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GENERAL INFORMATION:

The ModComponent SDK is a Unity Tool designed to completely overhaul the current process of creating .modcomponent items for The Long Dark.

This repository going forward, will have all and any documentation / information regarding ModComponent and ModComponent SDK. This information ranges from tutorials to a comprehensive list of each Component, Behaviour and Blueprint.

The old ways of creating .modcomponent's was clunky and often time consuming with guessing what has gone wrong. This tool eliminates that issue and allows you to focus more on creating the items you want while having an easy learning curb.

Features:

  • Simplified GEAR Creation: Streamlines the creation process for ModComponents, making it much more accessible for beginners.
  • Data Assets System: Different assets types are used for certain fields. Helps prevent searching up for Scenes, Sounds, etc all manually.
  • Inspect Previewer: Currently In Development
  • Mod Manager: Comes with a built-in Mod Manager to manage multiple ModComponent mods seamlessly.
  • Example Mod: Also comes with an optional Example Mod package to preview how items are made with the ModComponent SDK.
  • GEAR Prefab Validator: Select your custom GEAR Prefab to run it through a series of checks. This makes sure nothing will cause errors.
  • Auto Updater: Automatically check for updates within Unity for the ModComponent SDK and Example Mod. Automatically downloads and installs them as well.
  • User Friendly: Easy to understand User Interface for navigating through different assets and components. With built-in tooltips for clarity.
  • Supports Everything: From Components, Behaviours, Blueprints, Recipes, Localizations, Gear Spawns and more - it supports everything.

Outdated Resources:

Below are a few of the resources which should be avoided when referencing information for the ModComponent SDK. To find up-to-date relevant information please refer to the Documentation / Wiki section below.

However, a massive thanks to those who have previously worked on documentation and tutorials for ModComponent. Your knowledge and time was greatly appreciated for creating these resources.

Type Author Last Updated
Tutorials
ModComponent Basic Guide Jods-Its 26th June 2023
ModComponent Tutorial stmSantana 7th May 2022
Documentations
ModComponent Documentation STBlade 22nd January 2024
ModComponent Documentation ds5678 2nd April 2022

DOCUMENTATION:

To access the comprehensive information about the parts of this SDK, tutorials and more. Visit the extensive resources available on the Documentation Website.

Everything you need to know about the ModComponent SDK will be on this Documentation Website. For anything that isn't clear or isn't provided on the Documentation Website, you can either join the Discord and ask me directly, or Contribute to make things clearer.

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Forkers

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modcomponentsdk's Issues

[Bug Report]: Blueprint bug or missing feature?

Bug Description

Frankly no idea if it's a bug or something that isn't implemented yet, but when making blueprints or recipes and using any powder/liquids you can't set it the value of kg/L to decimals.

SDK Version

Version 1.0.4

Steps to Reproduce

  1. Create a new prefab
  2. Add a new script "Mod.Components.Blueprints" and choose Mod Blueprint
  3. Add a new element to required liquid or powder
  4. Choose one liquid/powder item and when trying to set the volume/quantity set it to 1,5 (it seems like you can't put dots in there)
  5. Press enter and the comma disappears (after exporting, ingame shows the blueprint requires only 1 kg/L)

Expected Behaviour

For example in one of my blueprints i can't set the water requirement to 1.5 L (i can set it to 1 or 2 L in order to be more or less close to that range).
Same goes for anything else using kg.

As i said before, i have no idea whether this is a bug or something that isn't implemented yet.
Unless there's some other way i don't know of adding decimals to the value.

Screenshots

No response

Additional Context

No response

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