Hatchery
Hatchery is a no-code tool for creating your own WebFishing GDWeave mods!
| Date uploaded | 2 years ago |
| Version | 1.3.0 |
| Download link | GardenGals-Hatchery-1.3.0.zip |
| Downloads | 146 |
| Dependency string | GardenGals-Hatchery-1.3.0 |
README
Hatchery
Hatchery is a no-code tool for creating your own WebFishing GDWeave mods!
Currently a Python script, this project is in early development and will change forms eventually, likely an executable file made with Godot.
Check out Fishing Expanded, for an example of a project created with Hatchery!
What can Hatchery do?
- Create functional mod files from a simple spreadsheet, no coding necessary.
- Create mods from the command line by answering a few questions about your mod (coming soon™️)
- Generate mod file templates including resources and scripts.
- Generate asset templates to avoid misnamed assets and godot project corruption.
- Automatically create metadata for TackleBox, HLS, and Thunderstore.
- Automatically generate a ReadMe file with info about the content you added to your mod.
- Automatically zip up your project to be shared as a GitHub release or uploaded to Thunderstore.
New Fish
Thanks to Lure, adding new fish to the game is already pretty simple, with Hatchery you can add the data you want for your fish to a spreadsheet and have as many as you want created all at once!
Note that the example fish.csv already filters out the data you probably don't want to modify, but if you want to make your fish even more exciting, simply add a collumn for the relevant data, Hatchery will handle the rest.
Having trouble balancing your fish? Check out this data sheet for easy reference!
Cosmetic Colors
You can now generate cosmetics via Hatchery!
Cosmetic colors can be generated completely from the colors.csv template with just a name and a Hex Code.
Cosmetic Titles
Cosmetic titles can be generated completely from the titles.csv template with just a name, description, and Title.
Mod files
Hatchery will generate the structure and manifest files for your mod, you just have to answer a few questions, or fill out the example modinfo.json.
Hatchery can generate ReadMe files depicting the content generated in your mod
Hatchery can update a Changelog file, and add a logo to your project that will show up in TackleBox or your Thunderstore page
Hatchery can automatically generate .zip archives for you to upload to Thunderstore, or to publish as GitHub releases.
Advanced Usage
Technically speaking, as a consequence of how I've designed the script, you can use Hatchery to add any content supported by Lure and inherits item_resource or cosmetic_resource.
If you'd like to use Hatchery for this purpose, simply add any of the data values you'd like to edit as a column in your csv.
This type of use will have easier-to-use options soon, for now, your items will still mostly be processed as if you're trying to create a fish or a cosmetic color.
Note, that colors.csv inputs support two additional entries used by Hatchery, hex and alpha which can be used to make editing the colors of cosmetics easier.
Things to avoid
Empty cells in your .csv files will likely cause the generated files to be invalid.
What can Hatchery not do?
Hatchery can not make your art, or custom scripts for you, that's where you come in!
Hatchery can not export your mod's .pck for you, don't worry, it's pretty easy, check out this quick tutorial!
How do I use Hatchery?
Simply download from the latest Release, get it on Thunderstore, or clone this repository, and run Hatchery.py, your terminal will guide you through the rest.
Links
CHANGELOG
Update 1.3.2
- Fix compatibility with older python versions. No more unmatched '['!
- Change the formatting of generated items, this may fix some special character edge cases but break others.
- Fix a small typo when using the cosmetic generator.
Notes:
Due to issues going on with current lure versions, it's ill-advised to create new lure content mods.
You should probably wait for the rewrite, while it seems likely current Hatchery outputs will be compatible with the rewrite, this is not guaranteed.
With the incoming Lure rewrite, Hatchery will likely change form soon, join the GardenGals discord to stay in the loop!
Update 1.3.1
- Fixes generating color cosmetics without primary / secondary dupes
- Adds the ability to designate modded loot tables when generating fish from .csv
The fish.csv input now has a special property mod_loot_table which can take one or multiple loot_table ids (separated by a comma ",").
By adding this column to your spreadsheet, the loot table(s) listed will be added via Lure.loot_table() when generating your main.gd.
Update 1.3.0
- Fixes a major bug with Thunderstore builds, no more recursive folders, sorry everyone!
- Better formatted Thunderstore build folder names
- Update default GDWeave and Lure dependency strings (important for 1.09 update)
- Adds an option for generating titles and example .csv file
Update 1.2.0
- Adds options for generating color cosmetics.
- Fixes mod name not reading from
modinfo.jsoncorrectly. - A bunch more bugfixes I'm probably forgetting.
Colors Expanded 1.0.0 was generated in part using this build!
Update 1.1.1
- fixed icon dimensions
Update 1.1.0
- More options for mod creation or using only specific tools.
- When only generating fish, will ask for a mod_id so you don't have to edit resource paths manually.
- Will add more, and cleaner, metadata to your project.
- Option to zip up builds for github and thunderstore releases (you still have to make the ,pck, a very easy to follow tutorial has been provided)
- Slightly better handling of advanced use edge cases for fish generation (ex. won't break because "true" is written as "TRUE")
- Will now generate a README file that includes info about what you've put in the mod (like data about fish), if you choose to generate thunderstore files.
- Will generate or update a Changelog file.
- Better support for TackleBox, including adding icons
- Generally reformatted to be smoother and less of a pos.
- New example art and logo thanks to @kchem
- Mod making tools won't list dependencies you don't have if you're using it without creating new fish.
- A bit of sample file refactoring
Fishing Expanded 1.2.0 was generated almost entirely using this build!