Skip to content

Compiling your mod

devilExE edited this page Dec 5, 2022 · 1 revision

Compiling your mod

You are done coding, your mod finished, your idea is implemented. It's time to build!

Before you build anything, open the metadata file that is referenced in your project.

Set the mod name, your name, a short description, and, and all dependencies' GUID that you used for cross-mod API, separated by commas.
If you don't have any dependencies, leave the line as deps=

Open the icon.png in your favorite image editor (such as Paint.NET), or create your own 64x64 icon.

Additionally, if you made an asset bundle for your mod, place it here with the assetbundle name.

Then, simply press Ctrl+B, or alternatively activate the View->Toolbars->Build and select Build Project

The ModBuilder will work its magic and generate you a .klm and .klmi file

Place the .klm file in %appdata%\Loadson\Mods or click Open Mods Folder in Loadson Launcher to test your mod.

Everything good? You can now share the .klmi file to everyone to download and install

NOTE:
Use the .klm file for testing, and the .klmi file for distributing.
It is considered bad practice to share the bare .klm files.

Clone this wiki locally