Skip to content

Setup guide

Requirements

Setting up the sample mod

The sample mod can help you get started quicker.

  • Pick an ID for your project (WEBFISHING modders prefer the format of AuthorName.ModName).
  • Clone the repository.
    • If you have a GitHub account, click “Use this template” and create a new repository named after your mod ID. You can then clone the repository locally using a Git client (like GitHub Desktop).
    • If you do not have a GitHub account, click “Code > Download ZIP”.
  • Delete README.md.
  • Edit the values in manifestation.toml to match your mod.
  • Update the icon (unless you want a :3 face on your Thunderstore page). It must be 256x256 in size.

Decompiling the game project

In Godot RE Tools, select “RE Tools > Recover project” and pick “Full Recovery”. You can then open the resulting project in the Godot editor.

Making your mod

What you do next depends on what your mod will be. If you plan to edit existing game scripts, your mod will need to be written (partially or fully) in C#. If you plan to add new assets or make new scripts, your mod will need to be made in the Godot editor.

If you don’t need one of the two projects (which is likely), delete the project and remove the reference in manifestation.toml.

Publishing your mod

The sample mod uses manifestation for packaging. See the dedicated page for more information.

You can upload the resulting zip files to your GitHub repository’s releases and to Thunderstore.