Getting Started: Add where are mods stored?
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@ -15,6 +15,7 @@ Understanding the basic structure of a mod's folder is an essential skill when
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creating mods.
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* [What are Games and Mods?](#what-are-games-and-mods)
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* [Where are mods stored?](#where-are-mods-stored)
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* [Mod Directory](#mod-directory)
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* [Dependencies](#dependencies)
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* [Mod Packs](#mod-packs)
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@ -42,11 +43,53 @@ Both the mods contained in a game and third-party mods use the same API.
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This book will cover the main parts of the Minetest API,
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and is applicable for both game developers and modders.
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## Mod Directory
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## Where are mods stored?
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<a name="mod-locations"></a>
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Each mod has its own directory where its Lua code, textures, models, and
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sounds are placed. These directories need to be placed in a mod location such as
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minetest/mods.
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sounds are placed. Minetest checks in a number of different locations for
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mods. These locations are commonly called *mod load paths*.
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For a given world/save game, three mod locations are checked.
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They are, in order:
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1. Game mods. These are the mods that form the game that the world is running.
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Eg: `minetest/games/minetest_game/mods/`, `/usr/share/minetest/games/minetest/`
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2. Global mods, the location to which mods are nearly always installed to.
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If in doubt, place them here.
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Eg: `minetest/mods/`
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3. World mods, the location to store mods which are specific to a
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particular world.
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Eg: `minetest/worlds/world/worldmods/`
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Minetest will check the locations in the order given above. If it encounters a mod
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with a name the same as one found previously, the later mod will be loaded in place
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of the earlier mod.
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This means that you can override game mods by placing a mod with the same name
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in the global mod location.
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The actual location of each mod load path depends on what operating system you're
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using, and how you installed Minetest.
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* **Windows:**
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* For portable builds, ie: from a .zip file, just go to the directory where
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you extracted the zip and look for the `games`, `mods`, and `worlds`
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directories.
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* For installed builds, ie: from a setup.exe,
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look in C:\\\\Minetest or C:\\\\Games\\Minetest.
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* **GNU/Linux:**
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* For system-wide installs, look in `~/.minetest`.
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Note that `~` means the user home directory, and that files and directories
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starting with a dot (`.`) are hidden.
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* For portable installs, look in the build directory.
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* For Flatpak installs, look in `~/.var/app/net.minetest.Minetest/.minetest/mods/`.
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* **MacOS**
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* Look in `~/Library/Application Support/minetest/`.
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Note that `~` means the user home, ie: `/Users/USERNAME/`.
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## Mod Directory
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![Find the mod's directory]({{ page.root }}/static/folder_modfolder.jpg)
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@ -70,6 +113,7 @@ Only the init.lua file is required in a mod for it to run on game load;
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however, mod.conf is recommended and other components may be needed
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depending on the mod's functionality.
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## Dependencies
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A dependency occurs when a mod requires another mod to be loaded before itself.
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