Dicey Table

Workflow: Starting a New Mod

Creating a mod is two decisions: what you are creating, and where its files live. The dialog asks them in that order.

Steps#

  1. Open Edit Mode — at /editor, or the Edit Mode toggle on the /table toolbar.

  2. If you have no mods yet, the What are you creating? dialog opens automatically; otherwise choose File ▸ New Mod… in the menu bar.

  3. Type a Name.

  4. Choose what you are creating. The four kinds are one choice — click a card, or tab into the row once and move through it with the arrow keys. The chosen card is filled, outlined and ticked, and stays chosen while you read about it.

    Kind What it is Manifest type
    Game A playable game others can sit at — pieces, decks, seats, rules, scripts. A game composes a room and a table rather than containing them. game-pack
    Room The space the table sits in: walls, floor, ceiling, lighting, posters, decoration. room-pack
    Table The play surface itself: model, colliders, trigger volumes and the seat ring derived from its metrics. table-pack
    Asset pack Prefabs, decks, dice and pieces — Definitions a game can place, reusable anywhere. component-pack

    A new Game starts on the built-in Dining Table - a play surface at a real table's height - with its seat ring laid out to match. It is an ordinary table assignment you can change or remove in the Game Editor; see Assigning a Room or Table.

    The panel under the cards describes whichever kind is selected. Where a kind has limits, that panel carries a What a Room can and cannot hold disclosure (named for whichever kind is selected) — click it to read them:

    • A Room currently reskins a fixed shell — 18 ft square, 12 ft high, four walls, a floor, a ceiling, up to 24 lights and posters. You cannot yet model arbitrary geometry.
    • A Room and a Table may not contain scripts or table pieces. They are created with no script file at all, and publishing one that has acquired a script is refused.

    This choice cannot be changed after your first publish. The kind is part of what other mods depend on, so once a version is published the server refuses to re-publish the same mod under a different kind. Picking again means creating a new mod. The dialog says this once, above the button that commits it.

    You do not have to publish any of these. A room, a table or a set of pieces built inside a game and kept private needs no packaging at all — and if you change your mind later, the Game Editor's Extract to a pack lifts it out into its own pack.

    Click Continue once you have a name and a kind. Choosing a kind does not move you on by itself — the Name field stays in front of you until you press Continue, and if the button is not ready it says which of the two is missing.

  5. Decide where it should live:

    • Create a new repository — if you are not connected yet, click Connect GitHub first (a GitHub OAuth consent popup — see Connect GitHub), then give the repository a name. DiceyTable creates it public: multiplayer peers load your models and textures straight from GitHub without signing in, so a private repository cannot be used in multiplayer. The dialog says this before you commit.
    • Use an existing repository — pick from a searchable, paginated list of your own repositories. A repository you have already published a different kind of mod from is marked with a warning, because a mod's kind cannot change after its first publish.
    • Not yet — keep this local — start authoring in this browser. Nothing is uploaded; you can link a repository later. You cannot checkpoint, publish, or invite anyone to play until you do.
  6. Click Create Game / Create Room / Create Table / Create Asset pack. Back returns to the kind step with your choice still selected.

Definition of done#

Edit Mode opens on your new, empty mod. For a game, the Hierarchy shows Room, Table, Player Zones (N) and Entities (0) and nothing else (the runtime no longer seeds default pieces). If you linked or created a repository, the Publish dialog shows it pre-filled the next time you open it.

If it fails#

  • Connect GitHub fails with "not configured". GitHub publishing has not been set up on this server deployment. See Troubleshooting. You can still proceed with Not yet — keep this local and link a repository once it is configured.
  • The repository list is empty or says you are not connected. The list is read with your GitHub authorization, not the server's, so it only works once you have connected GitHub. A "not connected" message is exactly that — not an empty account.
  • Continue looks greyed out. It tells you why: a short note appears beside the button — "Give your mod a name." or "Choose what you're creating." Those are the only two required things on the first step. The same note appears beside Create on the second step if the repository option you picked still needs a name or a selection.
  • A repository in the list is marked with a warning. You have already published a different kind of mod from it. Reusing it would be refused at publish time; pick another repository or create a new one.

See also#