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title | layout | root | idx | description | redirect_from | ||
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Getting Started | default | ../.. | 1.1 | Learn how to make a mod folder, including init.lua, mod.conf and more. |
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Introduction
Understanding the basic structure of a mod's folder is an essential skill when creating mods.
What are Games and Mods?
The power of Minetest is the ability to easily develop games without the need to create your own voxel graphics, voxel algorithms, or fancy networking code.
In Minetest, a game is a collection of modules which work together to provide the content and behaviour of a 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 because it reduces the ease by which parts of the game can be adjusted and replaced independently of others.
It's also possible to distribute mods outside of a game, in which case they are also mods in the more traditional sense - modifications. These mods adjust or extend the features of a game.
Both the mods contained in a game and third-party mods use the same API.
This book will cover 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 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 must have the same name as the mod name. To find out if a mod name is available, try searching for it on 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 required in a mod for it to run on game load; however, mod.conf is recommended and other components may be needed depending on the mod's functionality.
Dependencies
A dependency occurs when a mod requires another mod to be loaded before itself. One mod may require another mod's code, items, or other resources to be available for it to use.
There are two types of dependencies: hard and optional dependencies. Both require the mod to be loaded first. If the mod being depended on isn't available, a hard dependency will cause the mod to fail to load, while an optional dependency might lead to fewer features being enabled.
An optional dependency is useful if you want to optionally support another mod; it can enable extra content if the user wishes to use both the mods at the same time.
Dependencies should be listed in mod.conf.
mod.conf
This file is used for mod metadata including the mod's name, description, and other information. For example:
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, instead of only specifying dependencies in mod.conf, you need to provide a depends.txt file in which you list all dependencies:
modone
modtwo
modthree?
Each mod name is on its own line, and 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
Please note that a modpack is not a game. Games have their own organisational structure which will be explained in the Games chapter.
Example
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
print("This file will be run at load time!")
minetest.register_node("mymod:node", {
description = "This is a node",
tiles = {"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, which is usually found in Minetest Game.\ There is also a texture in textures/ for the node.