Mod filesystem structure

Discussion in 'Content Creation' started by PriusRepellent, Jun 20, 2019.

  1. PriusRepellent

    PriusRepellent
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    Joined:
    Mar 19, 2018
    Messages:
    353
    When BeamNG sees a mod to load, what does it do exactly? What folders get mapped? I want to know so I can understand the limits of the mod system as well as investigate the possibility of making mods that function as common code libraries for other mods.
     
  2. thomatoes50

    thomatoes50
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    BeamNG Team

    Joined:
    Jan 31, 2013
    Messages:
    722
    Any zip or unpacked folder get mounted to the root of the virtual filesystem.
    There is an exception for really old mods where the `vehicles` or `levels` folder was missing from the tree and the zip would get mounted inside that folder. (It's supported for backward compatibility but not recommended at all)

    The overwriting priority is as follow : (least first, highest last)
    • Game folder (also called root folder in the code)
    • Game content (root/content/**.zip)
    • Mods (unpacked, packed, the order is not guaranted)
    • User folder
     
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