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Mod Structure
When developing mods in Godot, create a folder named mods-unpacked and add your mods there.
Mod folder names must follow the convention of {AuthorName}-{ModName}:
If you have any dependencies, you can also add them to mods-unpacked. Note that due to a bug in Godot, you cannot use zipped mods, as they prevent the editor from reading the contents of the mods-unpacked directory.
res://
└───mods-unpacked
└───Author-ModName
├───mod_main.gd
└───manifest.json
See Mod Files for info on what these files do.
Mod ZIPs should have the structure shown below. The name of the ZIP is arbitrary.
ZIPs are added to a folder named mods in the root.
yourmod.zip
├───.import
└───mods-unpacked
└───Author-ModName
├───mod_main.gd
└───manifest.json
Godot has a bug that, in short, means you can't use both unpacked mods (in res://mods-unpacked) and zipped mods (in res://mods). If you need to use a mod as a dependency, please unzip it and add it to your project.
You can still use mod ZIPs in the editor, eg. if you want to test your zipped mod. They will load as expected, but nothing from res://mods-unpacked will be loaded either.
If your mod includes custom assets such as PNGs and CSVs, these files should be included in your mod ZIP. Like in the editor, these go in a top-level directory called .import.
Your mod ZIP's .import folder should only include your custom assets. It should not include any vanilla files.
Note: Custom assets can be easily identified by sorting by date. To clean up unused files, it's helpful to delete everything in .import that's not vanilla, then run the game again, which will re-create only the files that are actually used.
Next: Mod Files
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You can find it here: https://wiki.godotmodding.com/
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