DLS moddable build
A downloadable game for Windows
How to use a mod:
Place the folder for your mod in the DLS-MODDABLE/Digital-Logic-Sim_Data/mods/ folder. You have to restart the game to cache and compile a mod.
How to make a mod:
You will probably need to know Unity and C# to make a mod. You will also likely need to take a look at the code for the game on the github repo to understand how to make any meaningful sort of mod.
Place all of your files in one folder. The name doesn't matter. There should be a script in the form of a .cs file to act as the entry point, formatted like so:
public static class Base {
public static void Main()
{
}
}
It is necessary that the class is called Base. Main() will run just after Awake() typically runs.
Modder utility functions:
using CWME.ComponentValues;
SwapComponent(Component from, Type to)
Swaps a component attached to a gameobject to a different component. Will also copy all the values from that component to the new one. Only for swapping a component for a modified version of itself, since the function will fail if all the fields are not present.
using CWME.ImageAPI;
Sprite CustomSprite(string imagePath, Vector2 pivotPoint, int pixelsPerUnit)
Loads an image from a path as a sprite.
ReplaceSpriteInScene(string spriteName, Sprite sprite)<em> </em>
Replace all references to a sprite in the scene with a sprite of your choice.
using CWME.ObjectAPI;
GameObject SpriteAsNewObject(Sprite sprite, Vector3 position)
Generate an empty GameObject with a sprite of your choosing.
| Status | Released |
| Platforms | Windows |
| Author | Chazzwazzler |