Folders: update
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</div>
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<script async src="http://code.jquery.com/jquery-1.11.2.min.js"></script>
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<script async src="{{ page.root }}static/script.js"></script>
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<script src="http://code.jquery.com/jquery-1.11.2.min.js"></script>
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<script src="{{ page.root }}static/script.js"></script>
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<link rel="stylesheet" href="{{ page.root }}static/style.css">
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<link rel="stylesheet" href="{{ page.root }}static/syntax.css">
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</body>
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@ -7,8 +7,8 @@ root: ../
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Introduction
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------------
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In this chapter we will learn how the basic structure of a mod's folder.
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This is essential for creating mods.
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In this chapter we will learn the basic structure of a mod's folder.
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This is an essential skill when creating mods.
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* Mod Folders
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* Dependencies
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@ -17,18 +17,19 @@ This is essential for creating mods.
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Mod Folders
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-----------
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![Find the mod's folder]({{ page.root }}/static/folder_modfolder.png)
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![Find the mod's folder]({{ page.root }}/static/folder_modfolder.jpg)
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Each mod has its own folder, where all its Lua code, textures, models and sounds are placed.
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These folders need to be placed in a mod location, such as minetest/mods, and they can be
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placed in mod packs: as explained below.
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Each mod has its own folder, where all its Lua code, textures, models and sounds
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are placed. These folders need to be placed in a mod location, such as
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minetest/mods. Mods can be grouped into mod packs, which are explained below.
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The modname is used to refer to a mod. Each mod should have a unique modname, which you can choose -
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it should describe what the mod does. Modnames can be make up of letters, numbers
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or underscores.
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A "mod name" is used to refer to a mod. Each mod should have a unique mod name,
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which you can choose - a good mod name can describes what the mod does.
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Mod names can be make up of letters, numbers or underscores. The folder a mod is
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in needs to be called the same as the mod name.
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### Mod Folder Structure
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Modname
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Mod name (eg: "mymod")
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- init.lua - the main scripting code file, which is run when the game loads.
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- (optional) depends.txt - a list of mod names that needs to be loaded before this mod.
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- (optional) textures/ - place images here, commonly in the format modname_itemname.png
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@ -36,8 +37,8 @@ or underscores.
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- (optional) models/ - place 3d models in here
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...and any other lua files to be included by init.lua
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Only the init.lua file is required in a mod for it to run on game load, however the other
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items are needed by some mods to perform its functionality.
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Only the init.lua file is required in a mod for it to run on game load, however
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the other items are needed by some mods to perform their functionality.
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Dependencies
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------------
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@ -51,7 +52,7 @@ needs to be loaded before this mod.
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modtwo
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modthree?
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As you can see, each mod name is on its own line.
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As you can see, each modname is on its own line.
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Mod names with a question mark following them are optional dependencies.
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If an optional mod is installed, it is loaded before the current mod.
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@ -63,7 +64,7 @@ Mod Packs
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---------
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Modpacks allow multiple mods to be packaged together, and move together.
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They are useful if you want to supply multiple mods to an end user, and don't
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They are useful if you want to supply multiple mods to a player but don't
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want to make them download each one individually.
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### Mod Pack Folder Structure
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@ -92,7 +93,7 @@ Are you confused? Don't worry, here is an example putting all of this together.
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{% highlight lua %}
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print("This file will be run at load time!")
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minetest.register_node("mymod:node",{
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minetest.register_node("mymod:node", {
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description = "This is a node",
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tiles = {
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"mymod_node.png",
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