Getting Started
Creating a Mod
Mods are created from within the game, in the Mods tab under Local Mods.
1. Reserve a Vendor Name
Click Reserve Vendor Name to choose a unique vendor identifier. This name must be 3 to 12 alphanumeric characters and is automatically converted to UPPERCASE. This name is permanent and cannot be changed later.
2. Create a New Mod
Once your vendor name is reserved, enter a mod name in the Create New Mod field. The mod name must be 3 to 12 alphanumeric characters and is automatically converted to lowercase. Click Create New Mod to generate the mod folder.
Mod Folder Structure
After creating a mod, the following folder structure is generated:
Archean/Archean-data/mods/
└── MYVENDOR_mymod/
├── config.yaml <- Crafting recipes (optional)
├── components/
│ ├── MyComponent1/
│ │ ├── MyComponent1 (.bin, .gltf, etc.) <- 3D model
│ │ ├── main.xc (optional) <- XenonCode script
│ │ └── MyComponent1.png <- Thumbnail
│ └── MyComponent2/
│ ├── ...
Each component lives in its own subfolder inside components/. The subfolder name must match the Entity Root name defined in Blender.
A mod can contain multiple components.
Creating a Component
A component requires at minimum a 3D model exported from Blender. XenonCode scripting and crafting recipes are optional.
| Step | Description | Page |
|---|---|---|
| 3D Model (required) | Create and export the 3D model using the Archean Blender plugin | 3D modeling with Blender |
| XenonCode Script (optional) | Add behavior with a main.xc script: screens, animations, physics, audio, ports... | Functionality with XenonCode |
| Crafting Recipes (optional) | Define how your component is crafted, recycled, or processed via config.yaml | Crafting Recipes |
Publishing
Once your mod is ready, you can publish it to the Steam Workshop directly from the Local Mods tab by clicking Publish on your mod. The mod's vendor prefix must match your reserved vendor name.