Modding:Overview: Difference between revisions

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* [[Modding: Encounters and Population|Encounter and Population Modding]]                 
* [[Modding: Encounters and Population|Encounter and Population Modding]]                 
* [[Modding: Tiles|Tile Modding]]                 
* [[Modding: Tiles|Tile Modding]]                 
* [[Modding: .cs Scripting|.cs Scripting Mods]]              
* [[Modding: .cs Scripting|.cs Scripting Mods]]
**[[Modding:Random Functions|Generating Random Numbers‎‎]]
* [[Modding: Maps|Map Modding]]                 
* [[Modding: Maps|Map Modding]]                 
* [[Modding: Quests|Quest Modding]]                 
* [[Modding: Quests|Quest Modding]]                 

Revision as of 15:30, 24 June 2019

Caves of Qud presents a broadly extensible engine. The game's core definition files reside in %game directory%\CoQ_Data\StreamingAssets\Base.

You can create mods for the game by creating a Mods folder in your game save directory, and then creating a sub-folder inside of the Mods folder for your new mod. New content can be created and existing content can be modified or replaced via data files and textures placed in this directory.

For example, on Windows: C:\Users\Brian\AppData\LocalLow\Freehold Games\CavesOfQud\Mods\MyAwesomeMod

Likewise, on Linux: ~/.config/unity3d/Freehold Games/CavesOfQud/Mods/MyAwesomeMod

Modding FAQ/Frequent Issues

Q: I keep getting an error when trying to save my game.

A: Most likely, you have a list in your mod. Qud's default method of saving doesn't handle lists, so you need to handle it yourself. To see how, check out this article on how to override Qud's default saving/loading.