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2 years ago Oct 28,2021, 14:59:40 PM

Modding Tools Beta Basics

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We know some of you have been itching to try your hand at modding Humankind. You’re bursting with ideas for balancing or new content, and you want to put them in the game to try them out and let others experience them. 

While we had meant to release the modding tools alongside the game, with a closed beta before launch, we had to admit that the modding tools needed more work. Frankly, they still do, but we don’t want to keep you waiting any longer, so we have decided to release a beta version of the tools alongside the Fabius Maximus Update. These tools are not complete yet, missing some anticipated features like AI modding, and you may run into some bugs and errors while making or playing with mods. But we know that modders are a resourceful bunch, and we think you can already achieve great things with what the tools provide right now.




How to Play With Mods

Before we dive into the nuts and bolts of how to create a mod, let's take a look at the final step in the process: Downloading and playing a mod! 

With Fabius Maximus, you can manage your mods directly in game on the Mods tab of the Community Screen. Here you will be able to select which of your installed mods you want to activate for your next match by choosing them from the list at the bottom of the screen. If for some of your mods, the order in which the load is important, then you can simply change this order by dragging and dropping the mods shown at the top of the screen. Once you're satisfied, click "apply" and the game will reload with your chosen mods active.



How do you get mods in the first place, you might ask. Luckily, you can browse for new mods from in the game itself by following the browse button at the top of the Mod screen. In the mod browser, you can see all mods available through mod.io, sort them in various ways, and use the search to find what you are looking for. Once you find what you are looking for, simply hit subscribe, and the game will download the mod for you. (You can also subscribe through the humankind.mod.io page if you prefer, and the game will download the mods just the same.) 



Creating a Modding Project

To create a new mod for Humankind, you should run the Humankind Mod Tools you can install through your Steam library (in the Tools category). This will bring up a series of instructions that walk you through the steps of setting up the tools. Most of the time, you will be able to move quickly to the final step of choosing a name for your new mod and setting up the project. However, the first time you launch these tools, you will have to go through a few additional steps to prepare them. 

The tool will ask you to install the Unity Hub and the Unity Editor (or locate them, if you are already using Unity), and to make sure that you have activated a (free) Unity license through the Unity Hub. While it may seem less critical than installing the software, please make sure your Unity license is properly activated, as without it the modding tools will not load properly. 

Once you've completed the first-time set-up, and entered a name for your mod, the tools will create the project (which may take some time), and you're good to go. However, please remember that these tools are in beta, so you may encounter some problems. 

Once you have loaded your project in the Unity Editor (which you can do from the Unity Hub once it has been created), it's usually a good idea to fill out the general information about your mod. The description, author name, and homepage will be shown on the mod screen in Humankind, so they are a great way to tell players about your mod or where to find your other work. 



Making Changes

With the preliminary work now done, let's look at how to make changes to the game. 

Even if you want to add something new to the game, like an event or a unit, it is often easiest to import related data from the game. You can do this on the second tab of the Mod Editor window by clicking the "Import from Archives" button. This will bring up a list of Databases you can import from the game into your mod. Admittedly, the list is pretty large and daunting at first, but if you know what you would like to change, the folder structure and database names should help you find it. For example, if we want to give change the Howitzer's ability from Shatter to Indirect Shatter so it can fire over obstacles, we can take a pretty safe bet we will find the relevant data under "Unit" in one of the folders starting with "LandUnit". 


Hang on a minute, there are three different folders about land units. So which one is the right one for our purpose? Broadly speaking, "descriptors" define an effect in game that can be applied to a game element, either changing a value or working as a "tag" to be checked by other effects, while "definitions" describe game elements and which descriptors apply to them (though as you may see, some effects are part of the definition itself, such as the population cost of a unit). "UIMappers" on the other hand define user interface data for such elements, like the reference key for the right localization entry or which icon to use. 

For our little example, we don't need to worry about changing the UI, or the descriptors, so we can focus on the LandUnitDefinition. Here we find the UnitSpecialty, which we change from UnitSpecialy_Shatter to UnitSpecialty_IndirectShatter, to allow our Howitzer to destroy the enemy's fortifications even without line of sight. We also take a quick look at the Construction tab to raise the Industry cost and Population cost of the unit to reflect its new capabilities. 




Making it Playable

Once you are satisfied with the changes you've made, it's time to create a playable build of your mod. You can do this from the "Export" tab of the Mod Editor window. You can either use the "Build and Run" option to immediately launch the game with your mod active, or just use the "build" option to enable the mod manually from within the game (or perhaps give it to some friends to help test it. Just send the mod’s folder in Documents/Humankind/Community to your friends so they can put it in they own community folder.)

After you've confirmed your mod is working as intended, sharing it with the community is easy, as you can upload it to mod.io directly from the mod tools. You can log into your mod.io account on the Export tab as well, which will allow you to add all important information about your mod (a name, summary, changelog, and preview image being mandatory), and then upload it to mod.io with a single click.




We look forward to seeing what you create with these tools! But as you experiment with them, please remember that the tools themselves are still experimental: Not all capabilities have been added yet, and you may run into bugs and errors. 

We’re sure that won’t stop you from creating some amazing mods, though!

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2 years ago
Oct 28, 2021, 3:33:30 PM
Andartan21 wrote:
Zumwalt wrote:

When will the beta Fabius Maximus  be available?

Same question

Big BUG estimation 1 week 

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2 years ago
Oct 28, 2021, 3:33:58 PM

Noice ! Would have been better at release, but late is better than never.


Does mods disable achievments ?

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2 years ago
Oct 28, 2021, 3:59:18 PM
Aeram wrote:

Does mods disable achievments ?



In the current life version u can play with mod's that alow dublicate cultures, and still get achievements, so i would asume they won't disable them.

But there is no dev response on it as far as i know

Updated 2 years ago.
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2 years ago
Oct 28, 2021, 7:17:03 PM

Why I don't have "Humankind Mod Tools" in the Tools category? This possibility comes first with the new patch? 


Update

Who can read is clearly at an advantage. "Humankind Mod tool" is available with the upcoming patch, as you can read it above.

Updated 2 years ago.
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2 years ago
Oct 28, 2021, 11:42:08 PM

This is huge! Wonderful news! And even the beta tools looks super easy to work with. This will keep me invested in the game, and I am sure lots of others.


Get ready for some serious balancing mods! This is going to be great!

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2 years ago
Oct 29, 2021, 2:03:52 AM

mod工具介绍出来了,使用的是Unity Hub的换皮,于几个星期内推出。
关于mod只讲了可以通过填表来改原有的一些表和添加一些新项,大概类似于文明6的填表式mod,就看hk的表是否足够丰富了。
可以展望的是,既然基于Unity Hub,那是不是说明可以用C#写程序?或者有内置脚本?同时,AI修改也在Coming soon,还打着“Advanced”,是不是说明这个可以改的很灵活?
另一方面,可视化填表也许a社觉得很方便,但实际可能不如文明6使用专业数据库语言填表来的实用,目前没有看到支持sql或者不通过他的工具手写表的迹象。另外如果我没有误解的话,他举得例子里单位只能拥有一种能力。这暗示了修改的不灵活。

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2 years ago
Oct 29, 2021, 9:40:36 AM

Can't wait for the full conversions :3

Bring it on pro modders!

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2 years ago
Nov 6, 2021, 11:38:53 AM

I don't understand. I was able to load the game data information.

But my project name was wrong and I loaded all.

So I make a new project with good name and will load only files I need.

But I can't get what I have before. It make a 2d or 3d project, but I can't get humankind data in that.


EDIT : Oh OK, I've to load "HUMANKIND™ Mod Tools" first.

Click next, next and create the new project.

Then Unity open, but this time, in the Menu, there is a "Amplitude" menu item. Phweeeee.

Updated 2 years ago.
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2 years ago
Nov 6, 2021, 12:27:00 PM

I have a question. As I loaded all files from amplitude game but I modify only a few one, how the mod tool build the mod ?

I mean, does it take all files, or only what I modified ?

It's important, because it's more easy to make a mod with all the data and information.

But if the mod build all the files, it's bad, and it will overwrite other mods.

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2 years ago
Nov 6, 2021, 1:49:47 PM
Enchanteur wrote:

I have a question. As I loaded all files from amplitude game but I modify only a few one, how the mod tool build the mod ?

I mean, does it take all files, or only what I modified ?

It's important, because it's more easy to make a mod with all the data and information.

But if the mod build all the files, it's bad, and it will overwrite other mods.

You import elements that you are modifying from the main game's database into your own mod.  Unless you import the complete database into your Mod, only the elements you import, or created yourself will be there when you export and publish your mod.

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2 years ago
Nov 6, 2021, 1:52:24 PM
alerum68 wrote:
Enchanteur wrote:

I have a question. As I loaded all files from amplitude game but I modify only a few one, how the mod tool build the mod ?

I mean, does it take all files, or only what I modified ?

It's important, because it's more easy to make a mod with all the data and information.

But if the mod build all the files, it's bad, and it will overwrite other mods.

You import elements that you are modifying from the main game's database into your own mod.  Unless you import the complete database into your Mod, only the elements you import, or created yourself will be there when you export and publish your mod.

Mmh ok, so I should make a project with all the database, just to check the files.

Then my mod project, where I import only the files I need.

Thanks.

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2 years ago
Nov 12, 2021, 10:19:15 AM

Hi, here something missing in this short but usefull tutoriel.

How to add something new ? A new asset or property.

I tried, but the game just ignore it.

It's like my new content need to be referenced somewhere.

Probably some modders know that, as there is some mods about new units or cultures.

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