Do I need to open the command line before enabling godotpcktool?
Yes, you need to use it from command prompt (if you are on Windows). Example commands and reference on what commands exist is in the project’s readme:
I won’t be able to provide general tech support about using a command line program.
I don’t even understand how to install this program correctly (I’m a complete zero in programming), because the file that I downloaded is an .exe file and when activated it does NOTHING (even if the command line is open). Can you describe in detail the instructions for proper downloading?
That .exe is the program. It just doesn’t do anything if you double click it because it is a command line tool so it gets no instructions to do anything so it just immediately quits. To “install” it you can put it in a folder that command prompt looks for commands in, or you can navigate an opened command prompt window to where the .exe is to be able to tell command prompt to run it.
This is kind of basic command line program usage that I’m sure there are tutorials and guides out there to learn about.
I personally would have downloaded Thrive source from GitHub and open it in Godot (4.2). But to open godotpcktool in terminal press somewhere right click in the folder it is in and press Open in Terminal.
And when cmd is open type
.\godotpcktool --action add MyMod.pck --remove-prefix extracted "C:\Users\user\Documents\ThriveStuff\ThriveMod1\resources"
Or whatever is your path to your Thrive mod PCK related Folder to PACK it (not unpack).
I didn’t find a good guide for installing command line tools on Windows 10, can you help me?
Just download it, it doesn’t need installing
I figured out how to use GPCKT and unpacked Thrive.pck, but I don’t know where the file responsible for osmoregulation of individual organelles is, I need it to create a mod.
Osmoregulation cost is calculated by the C# code based on how many hexes an organelle takes up. So changing osmoregulation behaviour is not possible without recompiling the entire game. There’s this C# constant that can be tweaked to change osmoregulation:
Changing osmoregulation per organelle type would require writing new code to do that as there’s no functionality like that currently in Thrive.
I always thought it was assigned per organelle. Guess you learn stuff every time you look far/deep enough…
How to create a mod that replaces some soundtracks with others?
Like with new pieces of music? That’s basically an asset replacing mod, so create a new Godot project with the wanted sound file and follow the folder structure and filenames for where thrive music is (Thrive/assets/sounds at master · Revolutionary-Games/Thrive · GitHub). Then export that project and you get a .pck file that should have the new music that when loaded as a mod will overwrite the existing music file in Thrive.
May I ask, what sort of music do you want to put into the game?
How exactly should I export this godot project?
Editor has export feature. Select to export as .pck file.
Yeah, just the normal export from Godot is fine.
It should work even if you just make a simple Windows desktop export (don’t set the embed .pck option on) and then after exporting just grab the .pck file from among the created files. GitHub - hhyyrylainen/GodotPckTool: Standalone tool for extracting and creating Godot .pck files will be useful to check what ended up in the .pck to ensure it has the right files in it. It’s possible to remove the general godot stuff that always gets put in there, but I think that’s unnecessary.
I want to make a mod that changes the json file responsible for what compounds nitrogenase and nitrogen-fixing plastid produce, so that they also produce phosphates. However, the game says that the mod file .pck could not be loaded. How can I solve this problem?
I also decided to compile the mod via godot and got this:
It looks like the guide on Wikipedia for developers on creating mods by editing json is no longer valid, or, as usual, I made a big mistake somewhere.
By the way, this is how exactly I changed the JSON file:
Perhaps I made a big mistake somewhere, or the modding guide from the developers’ wiki is outdated.
Were there any more issues other than the menu scenes not being present?
When I compiled the mod through godotpcktool, and not godot, when I launched the game, I simply got an error that the mod cannot use the .pck file.
I meant when you compiled it via godot. The 1st screenshot.