Add a load component. You will need to use this to save your mod's data (if anything needs to be saved). Please look into the loadComponent concept for more info.
Add a load component. You will need to use this to save your mod's data (if anything needs to be saved). Please look into the loadComponent concept for more info.
1 loadComponent object
the class that you wish to call the :load and :save methods of when the game gets saved.
2 string id
the unique ID for your loadComponent so that saving and loading can be performed properly.
3 number priority
the load/save priority. Higher priority puts it ahead of lower-prioritized components.
myModClass = {} myModClass.id = "myUniqueModID" myModClass.priority = 1 function myModClass:remove() -- even if you don't need this, still declare it, since the game will still attempt to call this method end function myModClass:load(loadedData) -- since mod data is not guaranteed to be in a savefile upon loading (ie. start game without mod, save game, install mod, load game) -- you will need to check whether the data is present at all if loadedData then self.someVarOne = loadedData.someVarOne self.someVarTwo = loadedData.someVarTwo end end function myModClass:save() return { someVarOne = self.someVarOne, someVarTwo = self.someVarTwo } end game.addLoadComponent(myModClass, myModClass.id, myModClass.priority)