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Create-Mod Scripts ​

The create-mod script scaffolds a complete, working entity mod in one command, so you start from a running example instead of an empty folder. It is the fastest way to begin a folder mod.

NOTE

The scripts are being finalized for public release alongside the playtest. The usage below reflects the current template. Grab the packaged version from Downloads & Starter Kits.

What it generates ​

The script writes a full mod folder with everything wired up:

<ModName>/
  mod.json                      manifest, filled in
  Entities/<ModName>.json       entity type, schema, two sample instances
  Actions/<ModName>Actions.json DO_WANDER + shared flee/engage
  Goals/<ModName>Goals.json     WANDER (internal), FLEE + FIGHT (system)
  Assets/Heads/                 drop head sprites here
  Assets/Weapons/Ranged/        drop weapon sprites here
  Assets/Names/names.json       name pools
  README.md                     modder-facing notes

The generated mod runs as-is: a wandering NPC that flees and fights threats. You then edit it into whatever you want.

IMPORTANT

No C# is generated and no engine files are touched. The output is fully data-driven. Drop the folder into the game's Mods/ directory and launch, no rebuild needed.

Usage ​

bash
./create_mod_template.sh <ModName> [options]
OptionDefaultEffect
--output <dir>./ModsParent directory to create <ModName>/ in.
--author <Name>CommunityAuthor string written into mod.json.
--description <Text>emptyDescription written into mod.json.
--coreoffUse a core.<name> mod id instead of community.<name>.
-h, --help-Show help.

Example ​

bash
./create_mod_template.sh StreetVendor \
  --author "YourName" \
  --description "A vendor who works the corners"

This creates Mods/StreetVendor/ with a ready-to-run vendor NPC.

After scaffolding ​

StepWhat to doReference
1Rename and retheme the entityEntities & Identities
2Give it real goals and actionsGOAP: Goals & Actions
3Drop in art and audioAsset Studio
4Tune any numbersEconomy Config
5Reload in-game and iteratehot reload

Two versions ​

ScriptUse
Standalone templatePath-agnostic, meant to be copied out and used next to your mods. This is the one shipped to modders.
In-repo versionUsed by the development team inside the game's own source tree.

For modding, use the standalone template from Downloads & Starter Kits.

Community documentation for BBox: Kingpin.