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Modding in the Godot editor

If you haven’t already, follow the setup guide.

Open your project in the Godot editor by selecting Import on the right sidebar. You should do the following before continuing:

  • Rename the project in “Project > Project Settings”.
  • Rename the folder in mods.

Working in a decompiled project

If you’d like to work in a decompiled WEBFISHING build, you can create a symbolic link from your separate project files to the decompiled project files. To do so, create a mods folder inside the decompiled project, open PowerShell as an administrator, and then run the following command:

Terminal window
New-Item -ItemType SymbolicLink -Path path/to/decompiled_project/mods/ModId -Target path/to/project/mods/ModId

Under AutoLoad in the project settings, add the path to your main.gd file, and name the autoload after your mod’s ID. This will allow your mod to run in the editor for easier debugging. Any changes you make will be identical between your mod’s project files and the decompiled project, allowing you to debug your mod in the decompiled game and then export your mod separately to avoid unwanted dependencies.

Exporting your mod

When you’re ready to export your mod for GDWeave, click on Project and open the Export menu. Create a new preset for Windows Desktop:

  • Uncheck “Runnable”.
  • Ensure the export mode is set to export all resources under the Resources tab.
  • Click the button to export a PCK/Zip.
  • Change the file type to the Godot Project Pack.
  • Disable “Export with Debug”.
  • Save the file.

The exported .pck is now able to be loaded by GDWeave.