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Glossary.md

ESTONlA edited this page May 25, 2026 · 1 revision

Glossary

Autoload

A script or scene added as a node under /root. In OrcKit, mods declare autoloads in mod.txt under [autoload].

Developer Mode

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.

Hook

A callback registered through the OrcKit runtime API. Hooks can run before, after, deferred after, or instead of selected vanilla methods.

Hook Base

The hook name without a phase suffix. For example, the hook base of player-_ready-pre is player-_ready.

Load Order

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.

Mod ID

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.

mod.txt

The INI-style metadata file at the root of most OrcKit mods.

.vmz

The recommended OrcKit archive format. It is zip-compatible and should contain mod.txt at the root.

.pck

A Godot resource pack. OrcKit can mount .pck files, but they do not get normal mod.txt autoload processing.

Resource Path

A Godot path such as res://scripts/my_mod.gd. Mod archive entries are mounted into res:// using their internal archive paths.

Script Override

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.

Registry Facade

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.

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