Introduction to Mods
What are mods?
Everyone has that thing they wish could be in the game. Unfortunately, the game only understands code, so mods are our way to give a degree of freedom to those of us who don't code.
Mods can add, replace and remove basic game definitions, such as units, nations, buildings, improvements, resources and terrains. Games loaded with these mods will function according to the mod definition.
The game only knows how to recognize existing definitions, so you can't add new unique abilities to nations/units/buildings/etc, only play around with existing ones
There are three main kinds of mods:
- Extension mods - these add new nations/units/buildings/resources to a base ruleset - can be either to the default ruleset, or to a base ruleset mod. Easy to do and probably the better place to get started - for example, creating a new Civilization
- Base Ruleset mods - these replace the entire existing ruleset - tech tree, units, policies, nations etc - to give an entirely different experience than the base game. These generally require quite a bit of work, but give a whole new experience, and so are the most popular. A minimal example can be found here as a template to build off of ("Use this template" green button in top right, "Create a new repository")
- Ruleset-agnostic mods - these do not contain any ruleset-related jsons, but instead contain other affects. Audiovisual mods (including tilesets, unitsets, and UI skins) and map mods are in this category.
Creating and editing mods from your phone is NOT RECOMMENDED - it's much easier using a desktop device!
Mod names
Mods need to conform to github repo naming rules, but best stay simple and use only letters, digits, and dashes -
.
Dashes are automatically converted to spaces for display and use within Unciv.
Many punctuation or extended unicode characters might work, but at best potential users won't find them attractive, at worst we'll refuse support when you run into problems :smiling_imp:
Mod components
Mods are located in a /mods
directory, on Desktop that should be next to your .jar file.
Mods typically have 2 subfolders:
jsons
- here you should put files that alter the data of game objects, the order of the files is as in the base json files. More information on these can be found hereImages
- here you should put game images, as in the base image files.
In order to remove objects from the game, you'll need to create a ModOptions file in the /jsons
subfolder - there's an example here.
Base Ruleset Mods are mods that 'start from scratch' - ALL the original objects are removed, and only the objects of the mod in question are used.
This is done by adding a "isBaseRuleset":true
configuration to your modOptions file, like so.
Audiovisual components
In addition to changing the rules - or even without doing so - mods can override existing graphics or sounds, or add music tracks. For details, see Audiovisual Mods.
Custom tilesets and unitsets are a subgroup of these - see Creating a custom tileset - as are UI skin mods, see Creating a UI skin.
Such mods are candidates for the "Permanent audiovisual mod" switch available on the Mod Management Screen, see Permanent audiovisual mods.
Images need to be 'packed' before the game can use them, which the desktop version can do for you. Please make sure to read the Texture atlas chapter!
Adding maps to mods
You can also add maps to mods, so they'll be available to players who download your mod.
A mod can also be maps-only, if all you want to do is share your maps.
When you've finished making your map in the Map Editor, save it, and it will be in the /maps
folder of your game.
Copy it to a /maps
folder in your mod, and you're done!
Getting your mod out there
In order to make your mod downloadable by anyone, you need to create a Github repository (instructions here)
The Images and jsons folders need to be in the root directory of the repo - see here for example.
You can then manually download the mod from within the Mod Manager in Unciv:
- From Unciv's main screen, click "Mods"
- Click "Download mod from URL", and enter the location of your Github page
- The game will automatically download and extract your mod, and it'll be ready to use!
Once you've tested that your mod CAN be downloaded, and that it works well once downloaded, you're ready for the final stage - GETTING IT TO THE USERS AUTOMATICALLY.
In order to do this, all you need to do is:
- Go to your Github page
- Click the gear icon next to the About (top-right part of the page)
- In 'Topics', add "unciv-mod"
Optionally add one or more of the following topics to mark your mod as belonging to specific categories:
unciv-mod-rulesets
(for base ruleset mods)unciv-mod-expansions
(for mods extending vanilla rulesets - please use this, not unciv-mod-expansion)unciv-mod-graphics
(for mods altering graphics - icons, portraits, tilesets)unciv-mod-audio
(for mods supplying music or modifying sounds)unciv-mod-maps
(for mods containing maps)unciv-mod-fun
(for mods mainly tweaking mechanics or other gameplay aspects)unciv-mod-modsofmods
(for mods extending another mod's ruleset)
When you open Unciv's Mod Manager, it will query Github's list of repos with that topic, and now YOUR repo will appear there! The categories will appear als annotations on the mod buttons, and the user can filter for them. They are not required for the game to use the content - e.g. you can still load maps from mods lacking the unciv-mod-maps topic. If you want new categories, github will accept any topic, but you'll have to ask the Unciv team to enable them in the game.
If you feel there should be additional topics supported in-game, then the course of action is as follows:
- You can add topics to your repository as you please, subject to github's terms, but if you whish them to become Unciv-supported they must begin with "unciv-mod-".
- Once done, you can either:
- Wait at least one release, check that your topic appeared in ModCategories.json, and open a change PR for that file, removing the "hidden" attribute, telling us exactly why that topic would benefit the entire community.
- Or, open an issue pointing us to your Mod with the new topics, asking us to do the above for you, again telling us why.
I have the mod, now what?
The primary use of mods is to add them when starting a new game, or configuring a map. This will mean that both the ruleset of the mod, and the images, will be in use for that specific game/map.
For mods which are primarily visual or audio, there is a second use - through the mod manager, you can enable them as permanent audiovisual mods. This means that the images and/or sounds from the mod will replace the original media everywhere in the game, and contained music will be available - see here.
Mod location for manual loading of mods
In general, you should never be manually-loading your mods - not only is this clunky, it's also more error-prone. Unless you have a very specific use-case, you probably shouldn't be doing this
When loading a mod, it needs to be in its own folder in /mods
- this is how you will work when you're editing your mod.
In Android, you can copy them into the Android/data/com.unciv.app/files/mods
directory.
When the app starts, they will be auto-copied into the /data/data/com.unciv.app/files/mods
, directory, that is inaccessible to users.
In Chromebook, go to "Play files", should be on the sidebar on the left side of the window under "My files". Click the 3 vertical dots on the top right-hand corner of the window below the "X".
If the option "Show all Play folders" does not have a check next to it click it. You should see some new files that appear on your screen. Now navigate to Android/data/com.unciv.app/files/mods
Other
You can add an image that will be displayed to users in the mod management screen by adding a "preview.jpg" or "preview.png" file.
Existing mods can be found here!
What's next?
Now you should try to create your first mod!
We recommend you start off by adding a new civilization as a mod, to get a hang of the process :)