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This is a WIP page that I'm using to document the game's modding API as I go


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Modder application form:
https://forms.gle/gaqa4S6jUcoxePrA6


<div class="aw-panel--left">
Mods for APICO are written in [https://www.lua.org/ LUA].
<p>In APICO, you can add mods to expand your game and add new mechanics and features not available in the base game! If you're interested, you can even [[Modding Guide | start modding the game]] yourself!</p>
All standard LUA libraries are available except <span class="aw-inline--code">io</span> and <span class="aw-inline--code">os</span> for security reasons. If there is something you specifically need let us know and we can look into a way of exposing it through the API!
<p>Here you can find all the general information and resources around mods and modding.<br/>You can find a list of all mods on the [[Mod List]] page.</p>
</div>


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When creating a mod you will need to decide on a unique mod ID, which is a lowercase name with no spaces (underscores are accepted) - this will be used as not only your mod directory folder within the game but also for identifying your game in various debugging (so we can see which one of you keeps breaking stuff :P).
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<p class="h"><i>Modding</i></p>
<p class="sh">Mods for APICO!</p>
</div>
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In all the documentation examples, we use <span class="aw-inline--code">sample_mod</span> which is also the name of the sample mod you can download to test out the various API methods.


<h1 id="Downloading Mods">[[File:Microscope_Item.png|32px]]Downloading Mods</h1>
<h1>Current Mods</h1>
<p>If you're playing APICO and want to download mods, you can do it right from inside the game! From the home screen you can click on "Mods" and the game will retrieve all the approved mods that are available. Once downloaded you can choose to activate or deactivate any of your mods before starting your game. Mods are not available in the [[Demo]].<br/><br/>[[File:Mods_Page_2.png|600px]]<br/><br/>You can also install mods not from the approved list by downloading them from the main [[Mod List]], and using the [[Mod Sideloading|Sideloader]].<br/><b>We cannot recommend these mods for security reasons so install unapproved mods at your own risk!</b></p>
sample_mod by @ellraiser


<h1 id="Creating Mods">[[File:Stone_Hammer_Item.png|32px]]Creating Mods</h1>
<h1>Glossary</h1>
<p>If you want to start creating mods, you can read our [[Modding Guide | Getting Started]] and get stuck in!<br/> To make your mod "official" you will need to upload it to [https://apico.mod.io/ mod.io] via our [https://apico-modloader.herokuapp.com/ APICO Modloader] tool and get it approved. Although players can choose to side-load APICO with any mod they download, they will get shown a warning around the mod when activated.</p>
<b>Dictionary</b>
<p>In the game every single item, object, machine, NPC, or button has a definition in the Dictionary. If there is not a definition the game will not recognise what you are trying to reference.
<br/><br/>
You can add definitions through the <span class="aw-inline--code">api_define_*()</span> methods.
</p>
<br/>
<b>Modding Console</b>
<p>The Modding Console is a debugging tool available by pressing <span class="aw-inline--code">.</span>, and it shows all messages from both the Modding API itself as well as any logs or errors from individual mods</p>
<br/>
<b>In-Game Console</b>
<p>When enabled, the In-Game Console is an inline command runner you can use while playing the game by typing <span class="aw-inline--code">/</span> followed by a command.
<br/><br/>
For example to spawn in 5 logs you'd use <span class="aw-inline--code">/gimme log 5</span>
</p>


<h1 id="Modding API">[[File:Book1_Item.png|32px]]Modding API</h1>
<p>If you've read out [[Modding Guide | Getting Started]] guide and are eager to get modding, check out our [[Modding API | API Reference]] which details all API methods along with example LUA code for a bunch of different use-cases.</p>
<p>You can also check out our [https://github.com/APICO-Modders APICO Modders Github] for ideas and inspiration!</p>


<h1>Mod Structure</h1>
<p>For mods to work they need to follow a basic structure so that APICO can register and load mods correctly, as well as handle any errors that might occur when trying to compile your code. A basic mod file would look something like this:</p>

<div class="aw-code">mod_id = <span class="cs">"sample_mod"</span><br/><br/><br/><span class="ck">function</span> <span class="cf">register</span>()<br/>&nbsp;&nbsp;<span class="ck">return</span> mod_id<br/><span class="ck">end</span><br/><br/><br/><span class="ck">function</span> <span class="cf">init</span>()<br/>&nbsp;&nbsp;<span class="cf">api_log</span>(<span class="cs">"init"</span>, <span class="cs">"Hello world!"</span>)<br/><span class="ck">end</span></div>

<p>When the game loads, it'll retrieve the player's mod settings to get a list of all active mods. It will then try and init these mods through the <span class="aw-inline--code">sc_init_mod()</span> method that you'll see in the Modding Console.<br/><br/>This method will first try and call a <span class="aw-inline--code">register()</span> method in your mod, which will check for duplicate names, and will then call an <span class="aw-inline--code">init()</span> method.<br/><br/>Your <span class="aw-inline--code">init()</span> method is a place for you to setup all mod code you need at the start, and needs to return either <span class="aw-inline--code">Success</span> or an error message - this lets the game know if your mod loaded correctly.<br/><br/>If there are any errors while trying to define an item you'll see one of the following codes logged in the Modding Console</p>

<div class="aw-code">{{Error|err=Mod Failed To Init|desc=This means your mods code could not be compiled correctly! You'll also see related LUA errors logged after this error message that should help narrow down the issue}}<br/>{{Error|err=Duplicate Mod Registered|desc=This means the mod id you have provided is already registered by the game, try a different mod id!}}<br/>{{Error|err=Mod Failed To Load|desc=This is called if your init() method does not return "Success", allowing you to debug your mods setup}}</div>


<h1>API Reference</h1>

<h2>api_enable_dev()</h2>
<p>This turns on Dev Mode, which allows you to run commands through the In-Game Console</p>

<div class="aw-code">{{Method|method=api_enable_dev}}{{Return|datatype=Nil}}</div>

<p>Example LUA code to turn on dev mode:</p>
<div class="aw-code"><span class="cf">api_enable_dev</span>()</div>

<p>There are no associated errors with this method</p>

<h2>api_log()</h2>
<p>Allows you to log messages to the Modding Console</p>

<div class="aw-code">{{Method|method=api_log|param1=func|param2=message}}{{Parameter|param=func|datatype=String|desc=the name of the method calling this log, shown in the console}}{{Parameter|param=message|datatype=String|desc=the message to show in the console}}{{Return|datatype=Nil}}
</div>
</div>

<p>Example LUA code to log "Hello World!" to the Modding Console:</p>
<div class="aw-code"><span class="cf">api_log</span>(<span class="cs">"my_method"</span>, <span class="cs">"Hello World!"</span>)</div>

<p>There are no associated errors with this method</p>

<h2>api_define_item()</h2>
<p>
This allows you to define a new Item for the game and add it to the Dictionary
<br/><br/>
This is needed before you can spawn the item in, add it to recipes, or use it with machines.
<br><br>
The sprite you use needs to be a 60x16px image within your mods resources, made up of 4 frames (normal, highlighted, undiscovered, undiscovered + highlighted). The sprite will be loaded virtually and used automatically when drawing your item.
<br/><br/>
Once you've created an item with this method you'll be able to access your sprite reference with <span class="aw-inline--code">TODO</span> if you need it during a custom draw call. You'll also be able to directly get the definition from the dictionary with <span class="aw-inline--code">TODO</span>
</p>

<div class="aw-code">{{Method|method=api_define_item|param1=definition|param2=sprite_image}}{{Parameter|param=mod_name|datatype=String|desc=the name of your mod, the same as your mod folder, i.e. "sample_mod"}}{{Parameter|param=definition|datatype=Table|desc=the item definition with the following keys:|
key1=id|key1_datatype=String|key1_req|key1_desc= a unique identifier for the item. This will be prepended with "mod_name_"|
key2=name|key2_datatype=String|key2_req|key2_desc=a name for the item that will be shown in tooltips|
key3=category|key3_datatype=String|key3_req|key3_desc=a category for the item that will be shown in tooltips|
key4=tooltip|key4_datatype=String|key4_req|key4_desc=a tooltip description for the item that will be shown in tooltips|
key5=shop_buy|key5_datatype=Decimal|key5_req|key5_desc=a buying price for the item if this item was to be bought|
key6=shop_sell|key6_datatype=Decimal|key6_req|key6_desc=a selling price for item if this item was to be sold|
key7=shop_key|key7_datatype=Boolean|key7_desc=whether this is a key item which means it can't be sold|
key8=machines|key8_datatype=Array|key8_desc=a list of machine this item can be used in i.e. ["workbench", "sawbench"]|
key9=durability|key9_datatype=Integer|key9_desc=if this item is a tool that gets used up you can specify a total durability here|
key10=singular|key10_datatype=Boolean|key10_desc=if true then this item will not be able to be stacked|
key11=placeable|key11_datatype=Boolean|key11_desc=whether this item can be placed - if specified you must also give an "obj" key|
key12=place_grass|key12_datatype=Boolean|key12_desc=if placeable, this specifies the item can only be placed on grass only|
key13=place_water|key13_datatype=Boolean|key13_desc=if placeable, this specifies the item can be placed on shallow water|
key14=place_deep|key14_datatype=Boolean|key14_desc=if placeable, this specifies the item can be placed on deep water|
key15=obj|key15_datatype=String|key15_desc=if placeable, this specifies the object that will be created when the item is placed. If this is not a different object id, you should be making an Object instead of an Item|
key16=honeycore|key16_datatype=Boolean|key16_desc=specifies whether this item will buy/sell for Honeycore instead of Rubees|
}}{{Return|datatype=String|desc=either your new item's id (i.e. "sample_mod_item_name") or nil if there was an error}}</div>

<p>Example LUA code to define an axe item with an ID of "sample_mod_super_axe":</p>

<div class="aw-code">item = {}<br/>item[<span class="cs">"id"</span>] = <span class="cs">"super_axe"</span><br/>item[<span class="cs">"category"</span>] = <span class="cs">"Tools"</span><br/>item[<span class="cs">"tooltip"</span>] = <span class="cs">"This is my first mod tool!"</span><br/>item[<span class="cs">"shop_buy"</span>] = <span class="cn">0.0</span><br/>item[<span class="cs">"shop_sell"</span>] = <span class="cn">0.0</span><br/>item[<span class="cs">"shop_key"</span>] = <span class="cl">false</span><br/>item[<span class="cs">"durability"</span>] = <span class="cn">9999</span><br/>item[<span class="cs">"name"</span>] = <span class="cs">"Super Axe"</span><br/>
def_item = <span class="cf">api_define_item</span>(<span class="cs">"sample_mod"</span>, item, <span class="cs">"sample_item_sprite.png"</span>)</div>

<p>If there are any errors while trying to define an item you'll see one of the following codes logged in the [[Modding Console]]</p>

<div class="aw-code">{{Error|err=Missing Required Key (KEY)|desc=This means one of the required keys above was missing from your definition parameter}}<br/>{{Error|err=ID Already Defined|desc=This means the id key provided is already in the Dictionary, either it's already used or you defined the item twice.}}<br/>{{Error|err=Failed To Map Keys|desc=This means one of your keys couldn't be mapped properly - possible a null value.}}<br/>{{Error|err=Failed To Add Sprite|desc=This means your sprite couldn't be added, either an incorrect format or file not found}}</div>

Latest revision as of 07:27, 22 June 2022

In APICO, you can add mods to expand your game and add new mechanics and features not available in the base game! If you're interested, you can even start modding the game yourself!

Here you can find all the general information and resources around mods and modding.
You can find a list of all mods on the Mod List page.

Modding

Mods for APICO!

Downloading Mods

If you're playing APICO and want to download mods, you can do it right from inside the game! From the home screen you can click on "Mods" and the game will retrieve all the approved mods that are available. Once downloaded you can choose to activate or deactivate any of your mods before starting your game. Mods are not available in the Demo.



You can also install mods not from the approved list by downloading them from the main Mod List, and using the Sideloader.
We cannot recommend these mods for security reasons so install unapproved mods at your own risk!

Creating Mods

If you want to start creating mods, you can read our Getting Started and get stuck in!
To make your mod "official" you will need to upload it to mod.io via our APICO Modloader tool and get it approved. Although players can choose to side-load APICO with any mod they download, they will get shown a warning around the mod when activated.

Modding API

If you've read out Getting Started guide and are eager to get modding, check out our API Reference which details all API methods along with example LUA code for a bunch of different use-cases.

You can also check out our APICO Modders Github for ideas and inspiration!