What does a mod need to be recognized as a mod?

Home Forums Modding What does a mod need to be recognized as a mod?

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  • #17202
    DasMatze
    Participant

    Now that the new mod system is here I wonder what it needs to get a mod be recognized as a mod? I tried putting a main.lua file into the mod’s folder inside the mod folder and change some variables I think which are necessary but that didn’t work. Maybe one of the devs can answer, that would be nice!

    #17221
    Norfolk_Chris
    Participant

    Using TFMM to add mods does not work either!

    #17225
    olahaldor
    Participant

    Go to Train-fever.net and download my NSB Stadler Flirt v1.6.1. It’s working with the new version of the game. You’ll see how it’s done there. 🙂

    #17231
    DasMatze
    Participant

    Hey Ola! Thank you for the update on your great train! I downloaded it, copied the info.lua and thumbnail (for quick testing purposes) to my mod and changed the content of the info.lua to my data but it’s not showing up ingame. Weird.

    • This reply was modified 10 years, 1 month ago by DasMatze.
    #17233
    DasMatze
    Participant

    Edit: I see why, the folder name needs to end with _1 for whatever reason. That was missing in my mod.

    #17240
    olahaldor
    Participant

    The number of the folder reflects the major version number of the mod. So in my case, that is 1. While in the ingo lua file there’s a “minor version” line, where I put “61” to reflect that it is v1.6.1 🙂

    The version number is reflected in the mod list in the menus.

    #17502
    OzWally
    Participant

    Get Mods into Steam Workshop!

    Please!!

Viewing 7 posts - 1 through 7 (of 7 total)
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