-
Notifications
You must be signed in to change notification settings - Fork 4
Initial Mod Setup
github-actions[bot] edited this page May 29, 2026
·
5 revisions
First create your script file that be used to create and manage your config files. In this example we will name it ExampleModConfig.gd
- While you can do this in your
Main.gdscript I recommend creating a separate file to keep it clutter free - Make sure to place
extends Nodeat the top of the script
ExampleModConfig.gd
extends Node
func _ready():
passAdd your config file to the mod.txt file under the [Autoload] section. This allows the script to be ran as the game first loads so your config file can be created/loaded before anything accesses it.
- Make sure the path has the correct folder structure to point to the script just like your
Main.gdscript
mod.txt
[Autoload]
ExampleConfig="res://ModConfigruationMenu/ExampleModConfig.gd"There are 2 constants that should be defined at the top of your config script to make config creation and registration easier. They are:
-
MOD_ID- A unique identifier for your mod's configuration registration. This does not need to be the same as yourmod.txtid -
FILE_PATH- This is the file path that your config file(s) will be stored. It is very important that your config files be saved at"user://MCM/{MOD_ID}/"
ExampleModConfig.gd
extends Node
const MOD_ID = "ExampleMod"
const FILE_PATH = "user://MCM/ExampleMod"
func _ready():
pass