Development Environment Building

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1. Recommended Tools

Text Editing Tool:

Recommended: Sublime Text or Visual Studio Code Note: Please use UTF-8 (8-bit Unicode Transformation Format) at all times.


Excel Editing Tool:

Recommended: the latest version of Microsoft Office


Unity Engine (Optional):

Version: Unity 2018.3.14f1

Link: https://unity3d.com/unity/whats-new/2018.3.14


Version Management :

Recommended: Github Link: https://github.com/


2. MOD Project

2.1 Overview and Project Type

There are two types of MOD projects, Simple MOD Project and Professional MOD Project. The major difference between these two types is whether you need to download Unity to develop and pack resources. You can choose your project type according to your own needs in the MOD development.

The differences are as follow:

Project Simple MOD Project Professional MOD Project
Download Unity No Yes
One-click Packing Yes Yes
Upload to Steam Workshop Yes Yes
Configuration of Basic Information Yes Yes
Change Login Screen Yes Yes
Game Configuration Tables Yes Yes
Use Face Editor to Customize NPC Appearance Yes Yes
Skill Editor Yes Yes
Map Editor(Currently only scenarios are supported; relevant functions for plugins are still in development) Yes Yes
Resource Management—Rewrite Directory Yes Yes
Resource Management—Common Texts Yes Yes
Resource Management—Binary Files Yes Yes
Resource Management—Pictures Yes(PNG & JPG Only) Yes
Resource Management—Pictures Merging

(Optimize Picture Batch)

No Yes
Resource Management—Audio Yes(ogg Only) Yes
Advanced Audio Management(e.g. Audio Mixer) No Yes
Resource Management -Particle Effects No Yes
Resource Management—3D Model and Animation No Yes
Edit Multiple MODs No Yes


2.2 Simple MOD Project

Download the a sample Simpld MOD project for Sands of Salzaar (Blywd.SimpleModSample). The content in the directory is:

- Blywd.SimpleModSample

- Directory of ABS Unity resource packing (Professional MOD project only)

- Directory of Config MOD Files

- default.json—main config. files of MOD

- gamemodes.xml—scenario-dependent definition file (only for Scenario MODs)

- publishfileid.txt—item ID for uploading to Steam Workshop, it will be automatically filled by Steam Workshop if it is your first upload. If the file is left empty, then a new Steam Workshop entry will be created.

- workshopitem.json—the configuration uploaded to Steam Workshop, which will be saved automatically according to the player’s choices

- Excel—directory of configuration tables

- Interface—collection of interfaces

- overrides.txt—rule definition for resource override

- RES—resource directory where images and audio files are stored

- preview.jpg/png—preview image for a MOD

- valuebundle—directory of the definition of packing

- default.xml—list of Excel files

- INDEX.xml—list of mapping rules of Excel/reg


2.3 Professional MOD Project

The current version of the game does not support this. Please wait for our update.

3. MOD Editor

To enter the MOD Editor: Main Menu – Mods - Develop Mods

The main panel of the MOD Editor


The main panel of the MOD Editor might change following the update of versions. All functions are shown above. You can:


3.1 Create a new project, or open an existing project.

3.2 Edit, build or upload content with project operation tools.

3.3 Use the debug tool to test your current project in a new game or a save.

3.4 Check out the log information of your current edit.


Configuration Log Tool

You can use the Debug Log Tool in the MOD Editor to check out the log information during your debugging. This function needs to be configurated in advance. Please find Tools/HSDebugTool/0_setup.bat in the game directory and right-click to run as administrator.

You only need to run this file once before you can use the Debug Log Tool directly.