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|For information on installing mods, see Modding: Installing a mod.|
Caves of Qud presents a broadly extensible engine. The game's core definition files reside in
You can create mods for the game by creating a Mods folder in your game save directory, and then creating a sub-folder inside of the Mods folder for your new mod. New content can be created and existing content can be modified or replaced via data files and textures placed in this directory.
For example, on Windows:
Likewise, on Linux:
You may have to create the "mods" folder yourself.
A note about text editors[edit | edit source]
Note that word processors, such as Microsoft Word, are not suitable for modding the game, because they save documents in a format intended for formatted text and the like, instead of for plain text, which is what programming tools tend to use.
Consider using Notepad++ (Windows only) or Sublime Text (all major platforms) instead, or nearly any other programming text editor. If you must make do with what's already installed on your machine, Notepad is also essentially useable, even if it's missing certain features usually desireable for programming, such as syntax highlighting.
Modding FAQ/Frequent Issues[edit | edit source]
Q: I keep getting an error when trying to save my game.
A: Most likely, you have a list in your mod. Qud's default method of saving doesn't handle lists, so you need to handle it yourself. To see how, check out this article on how to override Qud's default saving/loading.
Q: I'm stuck and don't know what to do.
A: Feel free to ask for help or guidance in #modding on the official Caves of Qud discord server! There are several modders there who use the channel to talk through and ask for feedback on their mods.