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Glossary.md
A script or scene added as a node under /root. In OrcKit, mods declare autoloads in mod.txt under [autoload].
An OrcKit UI toggle that enables loose folder mods, verbose loader logging, and conflict reports. Use it while developing. Users should normally install packaged mods.
A callback registered through the OrcKit runtime API. Hooks can run before, after, deferred after, or instead of selected vanilla methods.
The hook name without a phase suffix. For example, the hook base of player-_ready-pre is player-_ready.
The order enabled mods are mounted and processed. OrcKit sorts by priority, then mod name, then file name. Higher priority mods load later and win resource conflicts.
The stable internal id from [mod] id. Use it for duplicate detection and has_mod() checks. A good id is lowercase, unique, and does not change between releases.
The INI-style metadata file at the root of most OrcKit mods.
The recommended OrcKit archive format. It is zip-compatible and should contain mod.txt at the root.
A Godot resource pack. OrcKit can mount .pck files, but they do not get normal mod.txt autoload processing.
A Godot path such as res://scripts/my_mod.gd. Mod archive entries are mounted into res:// using their internal archive paths.
A mod.txt declaration that maps a vanilla script path to a mod script path. Overrides are stronger than hooks and can conflict with other mods.
OrcKit's generic runtime data registry. It can store and mutate entries shared between mods, but project-specific content registration helpers are not implemented for this game yet.
OrcKit developer wiki for Sir, We Have an Orc Problem Playtest mods. These pages document OrcKit 1.0.0.