Structure And Example Of A Mod
Open the example mod folder "Example" in: Steam\steamapps\common\KEPLERTH\Keplerth_Data\StreamingAssets\Mods\Example.
Directory structure of a mod folder:
1. "About" (compulsory):
This folder should have the following two files:
① An "About.json" file – is used to store information such as the name of the mod author, description of the mod and etc. This will be shown on your Steam Workshop page (more are explained in "Mods\Example\About\ About.json" file).
② A "Preview.png" file – this will be the preview image of the mod.
2. "Assemblies" (optional):
For storing .dll files.
It will read all the .dll files when the game starts, and execute all static constructors with the [StaticConstructorOnStartup] class.
3."Sounds" (optional):
For storing music files. (.wav is currently the only supported format)
4."Textures" (optional):
For storing image files. (.png is currently the only supported format)
The "TextureInfos.json" file is used to configure the pivot points of images stored in Textures folder.
5."Language" (optional):
For storing the language file "ModLanguage.txt". (It must be in this name)
The content of the language file (i.e. ModLanguage.txt) will be updated to "StreamingAssets\Language\Language.txt" file when the mod is implemented to the game.
6."Configs" (optional):
For storing all configuration files (.json format)
File name and file contents can refer to the files in "Keplerth_Data\StreamingAssets\Config".
If the configuration files in this folder have the same name as the ones in "Keplerth_Data\StreamingAssets\Config", then the data will be updated to the files in "StreamingAssets\Config" when the game starts.
If the ID used in the configuration file in this folder is the same as the one used in configuration file in "StreamingAssets\Config" folder, then the data will be overwritten. If different IDs are used, then it will be added as a new data.
Create Your Own Mod
1.Complete the basic structure of a mod:
① Create your own mod folder in "KEPLERTH\Keplerth_Data\StreamingAssets\Mods" and name it. (Or you can simply copy and paste the Example folder and rename it)
② Open your mod folder, and create a new folder inside called "About". (This folder is compulsory)
③ Copy and paste the About.json file from "Mods\Example\About" to "Mods\YourModName\About", and edit it. (This file must be included in this folder)
④ Create an image file as the preview image of your mod and name it as "Preview.png" (This file must be included in this folder)
2.Change existing data of the game (the item "Apple" as an example):
① Open the file "StreamingAssets\Language\Language.txt", and search "Apple". You can see the first column of the row of the item "Apple" is "ItemName1" as shown below:
② "ItemName1" indicates that the data of the item "Apple" is located in "Keplerth_Data\StreamingAssets\Config\ConfigItem.json" file. (If the first column of the row is Model**, then the data should be in Config\ConfigModel.json file)
③ Open the "ConfigItem.json" file, and search "ItemName1" as shown below:
④ Create a new folder called "Configs" in "StreamingAssets\Mods\YourModName" and create a "ConfigItem.json" file inside the Configs folder.
⑤ Copy and paste the data of the item "Apple" (as shown below) from "StreamingAssets\Config\ConfigItem.json" file to "StreamingAssets\Mods\YourModName\Configs\ConfigItem.json" file.
⑥ You can change any value in "Mods\YourModName\Configs\ConfigItem.json" file.
⑦ If you want to change the image of the item "Apple", you can put your picture in the "StreamingAssets\Mods\YourModName\Textures" folder. Then, in "Mods\YourModName\Configs\ConfigItem.json" file, edit the value of the property "dropTexture" to "YourModName\Textures\YourImageName".
⑧ If you want to make this as a new item instead of overwriting the existing data of the item "Apple", you can change the ID "1" (as shown in the previous illustration) in "Mods\YourModName\Configs\ConfigItem.json" file to a custom ID. In order to avoid the potential conflicts with the IDs used in other mods, we strongly suggest you use the IDs from the ID generator (File tab>Generate IDs) in Keplerth Uploader. (Keplerth Uploader can be found under Tools in Steam Client)
Upload Your Mod
1.Use Keplerth Uploader to upload your mod folder.
2.For the first time upload, Steam Workshop will assign an ID to you after you successfully upload your mod (as shown below).
In order to avoid the potential conflicts with the FileIds used in other mods, you should use the ID that is assigned to your mod and use it in the "About.json" file of your mod as the value of FileId (as shown below). After changing the FileId of your mod, you should reupload your mod. You can do this by selecting your uploaded mob on Keplerth Uploader, clicking Edit and then clicking Publish.
Source: https://steamcommunity.com/sharedfiles/filedetails/?id=1517664616
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