"How To Mod In People Playground" A Complete Tutorial

GHub Platform · Гайд · 0 ответов · 19 просмотров

Alright, so, first thing first, we're gonna need some programs to mod. For the coding part, you'll need Visual Studio Code (you can always use notepad but you're deranged if you use it.). And for the sprite-ing part, you can have paint, or anything like that, personnaly I use paint.net . So, you have the applications needed, great ! Now let's go to where your mods will be stocked : C:\Program Files (x86)\Steam\steamapps\common\People Playground\Mods There we go, now you should see an empty folder, or almost empty (I have a steam autocloud file inside and I don't remember if it was here before I start modding, if you have it, or don't have it, you good.). Now let's create a folder, note : the name of the folder counts in-game, at least for the modder, because if you have 2 files, they'll go in alphabetical order, but that's just an anecdote. So, you created a folder, named it, and now, what ? Well, before doing anything, here's another fun-fact (this one is important) : steam cloud will, when lauching the game, save everything that is inside the mod folder, so if you delete useless files, it will recreate them. So the best thing to do is to deactivate steam cloud for ppg. To do that, go inside the proprietes of PPG in your steam library, (here it's already deactivated) So, now we'll need 2 files, the script one, and the detecting-mod one. To create these, simply create a text file and change the ".txt" at the end. (Ignore the file warning if you got one). The detecting-mod one will be named (the name is important so please write the same) "mod.json". Now for every file name you will be able to write anything you want. The script one will be named here "script.cs". Fun fact : every script file is in C# (the .cs ones) the mod.json is the only one is java. So, it should look like that. Alright, now, onto the json file. Here's the code for it : { "Name": "Enter Name", "Author": "Your Name", "Description": "The description.", "ModVersion": "1.0.0", "GameVersion": "1.14+", "ThumbnailPath": "thumb.jpg", "EntryPoint": "Mod.Mod", "Tags": [ "Fun" ], "Scripts": [ "script.cs" ], "Active": false, "UGCIdentity": null, "CreatorUGCIdentity": "0" } Here's what means what from what I know. "Name": The name of the mod, is changeable in the steam workshop page after publishing. "Author": Put you steam name. "Description": The description of the mod, is changeable in the steam workshop page after publishing. Simply write something or nothing, DO NOT try to do things such as "press enter" to skip a line, it's going to break the script. "ModVersion": Don't change it. "GameVersion": Don't change it either. "ThumbnailPath": How the thumbnail of the mod will be named, the thumbnail is not changeable in the steam workshop page after publishing. "Tags": The tags that will be there. "Scripts": the number of scripts taken into account. "Active": will determine if, when charging the script, it will be active or not, "false" for no, "true" for yes, feel free to change it. So, now after you modifing as you please the script, we'll be going into the script file, it's here that things are going to be interesting. (P.S. after creating and modifying the json file, you won't need to touch it (apart if you want to make an armor but we'll be going there later)). using System; using System.Collections; using System.Collections.Generic; using System.IO; using UnityEngine; using UnityEngine.UI; using UnityEngine.Events; using UnityEngine; using UnityEngine.SceneManagement; using System.Linq; using TMPro; using UnityEngine.UI; namespace Mod { public class Mod { public static void Main() { } } } Now, copy paste it into the file, and DO NOT modify anything, we are now all setup to add whatever we please. Every entity that we will add will go between the main() part and the 3 } Optional Let's you wanna write something more in the mod, well you'll need a text file named "readme". Write what you want, skip lines, blah blah blah, and it will work. That's it you don't have to tweak the script for that. Alright so, now, we wanna create a human, or an android, or a gorse (I've never created a gorse so follow these steps at your own risk). P.S. when putting "//" whatever you put won't be taken into account, if you want to make it in a lot of lines, put : /* (text here will be skipped) (here too) (here as well) */ Whatever, back to the tutorial. Here is the script of a human with different tips that you can find on the PPG modding website : [www.studiominus.nl] But you know what ? Here's the super-duper-better-cooler human/android/gorse code : ModAPI.Register( new Modification() { OriginalItem = ModAPI.FindSpawnable("Human"), NameOverride = "Human [TUTORIAL]", NameToOrderByOverride = "Aa", DescriptionOverride = "Me when codding:", CategoryOverride = ModAPI.FindCategory("Entities"), ThumbnailOverride = ModAPI.LoadSprite("tuto man thumb.png"), AfterSpawn = (Instance) => { var skin = ModAPI.LoadTexture("tuto man.png"); var flesh = ModAPI.LoadTexture("NULL.png"); var bone = ModAPI.LoadTexture("NULL.png"); var person = Instance.GetComponent<PersonBehaviour>(); person.SetBodyTextures(skin, flesh, bone, 1); person.SetBruiseColor(86, 62, 130); person.SetSecondBruiseColor(154, 0, 7); person.SetThirdBruiseColor(207, 206, 120); person.SetRottenColour(202, 199, 104); person.SetBloodColour(108, 0, 4); } } ); So, how does it works ? OriginalItem = ModAPI.FindSpawnable("Human"), This one will take an existing item and transform it with the script you make, to find all spawnable items, go here [www.studiominus.nl] . But it's only usefull for items. So don't touch it and only put "Human" or "Android" when you got a script like this. NameOverride = The name the entity will have when putting a name, be sure that nothing has the same name, if it does, one of the entites will not appear. NameToOrderByOverride = How the entity will be arranged, since it's in alphabetical order, useful (essential, even) when arranging your mod in a certain way. DescriptionOverride = The description of the entity, if you want to know how to do colored text, please visit the category "What a colorful world". CategoryOverride = The category the entity will be in. ThumbnailOverride = The thumbnail of the entity var skin/var flesh/var bone = The name of these sprites. person.SetBodyTextures The sprite scale, I will talk about it later. As for the bruise colors... ect... useful when you want to change the color, if you don't want to change it, feel free to delete this part of the script as it will automatically put the default ones. (The ones you see here are the default ones). Alright, got everything, now, how do we modify the sprite of a human ? Well, firstly, go here [www.studiominus.nl] . And search "human" in the search bar, or android, or whatever, you should see 3 sprites, the skin, flesh, bone. Simply click on the one you want and download it. To add it in you mod, drag the file in your folder, rename it as you have it in the script, and there you go ! P.S. if you want to make a folder inside of your mod folder, simply put var skin = ModAPI.LoadTexture("foldername/tuto man.png"); And now you got your custom guy ! Yay ! Wait a minute, you put the script of the guy inside your mod, you launch the game, and there's a problem ? Oh ! Good thing it's this error ! Sometimes, when changing the script, it will have this error, simply click "Recompile" and there you go ! It will work. Except if it gi

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GHub Platform · автор06.09.2026, 23:00:03

Alright, so, first thing first, we're gonna need some programs to mod. For the coding part, you'll need Visual Studio Code (you can always use notepad but you're deranged if you use it.). And for the sprite-ing part, you can have paint, or anything like that, personnaly I use pai…

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