Introduction to Modding
Things to consider before even starting
Modding Cosmoteer is very easy, however, if you are unfamiliar with programming it could as well be impossible to do.
Modding Cosmoteer is not like scripting HTML and it is coding. And like anything about programming there is zero tolerance for writing mistakes. Admittedly, that's not 100% true, since Cosmoteer 0.11.7 it has about 0.7% tolerance for EOL semicolon sign mistakes. But nonetheless it means you gotta be very careful about writing mistakes.
It's recommended you have at least some programming experience preferable java or C++. If you don't have any experience I recommend looking up at some introductions like: http://www.programmingbasics.org/en/
First steps
Before actually starting modding you should do some reading, studying and researching. You can't get around having to learn it. First go to the installation folder of Cosmoteer and look at the structure and organization of its subfolders. Understand and remember them for later. You will be using this knowledge a lot.
The main root folder is Data
, everything you mod and refer to is related to it. Vanilla part files are in Data\ships\terran\
. Each part has its own folder with more or less its name. The part itself is defined in a text file of the same name. The name doesn't really matter but it's better to keep consistency.
So what you have to do now is basically take a look at all text files. Read them and try to understand what's written and their meaning.
While doing so preferable after doing so take a look at https://wiki.cosmoteer.net/index.php/Modding:Modding_Main_Page
The wiki offers more in-depth information but is also more technical. You may not fully understand it at this stage.
Basics
The most basic thing you must learn is knowing and understanding the syntax. https://wiki.cosmoteer.net/index.php/Modding:General_Syntax
This is basically the grammar of the language you have to speak so Cosmoteer understands you.
Stats are defined by their specific name followed by an assignment via a =
sign and a value or a reference. A reference can be a name or a string or whole files. https://wiki.cosmoteer.net/index.php/Modding:Reference
Reference are often outside the text file, hence, you have to tell Cosmoteer where to find it. This requires you to give it a path to it. A path is basically a navigation instruction. Here is where your knowledge of the folder organization structure gets used.
A part consists of many stats and components. Components are just that or are some kind of functions. Components can have sub-components inside them. In theory there is no limit to how deep they could be nested, but of course there are limits. Most components can't be nested. So far only effects and some others can be nested.
Often some component parameters are assigned or refer to other components by their name. (See reference & paths)
Strings can be a name or a chain of words. https://wiki.cosmoteer.net/index.php/Modding:Strings
Starting out
https://forum.cosmoteer.net/d/334-how-to-create-and-share-mods/
Now it's time to actually look at how a mod is made. Here you start by studying the vanilla example mods found in Cosmoteer\Standard Mods
.
The main text file is mod.txt
. https://wiki.cosmoteer.net/index.php/Modding:Mod.txt
It's used to define your mod.
The next file is en.txt
https://wiki.cosmoteer.net/index.php/Modding:En.txt
Although, it's only used to give tool tips you can't just mess around here either.
Modding
At this point you can start modding. As a noob you start by copying vanilla parts to your mod folder. Start by adjusting all paths within the text files since they are no longer valid. Then you can play around with stats or actually try something new by trial and error.
The next level is spriting new textures or bitmaps for the part.
Further leading guides
Serious Modding
Advanced Modding, tbd
Master Modding, tbd
Spriting Guide
Appendix
Modding Guideline for Quality Control, "Do's and don'ts for modding"
Extreme Modding only for those perfectionists