(d9829ac) v0.9.4.0
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@@ -1,7 +1,7 @@
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<Ragdoll type="redcrawler" colliderheightfromfloor="40" impacttolerance="15" draggable="True" limbscale="0.7" jointscale="0.7" canentersubmarine="True" texturescale="1" spritesheetorientation="90">
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<Ragdoll type="redcrawler" colliderheightfromfloor="40" impacttolerance="15" draggable="True" limbscale="0.7" jointscale="0.7" canentersubmarine="True" canwalk="True" texturescale="1" spritesheetorientation="90">
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<collider height="80" radius="40" name="Main Collider" width="0" />
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<!-- Head -->
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<limb id="0" radius="50" type="Head" flip="True" steerforce="15" mouthpos="50,0" healthindex="0" attackpriority="0" stepoffset="0,0" bodytype="Dynamic" height="0" width="0" mass="0" friction="0.3" restitution="0.05" density="10" pullpos="0,0" refjoint="-1" ignorecollisions="False" name="Limb 0" notes="">
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<limb id="0" radius="50" type="Head" flip="True" steerforce="15" healthindex="0" attackpriority="0" stepoffset="0,0" bodytype="Dynamic" height="0" width="0" mass="0" friction="0.3" restitution="0.05" density="10" pullpos="0,0" refjoint="-1" ignorecollisions="False" name="Limb 0" notes="">
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<deformablesprite texture="Mods/ExampleMod/Redcrawler/crawler.png" sourcerect="153,2,102,82" depth="0.1" origin="0.5238374,0.4827269" subdivisions="3,3">
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<spritedeformation type="noise" resolution="3,3" frequency="2" amplitude="0.05" changespeed="2" blendmode="add" stopwhenhostisdead="true"/>
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<SpriteDeformation type="custom" resolution="3,3" frequency="0.0" blendmode="multiply" row0="0,0 0,0 0,0" row1="0,0 0,0 1,1" row2="0,0 1,2 1,2" />
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@@ -1,5 +1,5 @@
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<?xml version="1.0" encoding="utf-8" ?>
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<Character name="RedCrawler" humanoid="false" blooddecal="blood">
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<Character speciesname="RedCrawler" humanoid="false" blooddecal="blood">
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<ragdolls folder="default"/>
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<animations folder="default"/>
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@@ -24,11 +24,11 @@ Content Packages:
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submarine from the "Publish item" tab in the Workshop menu, and the
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game automatically creates a folder and content package for your mod.
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Example:
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Example
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A very simple content package could be configured as follows:
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<contentpackage name="BestModEver" path="Mods/BestModEver/BestModEver.xml" gameversion="0.9.1.0" corepackage="true">
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<contentpackage name="BestModEver" path="Mods/BestModEver/filelist.xml" gameversion="0.9.1.0" corepackage="true">
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<Item file="Mods/BestModEver/items.xml" />
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<Character file="Mods/BestModEver/Human/Human.xml" />
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<Character file="Mods/BestModEver/Cthulhu/cthulhu.xml" />
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@@ -39,6 +39,11 @@ Example:
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<Executable file="Barotrauma.exe" />
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</contentpackage>
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Note that this mod has been configured as a "core package". Core packages are
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packages that contain all the necessary files to make the game run, instead of
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just adding some extra files on top of another content package. There can only
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be one core package selected at a time.
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This content package would replace all the items in the game with whatever items are
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configured in the "Mods/BestModEver/items.xml" file. It would also use a modified
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version of the human characters and have all the monsters in the game replaced with
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@@ -46,4 +51,35 @@ Example:
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a new event that spawns Cthulhu and removing the events that spawn monsters/items
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which aren't included in the mod.
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It is also set to be used with the version 0.9.1.0 of the game.
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Note that the content package should be saved with the file name "filelist.xml" in
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the Mods folder, in this case "Mods/BestModEver/filelist.xml".
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Non-core content packages
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Most mods are usually not core content packages, but instead add things to or
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modify things in the Vanilla content package (= the default content of the game).
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Here's an example of a simple non-core package:
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<contentpackage name="BestModEver" path="Mods/PotatoGun/filelist.xml" gameversion="0.9.1.0" corepackage="false">
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<Item file="Mods/PotatoGun/potatogun.xml" />
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</contentpackage>
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This mod would simply add an extra item to the game (or items if there are multiple
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ones configured in the potatogun.xml file).
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Overriding content
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You can also set your mods to override vanilla content without having to modify the
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Vanilla content package. This can be done by using Override-elements in the xml
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configuration files. For example, the content of the potatogun.xml file could be
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something like this:
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<Override>
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<Item name="Potato Gun" identifier="harpoongun">
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...
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</Item>
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</Override>
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This would mean that the item overrides an item that has the identifier "harpoongun",
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i.e. replaces harpoon guns with the potato gun.
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