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Modding eXoSpace Combat Engineer

A Word of Warning

Although eXoSpace is designed to be moddable, you do so at your own risk. There will be bugs, and things may be unpolished and undocumented.

How to start modding

To start creating your own eXoSpace mod, you need to activate the "modders tools" in the game, and create a new mod directory.

1. Locate the game_data folder

This folder contains all game data files and mods you can edit. You can find the game_data folder by right-clicking the game in the library and choosing "Manage" -> "Browse local files". This is typically in \Program Files (x86)\Steam\steamapps\common\eXoSpace Combat Engineer\game_data\settings.json

2. Enabling the modders tools

  "modders_tools": true

If modders_tools are enabled, your game save data will be loaded from a separate location, e.g. C:\Users\<username>\AppData\Local\Fantastimaker\eXoSpace Modding, so that your save game will not be messed up while modding.

3. Creating the mod directory

{
  "id": "my_mod",
  "name": "My Awesome Mod",
  "description": "A lot of stuff in this mod.",
  "version": 1, 
}

Preview image

This image will show as the mod's icon on Steam Workshop.

The following files and directories can be added:

Example mod

To get you started more quickly you can download the following example mod file. Be sure to change the directory name and description contents first thing: salpen_launcher.zip.

Editing your mod

The next time you start the game you should see a new window in the bottom-left of the main menu screen (the mod name here is salpen_launcher instead of my_mod):

Modders tools

You can choose here what mod to edit (from all mods in the game_data/mods directory). The part editor can be used to create new or edit existing parts. The effects editor can be used to create new particle effects for use by your parts.

Adding new parts

Images for new parts must be placed in the my_mod/parts directory as PNG files. The images are colored different from what you would normally expect:

Weapons always have a main image, a "muzzle" image and a "turret" image. The main image is rendered on the bottom, the muzzle in the middle (and may move caused bu weapon knockback), and the turret on top (which may rotate with the muzzle).

Changing built-in parts

You can override built-in parts by copying parts of the game_data/parts.json file to the game_data/mods/my_mod/parts.json file.

Publishing a mod on Steam Workshop

Once you are done, you can publish your new mod on the Steam Workshop using the "Publish mod on Steam Workshop" button in the modders tools (enabled above).

Publishing

In the popup you get you can:

After uploading the mod, a reference to the Steam Workshop item will be saved in the mod's description.json. The next time you open the popup, after uploading the mod, you will be able to update the mod instead of publishing it as a new mod.

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eXoSpace Combat Engineer End User Licence Agreement