So when there is a Parkitect Update, that change the way Deco object are imported into the game, only the Depender have to Update to make all the mods work again.
Parkitect mods mod#
Now the Depender will try to mod the objects into the game. The Depender will read the properties that he recieved from the template/ModLoader. Then the template/ModLoader will read all the properties and send those to the Depender. This template/ModLoader will read the xml file, based on the OBJName in the xml file, it will try to Instantiate (Spawn it from the assetbundle into the scene). If you let the tool copy the mod to Documents/Parkitect/pnmods/, there will be a template with it. The tool will ask if you wnat to copy your mod to Documents/Parkitect/pnmods/, it will automatically Un-Zip the Template for the mod. The JSON files will be created at: Assets/Mods//. In mod.json you will find the settings for your mod used by the Parkitect Nexus Client. This file is used by parkitect Nexus to look if there are object's from your mod in a blueprint or save game. In objects.json you will find all the GameObject names. The tool will also create two json files, objects.json & mod.json. The XML file will be created at: Assets/Mods//.xml. xml file, in this file you will find all the values that are set with the tool it should look like this: The AssetBundle will be created at: Assets/Mods//assetbundle/mod. The tool will get all the prefabs and store them in a AssetBundle (This is some kind off a package with all the models/objects). So if you edit your object in the scene it will be saved. The tool will create temporarily Prefabs(Preconfigured GameObjects) for all the object that are in the mod.
It's useful to know how exporting works to understand what you are doing and what you are publishing. So you are able to create in each scene one mod. If you open the Mod-Setup window there will be a GameObject added to the scene called "ParkitectModManager", on this manager there is a component that saves all the data from the current mod. This tool is a unity plugin that add a couple of editor windows.