Assets/Mods/[Mod Name]/assetbundle/mod
..xml
file, in this file you will find all the values that are set with the tool it should look like this:Assets/Mods/[Mod Name]/[Mod Name].xml
.objects.json
& mod.json
.objects.json
you will find all the GameObject names. This file is used by parkitect Nexus to look if there are object's from your mod in a blueprint or save game.mod.json
you will find the settings for your mod used by the Parkitect Nexus Client.The JSON files will be created at: Assets/Mods/[Mod Name]/
.Documents/Parkitect/pnmods/
, it will automatically Un-Zip the Template for the mod.Documents/Parkitect/pnmods/
, there will be a template with it. This template/ModLoader will read the xml file, based on the OBJName in the xml file, it will try to Instantiate (Spawn it from the assetbundle into the scene). Then the template/ModLoader will read all the properties and send those to the Depender. The Depender will read the properties that he recieved from the template/ModLoader. Now the Depender will try to mod the objects into the game. So when there is a Parkitect Update, that change the way Deco object are imported into the game, only the Depender have to Update to make all the mods work again.