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.
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Modding API reference
Every event, query and Lua global a mod can use, generated from the live API surface.
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API changelog
What changed in each API version, and how to migrate a mod across it.
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Content reference
Every definition in the base game, with the fields a mod can set and what references what.
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.