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Getting started

Yukita Mayako edited this page Jun 16, 2023 · 7 revisions

Before you can use this library, there's a few important steps you'll need to take:

  1. Download the source code of the current Mod Utils release and put it in your Cassette Beasts modding environment, such that res://mods/cat_modutils/metadata.tres exists.

  2. Create a ContentInfo script for your mod if you haven't yet, by right-clicking in your mod's folder and selecting "New Script". You may name it whatever makes sense to you, I prefer "mod.gd"

  3. Copy the following template into the script file to start with:

extends ContentInfo

const MODUTILS: Dictionary = {
}

func init_content() -> void:
	pass
  1. Attach your ContentInfo script to your mod's metadata.tres
  • One easy way to do this is by selecting "metadata.tres" to open it in the Inspector, and then dragging the script file into the "Script" box at the very bottom of the Inspector, but you'll have to fill out your mod's metadata information again afterwards.
  • More advanced users may prefer to open the metadata.tres file in a text editor (like Notepad) and change the "ContentInfo.gd" script file path there.

Now your mod is ready to access Mod Utils features!

Some quick notes before moving on:

  • You can confirm if Mod Utils is loaded using DLC.has_mod("cat_modutils", 0)
  • You can get a refrence to the ContentInfo scripts of any mod using DLC.mods_by_id["mod_id"]
  • This documentation will assume Mod Utils is loaded and available and reference it using DLC.mods_by_id.cat_modutils

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