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Creating a Mod
Yani edited this page Oct 14, 2025
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1 revision
Each mod should have a mod.cfg file in its directory.
Example:
[mod]
Author = Loobinex
Name = Instant Charged Up Spells Mod
Description = This mod will make it so holding Shift instantly charges up your Keeper spells to their maximum level
Version = 1.0
Thumbnail = thumbnail.png
DefaultLoadOrder = after_map
MinimumGameVersion = 1.3.0
[name]
ENG = Instant Charged Up Spells Mod
DUT = Direct Opgeladen Spreuken Mod
FRA = Sorts Chargés Instantanément Mod
GER = Sofort Aufgeladene Zauber Mod
[description]
ENG = This mod will make it so holding Shift instantly charges up your Keeper spells to their maximum level
DUT = Deze mod zorgt ervoor dat het ingedrukt houden van Shift je Keeper-spreuken onmiddellijk tot het maximale niveau oplaadt
FRA = Ce mod fait en sorte que maintenir la touche Maj charge instantanément vos sorts de Gardien à leur niveau maximal
GER = Diese Mod sorgt dafür, dass das Gedrückthalten der Umschalttaste deine Keeper-Zauber sofort auf das maximale Level auflädt
[web]
KfxNetAuthorUsername = Loobinex
KfxNetWorkshopItemId = 784
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NameandDescriptionare used as a fallback for when a translation is not available. This can be in whatever language the mod maker wants. -
DefaultLoadOrdercan be used to determine the initial load order location when enabling the mod. (Depending on GUI implementation) -
Thumbnailshould be png and jpg only for easy use outside of KeeperFX. -
[web]can be used to link back to the KeeperFX.net workshop.