Tutorial

Updated 2 months ago

Creating 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:
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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:
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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:
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If your file system looks like this, then you've done it right!
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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:
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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:
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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!
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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.

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