Cobnuts colony sim · delve

Modding Cobnuts

Cobnuts is data-driven by design. The base game ships as a mod called core, and everything in it — every building, item, creature, biome and tech — is a plain text file you can copy and change.

Mods can also run code. A mod's Lua scripts and the Godot shell both reach the same read-only API: query the world, react to events. The surface is versioned with semver and documented from the live implementation, so the reference below cannot drift from what the game actually exposes.

Getting started

A mod is a folder under assets/mods/ with a manifest, an optional defs/ directory of content, and optional scripts/ for Lua. The shipped example_mod is a working example of all three.

The game is in pre-alpha and not yet publicly playable, so these docs describe an API you cannot run against yet. They are published now because the surface is stable enough to design against — and because the changelog will tell you exactly what moved when it does change.

Ask a modding question on the forum →