Tutorial
Updated 2 months agoCreating a .pck file
This quick guide will show you how to turn the code output by Hatchery into a .pck
you need for your mod!
Index:
Step 1: Setup
You'll need GoDot Steam for GoDot 3.5.2, download and extract win64-g352-s158-gs321.zip
to a folder of your choice.
I'll be using the Directory .../WebfishingModding/GoDotSteam
, you should have something like this:
Optional: Changing the steam_appid.txt
to 3146520
will make things easier if you want to get into advanced modding on your own!
Step 2: Creating a project
Open godotsteam.353.editor.windows.64.exe
and then click New Project
or press CTRL+N
Select a project name and directory, I'll be using ...WebfishingModding/MyProjects/HatcheryExampleMod
for my mod HatcheryExampleMod
After a moment of loading you'll see something like this:
Alternative Methods: If you place the Hatchery.py
script in the root of your new project before starting to generate your mod, you can probably skip the next step, but I reccomend reading anyways!
Step 3: Adding your Hatchery files
Important: Before following this step, make sure you've replaced any placeholder assets with your own!
If you've already used Hatchery to generate mod files by selecting "Create a new mod" when asked, you should have a folder mods
.
If this doesn't apply to you, see other tutorials coming soon:tm:
Simply drag the mods folder into the res://
folder of your GoDot project in the bottom left FileSystem pane, like so:
If your file system looks like this, then you've done it right!
Step 4: Export your project
Click Project > Export...
in the top right corner of the GoDot Editor.
Next, Add...
and Windows Desktop
, unselect Runnable
, and then under Options we're going to add GoDotSteam's custom templates.
These will be in the same location you put GoDotSteam in step one, select windows-352-debug-template-64bit.exe
as your Debug template, and windows-352-template-64bit.exe
So far, you should be looking at a screen like this:
Now, we're going to go to the resources tab, for our Export Mode, select Export selected resources (and dependencies)
and select your mod for export:
Optional: Setting an Export Path to your Hatchery folder will make exports simpler!
Finally, click Export PCK/Zip...
change All Recognized
to Godot Project Pack
, and save your .pck file with the same name as your mod's id. Don't worry, if you forgot Hatchery will remind you!
Step 5: I lied, there is no step five!
You're all done, simply return to Hatchery to finish creating your mod 💜
If you're having trouble or this has become outdated please let me know in the web fishing channel of my Discord Server.