What does a mod need to be recognized as a mod? – Train Fever /forums/topic/what-does-a-mod-need-to-be-recognized-as-a-mod/feed/ Wed, 30 Apr 2025 12:18:17 +0000 https://bbpress.org/?v=2.6.13 en-US /forums/topic/what-does-a-mod-need-to-be-recognized-as-a-mod/#post-17202 <![CDATA[What does a mod need to be recognized as a mod?]]> /forums/topic/what-does-a-mod-need-to-be-recognized-as-a-mod/#post-17202 Fri, 27 Feb 2015 17:22:24 +0000 DasMatze 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!

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/forums/topic/what-does-a-mod-need-to-be-recognized-as-a-mod/#post-17221 <![CDATA[Reply To: What does a mod need to be recognized as a mod?]]> /forums/topic/what-does-a-mod-need-to-be-recognized-as-a-mod/#post-17221 Fri, 27 Feb 2015 18:52:22 +0000 Norfolk_Chris Using TFMM to add mods does not work either!

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/forums/topic/what-does-a-mod-need-to-be-recognized-as-a-mod/#post-17225 <![CDATA[Reply To: What does a mod need to be recognized as a mod?]]> /forums/topic/what-does-a-mod-need-to-be-recognized-as-a-mod/#post-17225 Fri, 27 Feb 2015 19:20:47 +0000 olahaldor 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. 🙂

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/forums/topic/what-does-a-mod-need-to-be-recognized-as-a-mod/#post-17231 <![CDATA[Reply To: What does a mod need to be recognized as a mod?]]> /forums/topic/what-does-a-mod-need-to-be-recognized-as-a-mod/#post-17231 Fri, 27 Feb 2015 19:34:08 +0000 DasMatze 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.

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/forums/topic/what-does-a-mod-need-to-be-recognized-as-a-mod/#post-17233 <![CDATA[Reply To: What does a mod need to be recognized as a mod?]]> /forums/topic/what-does-a-mod-need-to-be-recognized-as-a-mod/#post-17233 Fri, 27 Feb 2015 19:45:18 +0000 DasMatze Edit: I see why, the folder name needs to end with _1 for whatever reason. That was missing in my mod.

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/forums/topic/what-does-a-mod-need-to-be-recognized-as-a-mod/#post-17240 <![CDATA[Reply To: What does a mod need to be recognized as a mod?]]> /forums/topic/what-does-a-mod-need-to-be-recognized-as-a-mod/#post-17240 Fri, 27 Feb 2015 21:02:08 +0000 olahaldor 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.

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/forums/topic/what-does-a-mod-need-to-be-recognized-as-a-mod/#post-17502 <![CDATA[Reply To: What does a mod need to be recognized as a mod?]]> /forums/topic/what-does-a-mod-need-to-be-recognized-as-a-mod/#post-17502 Mon, 02 Mar 2015 23:30:40 +0000 OzWally Get Mods into Steam Workshop!

Please!!

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