--- title: Getting Started layout: default root: ../.. idx: 1.1 description: Learn how to make a mod folder, including init.lua, mod.conf and more. redirect_from: - /en/chapters/folders.html - /en/basics/folders.html --- ## Introduction Understanding the basic structure of a mod's folder is an essential skill when creating mods. * [What are Games and Mods?](#what-are-games-and-mods) * [Mod Directory](#mod-directory) * [Dependencies](#dependencies) * [Mod Packs](#mod-packs) * [Example](#example) ## What are Games and Mods? The power of Minetest is the ability to easily create games without the need to write your own voxel graphics and algorithms or fancy networking. In Minetest, a Game is a collection of modules which work together to provide the content and behaviour of your game. A module, commonly known as a mod, is a collection of scripts and resources. It's possible to make a Game using only one mod, but this is rarely done and makes things infeasible. It's also possible to distribute mods outside of a game, in which case they are also *mods* in the more traditional sense - modifications. Both the mods contained in a Game and third-party mods use the exact same API, which makes things easier. This book will go over the main parts of the Minetest API, and is applicable for both game developers and modders. ## Mod Directory Each mod has its own directory where all its Lua code, textures, models, and sounds are placed. These directories need to be placed in a mod location such as minetest/mods. ![Find the mod's directory]({{ page.root }}/static/folder_modfolder.jpg) A "mod name" is used to refer to a mod. Each mod should have a unique name. Mod names can include letters, numbers, and underscores. A good name should describe what the mod does, and the directory which contains the components of a mod needs to be given the same name as the mod name. To find out if a mod name is available, try searching for it on [content.minetest.net](https://content.minetest.net). mymod ├── init.lua (required) - Runs when the game loads. ├── mod.conf (recommended) - Contains description and dependencies. ├── textures (optional) │   └── ... any textures or images ├── sounds (optional) │   └── ... any sounds └── ... any other files or directories Only the init.lua file is actually required in a mod for it to run on game load; however, mod.conf is recommended and other components may be needed to perform a mod's functionality. ## Dependencies A dependency is another mod which the mod requires to be loaded before itself. The mod may require the other's mods code, items, or other resources to be available. There are two types of dependencies: hard and optional dependencies. Both require the mod to be loaded first, but a hard dependency will cause the mod to fail to load if the required mod isn't available. An optional dependency is useful if you want to optionally support another mod if the user wishes to use it. ### mod.conf Dependencies should be listed in mod.conf. The file is used for mod metadata such as the mod's name, description, and other information. name = mymod description = Adds foo, bar, and bo depends = modone, modtwo optional_depends = modthree ### depends.txt For compatibility with 0.4.x versions of Minetest, you'll need to also provide a depends.txt file: modone modtwo modthree? Each modname is on its own line. Mod names with a question mark following them are optional dependencies. If an optional dependency is installed, it is loaded before the mod; however, if the dependency is not installed, the mod still loads. This is in contrast to normal dependencies which will cause the current mod not to work if the dependency is not installed. ## Mod Packs Mods can be grouped into mod packs which allow multiple mods to be packaged and moved together. They are useful if you want to supply multiple mods to a player but don't want to make them download each one individually. modpack1 ├── modpack.lua (required) - signals that this is a mod pack ├── mod1 │   └── ... mod files └── mymod (optional)    └── ... mod files ## Example Are you confused? Don't worry, here is an example which puts all of this together: ### Mod Folder mymod ├── textures │   └── mymod_node.png files ├── depends.txt ├── init.lua └── mod.conf ### depends.txt default ### init.lua ```lua print("This file will be run at load time!") minetest.register_node("mymod:node", { description = "This is a node", tiles = { "mymod_node.png", "mymod_node.png", "mymod_node.png", "mymod_node.png", "mymod_node.png", "mymod_node.png" }, groups = {cracky = 1} }) ``` ### mod.conf name = mymod descriptions = Adds a node depends = default This mod has the name "mymod". It has three text files: init.lua, mod.conf, and depends.txt.\\ The script prints a message and then registers a node – which will be explained in the next chapter.\\ There's a single dependency, the [default mod](https://content.minetest.net/metapackages/default/) which is usually found in Minetest Game.\\ There is also a texture in textures/ for the node. Please note that a *game* is not a modpack. Games have their own organisational structure which will be explained in the Games chapter.