
I would like to present you with a guide that will help you understand how we created planets at Keen Software House and how to mod your own into the game.įeel free to use/alter company owned files for your Medieval Engineers mods.
15.1 Making indestructible cubegrids in existing save. 15 Indestructible buildings introduction. 14.4 Compass texture vs in-game look comparison.
14.3 Explanation of Waypoint/Tag definition. 14.2 Explanation of compass definition line by line. 14.1 Creating compass texture atlas and setting coordinates for its elements. 13.1 Description of available actions to set permissions for:. 13 Permissions modding - what is/isn’t allowed to do in claimed areas. 12.2 2 Creating fast travel texture override. 12.1 1 Generate automatically based on terrain shape. 10.2 Background generator (trees, mountains, roads.). 9 Ambient sounds - day/night biome sounds. 7.3.1.1 Procedural Environment definition. 7.3 Biomes definitions (trees, plants and bots). 7.2 Surface material definitions (grass, sand, snow).
6 All planet related files overview and where to find them. 4.3 Understanding how voxel textures are made. 3.1 Opening mod and examining mods content. 3 General modding principles - how to make any mod.