Modding: Difference between revisions

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== What is a mod? ==
== What is a mod? ==
'''Asset Modding''' was added on [DATE] in the [UPDATE] update. Asset modding allows you to replace/edit many game files, such as terrain, shaders, physics constants, and some aspects of components. You can also create new components, with a major caveat; you cannot create new functionality, such as custom logic, physics, etc., but you can create copies of blocks already in the game with different 3D models, sounds, size, weight, cost, and other changes.    
'''Asset Modding''' was added on [DATE] in the [UPDATE] update. Asset modding allows you to replace/edit many game files, such as terrain, shaders, physics constants, and some aspects of components. You can also create new components, with a major caveat; you cannot create new functionality, such as custom logic, physics, etc., but you can create copies of blocks already in the game with different 3D models, sounds, size, weight, cost, and other changes.                


'''Component Modding''' was added on [DATE] in the [UPDATE] update. '''Needs continuation.'''
'''Component Modding''' was added on [DATE] in the [UPDATE] update. '''Needs continuation.'''

Revision as of 03:05, 20 March 2026

What is a mod?

Asset Modding was added on [DATE] in the [UPDATE] update. Asset modding allows you to replace/edit many game files, such as terrain, shaders, physics constants, and some aspects of components. You can also create new components, with a major caveat; you cannot create new functionality, such as custom logic, physics, etc., but you can create copies of blocks already in the game with different 3D models, sounds, size, weight, cost, and other changes.

Component Modding was added on [DATE] in the [UPDATE] update. Needs continuation.


NOTE: some people may refer to vehicles or addons (sometimes called "environment mods") as mods, although they are not.

Creating Mods