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Part Configuration
Sushut edited this page Sep 14, 2025
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Thanks to this game's open source nature, all parts can be developed directly from within the project and distributed through Godot's .pck files.
Due to this however, there are some rules and standards that part mods must follow for custom parts to work correctly:
- All assets should be contained within the Parts/Assets directory.
- All scripts should be likewise be in the Parts/Modules directory.
Some things of note that make modding easier include:
- A parameter within ActiveSave that loads parts regardless of chosen part pack.
- All stock parts and modules are present in the directory. The actual assets/scripts are loaded from its respective .pck however.
| Parameter | What it does |
|---|---|
| name | Internal name of the part (Unused..?) |
| displayName | Name of the part that gets displayed |
| category | The category which the part gets added to (in the craft editor) |
| assets | Path to a Godot pck file that contains assets (look above for reference) |
| partScene | Path to the part's scene. This gets instantiated |
Example config:
{
"configType": "PartDef",
"name": "Whatever_Part",
"displayName": "Whatever Part",
"category": "Awesome Parts",
"assets": "Stock/Parts/Awesome/AwesomePart/AwesomePart.pck",
"partScene": "Parts/Assets/AwesomePart/PARTMAIN.tscn",
}