Forge Industry – How to create mod tutorial guide

Forge Industry – How to create mod tutorial guide 26 -
Forge Industry – How to create mod tutorial guide 26 -

This is a guide for Forge Industry – How to create mod tutorial guide

Is the base game insufficient? Forge Industry was designed with modding in mind. In this article, we’ll look at the modding tools and show you how to create your own mod.


The goal of this guide is to help you understand how the Forge Industry modding tools work and to walk you through the process of developing your first mod.
We’ll be using Unity and the Forge Industry modding toolkit in this course. As a result, ensure that you have both Unity installed and the toolkit downloaded. This manual was created with Unity 2021.3.25f1.

While any other Unity version should work OK, it has not been tested, therefore we cannot guarantee the same outcomes.
For the time being, the mod tools may be found in the Forge Industry installation folder as “Forge Industry Mod Tools. unity package”.

This. unity package will be posted to a separate site later.

Project Setup

First things first. We need a to create a new Unity project that will in essence become our mod and contain all its components.

So we’ll just open Unity, and create a new project. For the template, we will use the “3D (URP)” template. You can find this in under the “Core” tab. Again, we are using 2021.3.25f1 in this example.

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After that, just enter a name, and where you want to save the project files. In this guide we’ll be creating a new building that is a Train, so we’ll name the mod “Train Mod”, and give it a location that I can easily access.

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Preparing the workspace

Now that we’ve got Unity open and loaded with a new project, we need to do a bit more setup before we are ready to start creating the mod.

Firstly, we’ll be removing all files that Unity created for us, such as the camera and lights, as we don’t need them going forward.

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Now open the folder of the toolkit you downloaded, and drag the

Forge Industry Mod Tools.unitypackage

file into your Unity Assets.

At this stage, Unity might prompt you and ask if you want to Import the project or switch to it. Go ahead and click “Import”.

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Next, Unity will ask you what you want to import. Press the “All” button, and then click “Import”. If you happen to spot any unchecked boxes even after clicking the “All” button, feel free to ignore them. Everything will work just fine.

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Now the toolkit is ready to use. We have just 1 more step before we can create the actual mod.

Preparing the objects and sprites

Add all your Sprites and Models to your Unity Assets.

The first thing we’re going to do is turn the models into usable prefabs for our mod.

Since this is outside of the scope of our mod, and to keep the guide short, we’re not going to go in-depth on how to create prefabs in Unity.

But our toolkit does require certain settings and rules to be followed when creating them.

Each square in the game is a 10-meter by 10-meter object in your 3D modeling software (we use Blender).

If you have not created your own model but downloaded one from the internet. Then you might have to play around with the scaling a bit to get it all looking correct in the game.

Under your transform properties for the topmost object in your prefab, set the scale to “2” on all axis.

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After that, you’ll also have to make some adjustments to your sprites. They won’t work just as-is.

Fortunately, it’s only a small change.

Make sure all your sprites are max 256×256, and set its Texture Type, no “Sprite (2D and UI)”

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You’re now done with the setup!

Time to create your mod.

Making the mod – Buildings

Since we’re gonna be making a train mod, we have to add a new building to represent the train.

To add new elements to the mod, right-click your assets area, select “Create”, then “BiteMeGames”, and then “Modbuilding”. We’ll get to most of the other entries at a later point in this tutorial.

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The new Scriptable Object that is created, will contain all the settings related to our building.

We’ll change both the Name and Localised Name to “Train“, and the Localised Description to “A simple train“.

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In the Game Models list, we can define the models that will be linked to our building. A building can have multiple models, an example of this can be seen in-game with decorative buildings such as trees.

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In there, we’re going to add a new entry that will link our new prefab and icon to the building. So go ahead and click the “+” icon, and then point the Icon to your Sprite, and the Model to your Prefab.

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Gold cost: defines how much our building will cost to place in-game, so we’ll set it to 200 for demo purposes.

Width, Height: Defines how many squares in the X and Y direction our building will use in the game. In this case, our train is 2 by 1 since there are 2 wagons of each 1 square grid.

Workers Required: how many workers are needed for the building to be operational? As a train can be controlled by 1 person, we just need 1.

Usable In Routes: defines whether the building can be used in our Routes.

Placeable On Road and Walkable On Road: Controls if the building can be placed on Roads, and if so, if workers can walk on said Road.

Is Decor: Says if the building is Decor or if it has a function.

Is Connectable Decor: Controls if this decorative building has multiple variants that snap to each other. An example of this is the decorative flower perk in the game.

Show In Building Bar: Defines if the building can be shown in the bottom building bar under the building tab.

Can Be Removed and Can Be Renamed: Controls if the building can be removed or renamed respectively.

Heat Source Required: Defines if the building required a heat source to run (such as coal).

Animator: Allows you to link an animator to your building to give it an in-game animation that is respected by the game speed setting.

We skipped over Building Type Id as this field required a bit more explanation. This field is the unique identifier of your building across all mods. This value should be globally unique for that building type. As such, you can choose your own id and have a fun number, but we recommend just generating a random Long and pasting it in there.

You might also want to keep a separate document to help yourself keep track of what Id belongs to what Building/Road/Item of your mod. Especially when you create a bigger mod. You will still need to remember this number, however, since you will need it later to say what building your item recipe belongs to. Some IDs are reserved for internal use, so they are taken. But you will still need them to link to our existing in-game objects. You can find these IDs in that section of this guide.

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Those are the main settings for our building. But now we need to tell the building what inputs it can accept. We can do that via the “Accepted Inputs” list. Ignore “Available Recipes” for now, we’ll come back to that later.

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Material Item Type Ids is a list where you can define what material types are accepted for a certain item. Here we’re gonna say that we accept Coal as an input, signified by the 40000000003 Id. As shown in the list mentioned earlier, all Ids in the 4xxxxxxxxxxx range, specify Specific items without materials in the base game.

Since we’re referencing something from the base game and not a mod item, we have to check the “From Base Game” checkmark. “Count” is ignored here, but is shown since this object is reused throughout multiple mod components. And “Is Multiple Optional” is also ignored here, we’ll come back to that later.

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Now that we’ve got the building, we can start creating our own items for it to create. You can find out how to do that in the next section.

Setting the positions of workers

You might have noticed that workers don’t appear in your buildings where you might want them and felt an immense wave of disappointment after all the hard work you already put into making your amazing new building.

But fear not! We can easily remedy this.

Go back into your mod project, and open the prefab.

Now just add an empty object for each worker location, and move it to where you want it in your building.

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Open your new empty object, and set its Tag to “WorkerLocation”. Do this for each one.

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Making the mod – Resources

Now that we have the Mod Building, we need items that it can create. That’s what we’re going to be creating next.

Go through the same Right Click Assets -> Create -> BiteMeGames motion that we did earlier for the building, but this time select “ModResource” instead. Just as we did with the building, we’ll walk you through each setting here.

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Obviously, we want to give the item a name, we can do that with the “Name” field. In this case, I want to turn Coal into Ashes eventually, so I’ll create a new “Ashes” item.

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ItemTypeId: used to define an item that has a material that is not “None”. Whereas as you’ll remember from earlier, “Specific Item Type” is used to define an item without any materials. Since we don’t have any materials, we’re gonna enter a new randomly generated Id into the “Specific Item Type Id” field. Note that we still have to enter 50000000000 into the “Item Type Id” field, which signifies “None” for the Item Type. Again, refer to the part above and the Id list if you’re confused about these numbers.

Combined: A checkbox that tells our game wheter to look at the Item Type + Material (when checked), or the Specific Item Type (when not checked).

Difficulty To Create: Says how easy your item is to create, this is used in the supply & demand price calculations.

Rarity Tier For Specific Item: Specifies how Rare your item is, this is used in the supply & demand price calculations.

Is Possible Heat Source: Specifies if your item qualifies as a Heat Source. If you check this box, you must also specify how many Ticks of heat the item provides in the Provides Heat For Ticks field.

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Craftable: Specifies if the item is Craftable. If this is disabled, then the item can only be generated by the Generates section in the Modbuilding.

Has Components: Marks the item as a finished/complex item. This means that the game will add all resources used to create the item as components, and this will influence the item’s sell price.

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Now we specify how this item can be created. You’ll notice Mod Recipes is empty by default. Go ahead and add a new entry.

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Start by entering the “Building Type Id”. Go ahead and enter the building id from earlier, to say this recipe can only be used by that building. Leaving this empty will make the recipe not work at all.

“Ticks to Complete Item” says how many in game ticks it should take to transform the input to the output. In this case I want Coal to be burned instantly so I’ll set this to 0.

Heat Source Required: Will define if this recipe requires a Heat Source to be made. Only possible if the building allows heat sources.

Output Quantity: The amount that is created. E.g. for 1 coal, we will get 4 ashes.

Override Material: This is a special field. When disabled, the building will try to find an input item of the Material Type as one of the Materials in the output item. Ashes don’t have any material, so we will enable this box, which tells the game to ignore material matching checks. When this is enabled, you can specify the Material Item Type Id that the created item should have. Which is None in our case.

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In the Mod Requirements, we choose what is required to create our item. We can choose what Material Item Type Ids we want to allow, and the same settings as we talked about previously. With a few exceptions.

Here, Countis not ignored and will define how many items we need to create x amount (x is defined by the Output Quantity) of our new item.

Is Multiple Optional is a more advanced setting that we’re going to ignore for now. Leave this unchecked.

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Items have the ability to show a different icon based on the price, to mode visually signify their value over others of their kind.

We’ve only got 1 icon, so I’m just going to set the Minimum Price to 0 and the Sprite to the Sprite of our Ashes.

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And with that, we have our new item configured!

Before the building knows that this is a recipe it can use, however, we have to go back to our ModBuilding, and add the Recipe to our “Available Recipes”. Here, since the item is not from the base game, we leave that unchecked and link the “Mod Resource” to “Ashes (Mod Resource Definition)

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Believe it or not, that should be all!

If you’ve followed this tutorial, you should now have a working mod.

If this is not the case, retrace all your steps and go through the guide again, or create a post on the community forum, where we’ll further help you out.

In the final part, we will show you how to export your mod to use it in the game.

Exporting your mod

Exporting the mod is the easiest part. Yes, even easier than creating the project!

All we have to do is press “Tools” -> “ModTool” -> “Export Mod” in the top bar.

Now we just have to enter a “Mod Name”, “Author”, “Version”, and a simple “Description”. These are values that will be shown in-game.

For “Platforms”, leave that on “Everything”. And set the “Content” to “Assets, Code”.

Then just set your Output Directory. (Tip: you can directly set the output directory to the Mods folder of Forge Industry for quick testing).

And press “Export Mod”.

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If you didn’t directly export your mod to the Mods folder in Forge Industry, move it there manually.

Now start the game, open the Mods menu, enable the mod, create a new world, and enjoy your new creation!

Mod Object Ids

Road Type IDs

Brick Road – 100000000000

Paved Road – 100000000001

Dirt Road – 100000000002

Wooden Road – 100000000003

Rail Road – 100000000004

Delete Road – 100000000005

Building Type IDs

Refinement Station – 200000000000

Forge Station – 200000000001

Woodsaw – 200000000002

Alloy Station – 200000000003

Fastener Station – 200000000004

Storage Crate – 200000000005

Jewelry Station – 200000000006

Workbench – 200000000007

Marketplace – 200000000008

Recreation Area – 200000000009

Decor – 200000000010

Mine – 200000000011

Fletcher Station – 200000000012

Armory – 200000000013

Harbor – 200000000014

Notice Board – 200000000015

Lumberyard – 200000000016

Recycling Station – 200000000017

Harbor Abandoned – 200000000018

Architect Atelier – 200000000019

Architect Atelier Abandoned – 200000000020

Bazaar – 200000000021

Bazaar Abandoned – 200000000022

Gondola – 200000000023

Gondola Abandoned – 200000000024

Railway Station – 200000000025

Quarry – 200000000026

Kiln – 200000000027

Material Foundry – 200000000028

Material Type IDs

None – 300000000000

Oak – 300000000001

Birch – 300000000002

Cedar – 300000000003

Mahogany – 300000000004

Iron – 300000000005

Copper – 300000000006

Silver – 300000000007

Gold – 300000000008

Tin – 300000000009

Platinum – 300000000010

Titanium – 300000000011

Bronze – 300000000012

Steel – 300000000013

Rose Gold – 300000000014

Silver Wood – 300000000015

Cinder Heart – 300000000016

Aracia – 300000000017

Skystone – 300000000018

Kiaxorite – 300000000019

Tungsten – 300000000020

Durasteel – 300000000021

Celestial Bronze – 300000000022

Acacia – 300000000023

Emberbark – 300000000024

Specific Item Type IDs

None – 400000000000

Gold Coin – 400000000001

Stone – 400000000002

Coal – 400000000003

Leather – 400000000004

String – 400000000005

No Item – 400000000006

Wild Card Any Ore – 400000000007

Wild Card Any Ingot – 400000000008

Wild Card Any Material – 400000000009

Wild Card Any Heat Source – 400000000010

Wild Card Any Finished Item – 400000000011

Wild Card Any Valid Item – 400000000012

Failed Alloy – 400000000013

Long Sword – 400000000014

Short Sword – 400000000015

Falchion – 400000000016

Cutlass – 400000000017

Claymore – 400000000018

Rapier – 400000000019

Broadsword – 400000000020

Scimitar – 400000000021

Zweihander – 400000000022

Saber – 400000000023

Tankard – 400000000024

Marble – 400000000025

Clay – 400000000026

Charcoal – 400000000027

Broadhead Arrow – 400000000028

Splayed Arrow – 400000000029

Single Barb Arrow – 400000000030

Whistle Head Arrow – 400000000031

Shortbow – 400000000032

Longbow – 400000000033

Recurve Bow – 400000000034

Crossbow – 400000000035

Heavy Crossbow – 400000000036

Hand Crossbow – 400000000037

Diamond – 400000000038

Ruby – 400000000039

Amethyst – 400000000040

Emerald – 400000000041

Fire Opal – 400000000042

Monazite – 400000000043

Onyx – 400000000044

Pearl – 400000000045

Peridot – 400000000046

Sapphire – 400000000047

Skymox – 400000000048

Topaz – 400000000049

Padded Armor – 400000000050

War Bow – 400000000051

Yumi – 400000000052

Repeater – 400000000053

Coke – 400000000054

Jian – 400000000055

Katana – 400000000056

Hand Axe – 400000000057

Logger Axe – 400000000058

Splitter Axe – 400000000059

Battle Axe – 400000000060

War Axe – 400000000061

Club – 400000000062

Flail – 400000000063

Mace – 400000000064

Warhammer – 400000000065

Fleshpounder – 400000000066

Nunchucks – 400000000067

Ice Pick – 400000000068

Simple Dagger – 400000000069

Sword Breaker – 400000000070

Narrow Dagger – 400000000071

Tanto – 400000000072

Sai – 400000000073

Horse Shoe – 400000000074

Chandelier – 400000000075

Boomerang – 400000000076

Hammer – 400000000077

Pickaxe – 400000000078

Nasal Helmet – 400000000079

Great Helm – 400000000080

Kettle Hat – 400000000081

Spangen Helm – 400000000082

Orcish Helmet – 400000000083

Cuirass – 400000000084

Chainmail – 400000000085

Breastplate – 400000000086

Scale Armor – 400000000087

Small Buckler – 400000000088

Tower Shield – 400000000089

Heater Shield – 400000000090

Nguni Shield – 400000000091

Spear – 400000000092

Glaive – 400000000093

Halberd – 400000000094

Poleaxe – 400000000095

Ring – 400000000096

Pendant – 400000000097

Diadem – 400000000098

Item Type IDs

None – 500000000000

Axe Head – 500000000001

Ball – 500000000002

Bar – 500000000003

Barb Head – 500000000004

Battle Axe Head – 500000000005

Bolt – 500000000006

Broad Head – 500000000007

Broadsword Blade – 500000000008

Butcher Blade – 500000000009

Chain – 500000000010

Chokuto Blade – 500000000011

Claymore Blade – 500000000012

Crossguard – 500000000013

Cutlass Blade – 500000000014

Dagger Blade – 500000000015

Dual Axe Head – 500000000016

Eastern Guard – 500000000017

Falchion Blade – 500000000018

Glaive Blade – 500000000019

Grip – 500000000020

Halberd Head – 500000000021

Handguard – 500000000022

Ingot – 500000000023

Jewelry Chain – 500000000024

Jian Blade – 500000000025

Katana Blade – 500000000026

Katar Blade – 500000000027

Katar Handle – 500000000028

Kukri Blade – 500000000029

Lath – 500000000030

Log – 500000000031

Longsword Blade – 500000000032

Mace Head – 500000000033

Machete Blade – 500000000034

Nails – 500000000035

Narrow Dagger Blade – 500000000036

Odachi Blade – 500000000037

Ore – 500000000038

Parring Crossguard – 500000000039

Planks – 500000000040

Pole Axe Head – 500000000041

Pommel – 500000000042

Rapier Blade – 500000000043

Rivet – 500000000044

Rod – 500000000045

Saber Blade – 500000000046

Sai Blade – 500000000047

Sai Grip – 500000000048

Scabbard – 500000000049

Scimitar Blade – 500000000050

Staff – 500000000051

Sheet – 500000000052

Shortsword Blade – 500000000053

Spear Head – 500000000054

Splayed Head – 500000000055

Splitting Axe Head – 500000000056

Stirrup – 500000000057

Swordbreaker Blade – 500000000058

Trigger – 500000000059

Wakazashi Blade – 500000000060

Warhammer Head – 500000000061

Whistle Head – 500000000062

Wrapped Grip – 500000000063

Wrapped Katar Handle – 500000000064

Zweihander Blade – 500000000065

Claymore Crossguard – 500000000066

Zweihander Crossguard – 500000000067

Limb – 500000000068

Heavy Lath – 500000000069

Stock – 500000000070

Broadhead – 500000000071

Single Barb Head – 500000000072

Scraps – 500000000073

Ring – 500000000074

Sword Breaker Blade – 500000000075

Tanto Blade – 500000000076

Pendant – 500000000077

Diadem – 500000000078

Hammer Head – 500000000079

Gem – 500000000080

Shaft – 500000000081

Thank you for joining us on this journey through Forge Industry – How to create mod tutorial guide, inspired by a captivating article by OpTic Applejack, Devvix. If you believe there are ways to enhance this post, please let us know in the comments. Have an excellent day, and make sure to check back daily for new updates!

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