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== Getting Started == An easy way to get started is by picking one of the [[Modding/Templates|Modding Templates]] and copying the files to a sub-directory with a custom name in your <code>mods</code> directory. While in the game, go to <code>Options</code> → <code>System</code> then click the "Open Mods Folder" to open a file browser to the directory where the game's mods are stored. As an alternative, you can browse to the game's installation directory and go into the <code>Desynced\Content\mods\</code> sub-directory. Here by default you will only find a file called <code>main.zip</code> which is a ZIP file that contains the code of the main game. To make a new mod create a new directory and add a [[Modding/def.json|def.json]] file to it (copy it from one of the [[Modding/Templates|templates]]). Besides <code>def.json</code>, which contains basic description of your mod, you will need at least one .lua file next to it (except for translation mods where there will be one or more .json files). IMPORTANT: When setting up a new mod, make sure inside the <code>def.json</code> you set the field <code>"id": "MyModId"</code>. The <code>MyModId</code> needs to be a unique identifier which does not start with a number and only contains alphanumeric or _ characters. Be sure to have a unique identifier because it is not possible to run multiple mods that share the same id simultaneously. IMPORTANT: While writing a mod, be sure to enable the [[#Mod Developer Mode|Mod Developer Mode]] to get access to developer features like log console and hot reloading.
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