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Documentation/Engine/Mod manager

2,450 bytes added, 23:56, 18 July 2023
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Using the manifest
*normal directories - where each directory represents separate mod.
We recommend using normal directories for development of the mod and using zip archives for mod release, to make mod size smaller and more handy for end-user (on file vs. directory full of files). Inside the package you can define manifest file containing meta data about the mod. Meta data are used by mod manager to display your mod to the user. You can specify description, icon image and much more.
 
Since ETS2 & ATS version 1.48 you can use mods that contain subdirectories or files which are mounted only if DLC with the same name is owned. If mod root contains directory "base", zip archive "base.zip", directories or zip archives prefixed with "dlc_", game mounts only parts of the mod that correspond to owned DLCs. "base" part is mounted always (if it’s present). Mod manifest and other metadata are still contained in the mod root.
=Using the manifest=
# compatible_versions[]: "1.19.*" # Mod is compatible with 1.19.X..
 
# dlc_dependencies[]: "dlc_north"
# dlc_dependencies[]: "dlc_east"
}
}
<ul>
<li>Type: string</li>
<li>Display name of the mod. If none is specified name of the package without extension is used. <b>Note:</b> This string is not necessary when you want to create a steam workshop mod. You can specify the name of your mod at the uploading process in the SCS Workshop Uploader.</li>
</ul>
</li>
<ul>
<li>Type: array of strings</li>
<li>List of categories. Currently we limit categories up to 2 per mod. If you use more than two only first two will be used. If none is specified mod is assigned to "Others" category. You can use only categories from the set defined in [[#categories_to_useCategories_to_use|Categories to use]]</a></li>
</ul>
</li>
<li>Type: string</li>
<li>
Name of file inside the root of the mod package directory which contains the description text. Description file has to be a simple text file with .txt extension saved in UTF-8 encoding. Content of the description file is shown in mod details window and should include information about usage of your mod, additional credits of included mods etc. For possible text formatting see section [[#description_of_your_modDescription_of_your_mod|Description of your mod]]  {{Tip|Since ETS 2 1.23 you can specify localized description files for more check: [[#Localized_description|Localized description]].}}
</li>
</ul>
<li>Type: array of strings</li>
<li>
List of compatible game versions. If the list is present and the game version does not match any version from that list, the user will be unable to use the mod and he they will have to wait for the author to update it. Shall be used only for mods that are likely to get broken, like a map modsmod.
<br><b>Note:</b> If you want your mod to be compatible with all versions simply skip this parameter. Note also that formatting of the Steam version with "s" suffix (for example: 1.18.1s) does not exist in this versioning so please do not use it.
<br>Each item from the list supports wildcards formatting shown below:
</tr>
</table>You can also specify support for only one revision of the game which is not recommended as we do not change game a lot between minor patches.<br>For example:
<pre>compatible_versions[]: "1.19.1"</pre>This usage is not a good idea as your mod will work only with the 1.19.1 version.<br>If we will release some hotfix, your mod will simply be incompatible with it.<br>You can also use more than one compatible version definitionsdefinition, like this:
<pre>compatible_versions[]: "1.19.*"
compatible_versions[]: "1.20.*"</pre>This way you support both 1.19 and 1.20 patches.<br><b>REMEMBER! If you specify a very restricted set of versions, users of your mod may wait for you, to release a hot fix for the mod evenversion number and , even if your mod is 100% compatible with the latest release.</b>
</li>
<li>
</ul>
</li>
<li>
<b>dlc_dependencies (Optional)</b>
<ul>
<li>Type: array of strings</li>
<li>
From '''ETS2 1.26''' and '''ATS 1.5''' you are able to specify list of the DLCs which your mod requires to be installed in manifest file. This feature will block activation of the mod in mod manager when user has one of the required DLCs missing. To specify dependencies you need to edit your mod manifest.sii file and add the following:<pre>dlc_dependencies[]: "package_name"</pre>Where package_name is name of the DLC package - you can find package names in game directory for example if your mod requires DLC Scandinavia - package archive is called dlc_north.scs, the package name is the archive name without extension so in this case it will be dlc_north.
</li>
</ul>
</li>
 
</ul>
=Categories to use=
Set of There are 18 valid categories which you can use as value of may be used in the "category" array entries:
<div style="column-count:3;-moz-column-count:3;-webkit-column-count:3;max-width:30em">
* truck
* trailer
* prefabs
* other
</div>
=Description of your mod=
Description text length is not limited. Moreover there is also additional ability to colorize your mod description with BBCode color tags.
List of available color tags:
|}
'''For example:'''
For example:<pre>[red]Hello [green]Wor[orange]ld</pre>
[red]Will result in: <strong><span style="color: #FF2626;">Hello [green]</span> <span style="color: #75FF00;">Wor[orange]</span><span style="color: #FFAE00;">ld</span></strong>
Will result in: ==Localized description== Also from '''1.23''' version you can localize your mod description. To use it you need to create description file separated for each language - the file name format is <strongcode>description_file_name.[locale].txt<span style=/code> for example if description_file attribute is set to "description.txt"color: #FF2626;"* <code>Hellodescription.en_gb.txt</spancode> * <span style="color: #75FF00;"code>Wordescription.cz_cz.txt</spancode>* <span style="color: #FFAE00;"code>lddescription.ru_ru.txt</spancode>* <code>description.pl_pl.txt</strongcodeIn case game is unable to find proper language file it will use description.txt file.
=Sample mod=
67
edits

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