Quickstart (15 minutes)
This walks you through a minimal JSON-only mod: a new entity that exists in the world and can act. No code, no compiler.
TIP
The fastest path is to copy a starter kit and edit it. This page shows what the pieces are so the starter kit makes sense.
1. Make the folder
A mod is just a folder. Give it a clear name:
MyFirstMod/
mod.json
Entities/
MyEntities.json2. Write the manifest
mod.json tells the game what your mod is. The minimum:
{
"modId": "yourname.my_first_mod",
"name": "My First Mod",
"version": "0.1.0",
"author": "yourname"
}See every field in Mod Structure & mod.json.
3. Add an entity
Entities are data. Here is a simple merchant who holds cash and stands in the world:
{
"entities": [
{
"AgentId": 5000,
"Name": "Black Market Merchant",
"Type": "Merchant",
"Cash": 100000,
"Properties": {
"SellsIllegalGoods": true
}
}
]
}At this point the merchant exists, holds state, and is saved with the world. It does not do anything yet, because it has no goals.
4. Give it something to do
To make an entity act, give its type goals and actions, and reuse a built-in behavior so you do not write code. This is the heart of Tier 1 modding:
{
"actions": [
{
"name": "SELL_ILLEGAL_GOODS",
"behaviorName": "GENERIC_TRANSACTION",
"preconditions": { "HasBuyer": true },
"postconditions": { "MadeSale": true }
}
]
}behaviorName points at a behavior that already exists in the game, so the action works immediately. Full detail in GOAP: Goals & Actions.
5. Reload and test
Thanks to hot reload, you do not restart the build loop:
| Step | Action |
|---|---|
| 1 | Save your JSON files |
| 2 | Reload the mod in-game |
| 3 | Watch your entity appear and act |
| 4 | Edit, reload, repeat (seconds per cycle) |
What you just learned
| Piece | Role |
|---|---|
mod.json | Declares the mod |
| An entity | A thing in the world with state |
| An action | An atomic step, backed by a behavior |
| A goal | A desired state that chains actions (next page) |
| A behavior | The code that runs an action, usually one you reuse |
Next steps
- Mod Structure & mod.json: the full folder layout and manifest.
- GOAP: Goals & Actions: make entities plan and chain behavior.
- Entities & Identities: new types, factions, and backstories.