#Help with Developping Mods for Derail Valley
36 messages · Page 1 of 1 (latest)
I want to try but i can't see how i could try even though i have the spare time to try, even if i can't really Test myself at this current moment
Have an Idea, make a plan, look into the game Code/other Code how things are done and then.. just do it
some dude started with a small mod, and now added car's and boat's to the game, right?
Hmmm...
You can also tell us what you have in mind 
Nothing too different, One thing i wanted to do was try to remove the windows on the locomotives just for convenience
you can imagine why
Besides that well, maybe making Potato Valley but that's way out of the scope
it's like just getting into baby-devving and instantly wanting to make a Open-World CoD Game that has you being able to make Grand Thefts on Autos
y'know..
but yeah
I Think there was some kind of site that lead to a version of unity but last time i checked it was months ago
So..
- Basic mod writing (there is a template which helps you setup a basic mod)
- Getting used to traverse the games world hierarchy
- Learning how to interact with unity objects (disabling in this example)
That.. doesn't sound too hard for a first project ^^
horay :D
To create your first mod we recommend you use the UnityModManager template: https://github.com/derail-valley-modding/template-umm
Follow the instructions on the UnityModManager wiki for creating a new mod from scratch: https://github.com/newman55/unity-mod-manager/wiki/How-to-create-a-mod-for-unity-game...
A very basic first point to look into
You probably don't even need Unity for that. I would look into using RUE (Runtime Unity Editor) and start taking notes of objects you want to disable. Maybe even find a pattern where does parts are on different locos
my personal computer will surely appreciate your alternative
(unity is very big)
I'd believe it's as easy as disabling instead of just removing
It's safer to just disable things. Removing means no going back until a game restart
Also the game uses some kind of "blueprints". A loco is always unmodified as a disabled object available which gets cloned for usage (if that makes sense). In RUE they are in a yellow'ish color