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Mod projects

Artyom Zuev edited this page Dec 13, 2025 · 7 revisions

This tutorial is available directly in the SDK under PB Mod SDK/Getting Started/Tutorials/Mod projects. The SDK version can include interactive elements such as buttons automatically selecting project assets.

Mods can be created without any tools, through manual edits to YAML files and careful file management. However, we recommend using the tools provided in the SDK to make the process easier. If you have questions not addressed here, don't hesitate to ask for help in the #phantom-modding channel on Discord.

Getting started

Make sure you are in the right scene (game_main_sdk or game_extended_sdk). You should see DataModel and ModManager in the Hierarchy window. If you're unsure how to find the right scene, use the PB Mod SDK/Getting Started window - it can help you navigate to the right place.

Mod project manager

The mod project manager is your first stop. It can store information about the mods you make, unlock a variety of tools and help you prepare your mod for distribution. Try selecting the ModManager object in the Hierarchy tab or click the button below if you're unsure how to find it.

Creating a new mod

t1_01_create.png

Start by opening the "New mod" foldout in the project manager. You will see the grayed out button reading "Create" and an empty field asking for a "Unique ID". That ID and is used as the project folder name and a unique identifier helping the game track your mod. The name is subject to a few rules, but it's fairly straightforward: must be a valid folder name, can't contain special characters, etc. Try typing something and the field will tell you if there's anything wrong.

A few examples:

  • MyName_PaintMod
  • MyName.Balance.ArmorPlateRework

Your players will not see this name in-game, so there's no need to add spaces and make it overly descriptive - just make sure it's unique. You'll have an opportunity to enter a player facing name and description in a bit. Once a valid ID is filled, the "Create" button to the right would unlock. Press it, and the new mod project will be created. You'll see your ID appear further down, under the "Selected mod" header.

Project folder

t1_02_header.png Don't worry about all the buttons that appear further down for now. You don't need to save just yet: your project was automatically saved to the default folder under AppData/Local/PhantomBrigade/ModsSource.

If you'd like to see the contents of that folder, click the folder icon to the right of the grayed out project path. The top level information about your mod project is saved into the project.yaml file.

Work in progress

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