or property to an object. For example, adding a MiningInfo allows your colonists to harvest it.

Some general remarks:

This is a first draft so things are likely unclear or incomplete. If some information is missing, please contact me (info@bossconstructor.de) and I’ll add it for the next version!

Creating localizations (translations)

In order to create a new localization, do the following:

Creating map modifiers

Map modifiers influence the procedural map generation process. You can use these to make custom spawn groups and add new terrain types. For more info on each, have a look here.

Creating dioramas

Dioramas are small 8x8 scenes which are shown in the background of the main menu. Adding them is simple and does not require and coding or modelling.