Based on "Example Mod: Custom Skybox" https://wiki.palobby.com/wiki/Example_Mod_Custom_Skybox I would expect to package my skybox mod .zip file as Code: com.pa.you.your-skybox-name.ZIP modinfo.json pa terrain sky textures multiple .papa files But reading "Creating Your First Planetary Annihilation Mod" https://wiki.palobby.com/wiki/Creat...Annihilation_Mod#Submitting_Your_Released_Mod it indicates that the "identifier directory" (my term) gets built below the modinfo.json file. Doesn't make sense to me. What am I missing? Code: com.pa.mikeyh.some-mod-name.zip modinfo.json ui mods com.pa.mikeyh.some-mod-name new_game.js
For some type of mods you need to add your mod files to a new directory / namespace for some you don't (I don't really know the rule but it's what Mikey was referring to). Here are my local mods (not published, I just have them in my client_mods directory, just like where I would do for local testing): - the air scout mod modifies (overwrites) an existing unit so it doesn't have a directory with the mod name "below the modinfo.json file". - my map templates / local tests however are in the "homies_templates" directory (different than the mod name; it doesn't need to match). - same for the "systems_backup" mod, the file modifies the "load_planet" scene but they are in a different directory ("systems_backup", under ui/mods). A thing I would suggest is to look in your "downloads" directory (in your PA data directory https://wiki.palobby.com/wiki/Planetary_Annihilation_Data_Directory), there you'll find all the mods you have installed as zips, you can take a look at the custom skybox / darker sky mods to see how they're made. You can also take a look at existing mods on github: https://github.com/grandhomie , https://github.com/pietervanh , etc
Thanks for the additional references. I'm not a programmer so I am trying to learn how to make/publish custom skybox mods through brute force. I do want to understand what I'm doing though, in case I find another area to tackle. I really like your maps btw.