Hi all,
let me just say I have no experience but love this game and would love to explore modding more so I can add and change things to suit my preferences.
However I'm already overwhelmed with a simple tweak to an aging mod ....
I've made some changes to the Citizen template and tested it by running the game via the ModKit. It's working just as intended, but now I'm stuck creating the pkm file to use it in the actual game and keep getting errors.
I've downloaded Kid's source files for the Proper Time mod to see what I need and simply replaced his Template folder with my own version of the Citizen.rsc.
Can someone enlighten me how to create the .bat file? My path seems to be wrong and I can't find an aging mod-specific tutorial. I've tried a few different versions but I can't figure it out, it's probably very simple :(
All I have in the Mod folder is the Template folder with tweaked file, the icon.png (although not sure if needed) and the Package file (it's Kid's, I made no changes here) - Folder name is kept identical to the name of his mod.
To ensure there's not some major thing I've missed I tried creating the apiary.pkm following scoutae4's beginner tutorial and that worked just fine.
Would appreciate any input.
Hi there!
Do you know how to edit the Build file? I'm sure someone more experienced will give you a better answer soon, but if I understood correctly, you need to edit the Build file by right-clicking it and selecting 'Edit' to change the path.
I hope I'm not misunderstanding your question, but give that a try and see if it works. The icon.png file must remain there; you can edit it later to customize it however you like. Also, this is the icon that will show up in the Mod list within the game's Mod menu.
You may have the game's working files in a different place than I have.
Read my build.bat and try to understand what is necessary.
It is hard to write a solution when I can not see your folder structure.
Read the files in the Example folder too.
Read posts on the forum. Search the Internet.
Keep trying. You will find out what is going on.
:)
i have to get out in few minutes... but when i ll be back . gonna check with you what is happening...
what is the name of the folder you did put your citizen template ?
it is the same name you intented to name your mod.pkm ?
Thank you guys for the quick replies.
I think I got it to work now (at least I got the .pkm file, still have to test it in game).
This is where I went wrong, in this part of the code for the bat-file instead of "list" I put something else (tested several things). I still don't understand what determines what code I'd need in that specific part so if anyone could elaborate that would be great.
..... /build Package.rsc:
list /pathres .....
Quote from: Necrolex on January 03, 2026, 12:23:42 PMyou need to edit the Build file by right-clicking it and selecting 'Edit' to change the path.
Oh man, I didn't know it was this simple to view them, thanks.
But now that I see it it looks identical to what I edited it to so I'm not sure why it didn't work when I tried to run it. Maybe I'm missing something.
Quote from: Necrolex on January 03, 2026, 12:23:42 PMThe icon.png file must remain there; you can edit it later to customize it however you like. Also, this is the icon that will show up in the Mod list within the game's Mod menu.
That makes sense, thanks.
Quote from: kid1293 on January 03, 2026, 12:35:15 PMRead my build.bat and try to understand what is necessary.
I didn't know how to read them until now so I couldn't check this and just tried to make my own ;D
Quote from: RedKetchup on January 03, 2026, 12:54:41 PMwhat is the name of the folder you did put your citizen template ?
it is the same name you intented to name your mod.pkm ?
The folder name was "Template" inside the mod folder, mod folder name was identical to Kid's mod.
It was just that part of the code I didn't get right. Since there was no tutorial to follow specifically for this mod I was kinda lost.
Will test it in game now along with my usual mods, fingers crossed.
Great you got it right.
Here's what i would do if i would want to make a such mod like you : Let's say i want to call it : RKagingPlus
In my toolkit folder i make a folder named : RKagingPlus
Inside the folder RKagingPlus i make a folder named Template
I put a copy of Citizen.rsc inside my folder Template i created
I do the modifications I want to that Citizen.rsc i want to do and save it.
i comeback to the RKagingPlus folder and i create a file with notebook a file named RKagingPlusResources.rsc
i write inside this resources file :
ExternalList resource
{
External _resources
[
"Template/Citizen.rsc:citizen",
]
}
I create another file with notebook named : Package.rsc and inside i put:
PackageFile RKagingPlus
{
String _name = "RK Aging Plus v1.0";
String _author = "Redketchup";
String _description = "This is my vision of aging modifications i wish to set up. Enjoy.";
String _icon = "icon.png";
int _userVersion = 1;
// all files in resource directory
String _includeList
[
"*"
]
// exclude package files, mod files, file used for building packages
String _excludeList
[
"Package_*.crs"
"*.pkg"
"*.pkm"
]
}
And now i create my "BuildRKagingPlus.bat" file with notebook in the RKagingPlus folder and i write this inside:
..\bin\x64\Tools-x64.exe /build RKagingPlusResources.rsc:resource /pathres ../RKagingPlus /pathdat ../RKagingPlus/bin
..\bin\x64\Tools-x64.exe /mod Package.rsc:RKagingPlus /pathres ../RKagingPlus /pathdat ../RKagingPlus/bin
I save my "BuildRKagingPlus.bat" file and i run it.
I should have created a file named: RKagingPlus.pkm in my WinData folder of the modkit folder
I hope it helps.
The important thing i need to say, i often forget the very first line of the Package.rsc. This is the name of your mod you want to create (so often i need to go back to that file and change the line and the name ^^) The 2nd line of the .bat file is calling that very first line from the Package.rsc.
i am old.
Thank you so much for your input.
The Package files are still a bit of a mystery to me, I'll probably test some other things out soon and take a look at the examples and how they differ.
Is there a reason you create two seperate files instead of putting it all into one like I've seen others do?
Also, you have used code now that failed for me, this is what I used before, only when I replaced it with list it worked. How do I know which is correct?
..\bin\x64\Tools-x64.exe /build RKagingPlusResources.rsc:resource /pathres ../RKagingPlus /pathdat ../RKagingPlus/bin
Sorry, these are problably very stupid questions, I know nothing about coding, only attempted this since there are some tutorials and I really wanted to try.
I did get it in my game now, seems to work fine :)
Quote from: Mikkey on January 03, 2026, 02:46:15 PM..\bin\x64\Tools-x64.exe /build RKagingPlusResources.rsc:resource /pathres ../RKagingPlus /pathdat ../RKagingPlus/bin
The bold word
resource calls the function
resource in the file RKagingPlusResources.rsc
If you don't have the same word, you get an error.
@Mikkey Here is a link to explain some of the numbers in an aging mod.
https://worldofbanished.com/index.php?topic=1260.msg24193#msg24193
I was into it in 2017. I don't remember much. ;D
Quote from: kid1293 on January 03, 2026, 02:56:26 PMQuote from: Mikkey on January 03, 2026, 02:46:15 PM..\bin\x64\Tools-x64.exe /build RKagingPlusResources.rsc:resource /pathres ../RKagingPlus /pathdat ../RKagingPlus/bin
The bold word resource calls the function resource in the file RKagingPlusResources.rsc
If you don't have the same word, you get an error.
exact.
let me explain something
@Mikkeywhen you see a ***.rsc:
resource or ***.rsc:
list it is in fact 2 part. the first part is the name of the .rsc
the 2nd part, the :name (like :
resource or :
list) is the name of the function you call inside that .rsc (or if you prefer the name of the paragraph inside that .rsc).
It is a direct link to that function without processing everything else.
Here another example: Citizen.rsc:
storageyou gonna edit only the function :
storage inside the Citizen.rsc without processing anything else in that Citizen.rsc
Another example : Citizen.rsc:
characteryou gonna edit only the function :
character inside the Citizen.rsc without processing anything else in that Citizen.rsc
:
name_of_the_function allow you to only apply change to that part, to that function.
why ? why processing only one part and not the whole thing ? It is because the first mod on top of the mod list that edit something is controlling it. All subsequent mods in the list cannot apply change to it. Only the first one is considaring, counts.
If you decide to change something in Citizen.rsc , lets say modification of the citizen function ( Citizen.rsc:
citizen and you are asking to process the entire file Citizen.rsc you prevent any other mod to process and making changes to other parts.
Lets say i want to process the Citizen.rsc:
storage and make change (i only want to make change to
storage) and you, you process the entire file, my modifications will be discarted cause if your mod is ontop, everything down in the mod list is ignored.
It is always better to specify THE function you edit instead all whole thing because compatibility with other mods.
i hope it is clearer.
:
name_of_the_function is a direct link to only process that function
so in "/build RKagingPlusResources.rsc:
resource " i target directly the function named "
resource" inside the .rsc
if your use list instead of resource, then you need to specify "/build RKagingPlusResources.rsc:
list"