// 06 MODDING HOOKS · HOOKS · HOOKS

Made to be modded, from day one

Almost everything in LYRIDIA lives in data files a mod can add to or override. The game reads its own content the same way it reads yours.

01 Read the modding guide

How a mod works

A mod is a folder in Mods/ with an optional mod.json: its id, name, version, the game version it targets, authors, what it requires and what it loads after. Its Data/ folder adds rows to the game's tables or replaces them by id.

  • Terrains, rocks and plants
  • Colonist bodies, ancestries, looks, life stages and body parts
  • Jobs, needs, whims, work lists and the words typed orders understand
  • Social events and interactions
  • Species words, fauna, the planet and its biomes
  • Items, materials and credits
Mods/
  better_caves/
    mod.json
    Data/
      Terrains.csv
      Plants.csv

{
  "id": "better_caves",
  "name": "Better Caves",
  "version": "1.0.0",
  "requires": ["more_rocks>=1.2"],
  "loadAfter": ["more_rocks"]
}

Tools

In-game Mods screen

Turn mods on and off, set the load order, and edit any data table in a built-in editor.

Mod kit

An Unreal Editor kit for mods that bring their own meshes, materials and maps.

Modding API

A Blueprint library for scripted mods, with every action routed through one core so mods stay multiplayer-safe.

The guide is the team's working document, published as it changes: every section says what exists today, and older versions stay readable from the guide's version list. Mods must credit any third-party content they bring.

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