![]() ![]() Open a singleplayer game and hit our hotkey. View the "Mods"-Tab in ModAPI and toggle your new mod. If you create the mod again in the future, increment the version or delete the mod in "/mods/TheForest/Day*.mod". It should say "Created mod successfully". Go to ModAPI and click "Create Mod" in the lower right of your project. ![]() The build should finish with "Build: 1 succeeded". Either click "Start" or "Build > Build Solution (CTRL + SHIFT + B)" We can build and run our project and see if it works. We still need to open the menu by using the key we assigned in ModAPI: private void Update() Now we create the GUI layout with an input box, where you enter the day you want and a button to set the day: private bool visible We do that by creating a new GameObject and appending our class: using System It should open and look something like this:įirst, we need to add our stuff to the game. Visual C# Items > Class > and name it something like "Day.cs". ![]() Navigate to "/projects/TheForest/Day/" in your ModAPI folder and open the "*.sln" with Visual Studio. If you need, add a hotkey in "Assignable keys": Give it a name and optionally a description: Open ModAPI, go to the development tab and click " Create new project": Continue at the Green Hell section for the tutorial and quirks. However, Green Hell uses its own / unity methods. In most games ModAPI specific methods, attributes, etc. There are some out there, but in this tutorial i will go with ILSpy: ILSpy You can even get Professional for free if you are a student. You can grab it for free here: Visual Studio Now we need Visual Studio (not Visual Studio Code!). ![]() If you haven't already, extract it somewhere. In this tutorial we want to change the ingame day by using the GUI. Basic C# knowledge would be an advantage. As in, a player without this mod will still encounter variable health enemies as that is a base game value that's been altered, but the abilities and items that enemy may use are not part of the base game and so the player without the mod would not be able to see, interact with, or use any of those).Develop mods Generic Unity games + Basic ModAPI usage Getting started (players without this mod can play on a server using it, but they will not be affected by any part of the mod that is not simply a base game value that has changed. Champions of the Forest: an overhaul mod that gives The Forest something like a diablo-esque rpg system including enemies with variable health and abilities, item drops, skills, and even magic. This is simply a map mod that adds a better map as a result. The in game map is not exactly great, and has to be found first then fills out as the player explores. Map: pretty simple to guess what this does. As I understand it, BAC functions by only allowing those who share the same mods as the host to join the server. BAC is one of the player-made solutions to that (there is also the griefclient mod, whos anticheat mod is instead anti-griefclient. Blight's anti-cheat: there is no anti-cheat inherently in this game, and the mod mentioned above has been an ongoing problem over the years. Some in the community use it specifically for trolling/griefing and as a result there are many in the community who are either wary or outright opposed to it's use within their servers. It is something like a trainer/console commands, offering the player access to a number of commands including almost all already within the games console commands plus a few extras such as fly, noclip, etc. Ultimate Cheat Menu: Probably the most popular, and likely the one that PapiwA comments about above. Depending on what exactly you are hoping to accomplish with modding, you may or may not be disappointed.Ī few notable mods that are relatively popular: However, this isn't Skyrim or Minecraft, there's a limited number of mods available with far more limited changes they offer to the game than some of the other games you might be used to. Yes, ModAPI tends to be how players mod their game if they choose to do so. I don't personally use mods, so when it comes to the more technical stuff I may not be so helpful, but I am at least familiar with a few of the mod options. ![]()
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