Jump to content

Mods:Introduction: Difference between revisions

From Logic World Wiki
m Felipe moved page Modding:Introduction to Modding Introduction without leaving a redirect
m Felipe moved page Modding Introduction to Modding:Introduction without leaving a redirect
(No difference)

Revision as of 17:21, 3 September 2025

This article is a stub. Please help expand it by adding content.

Logic World currently features unofficial first-party modification (mod) support, this means, the Logic World client / server will load & compile mods, and while this will most likely be maintained, it might be lacking some quality of life features, and the API may undergo heavy changes. Though, this does not mean that every game update will break the game.

Of course the probability of a mod breaking depends on how deep you are interfacing with the game; if you are simply adding components it is likely that updating the mod will be very easy or not even necessary.

There are currently two ways of adding components to the game:

C#

This allows you to edit nearly all game code, and thus there is almost no limit to what can be achieved. Most mods are currently written this way, and thus you will find many preexisting that you could base your mod off of. If you are already familiar with programming, with C/C++/Java or with C# itself, it should be very easy to pick up the concepts. But even in case you are not, it should be fairly easy to just tweak an existing mod and pick up the language that way. <<TODO link examples?>>


Logic Script

This is an alternative way which requires less programming knowledge, but is much more limited. <<TODO descript logic script>>