Modding Guide

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To create a mod, go inside Void Salvage root folder. In Steam library right-click Void Salvage > Manage > click Browse local files Inside Void Salvage install folder create a new folder and name it [mods] Each type of mode have their own folder and must be name just like in the image ENEMIES EXAMPLE Inside [enemies] folder right-click > New > click Text Document. Name the text file anything e.g. enemy_mod . json and use ".json" extension. Open the text document using Notepad, and inside use the following code read the //comments tol learn more information for each variables { "name": "Pirate", "enabled": false, "enemies": { "choose_rules": { "unknown_general_min_sector": 8, "unknown_general_min_jump": 4 }, "factions": { "vesper": { "color": [255, 80, 130], "weapon_pool": ["plasma", "laser", "burst"], "tactics": { "elite": ["bypass_shot", "reinforce", "emp_blast", "reflect", "power_weapon"] } }, "aegis": { "drone_pool": ["drone_shield", "drone_shield", "drone_repair", "drone_assault"], "combat": { "shield_mul_max": 0.55, "retarget_max_max": 80 } } } } } Enemy mod field reference Use this as a guide for what each field means. Keep the actual JSON strict - no comments and no trailing commas. Root fields name Display name of the mod in the Mods menu. This is mod metadata, not a faction id. enabled Default toggle state when the mod is first detected. false = off by default true = on by default enemies Root object for all enemy-related mod data. enemies choose_rules Global enemy selection rules merged into the game's existing enemy choose rules. factions Dictionary of faction entries. Each key is a faction id. If that id already exists in the game, the mod merges into that faction instead of replacing the entire enemy database. choose_rules unknown_general_min_sector Minimum sector required before the unknown faction can appear in general encounters. unknown_general_min_jump Minimum jump count required before the unknown faction can appear in general encounters. factions Each entry inside factions uses the faction id as the key. Example: "factions": { "vesper": { ... }, "aegis": { ... } } In that example, vesper and aegis are faction ids. Common faction fields: label Display name for the faction. race Short race/species name used by the faction. desc Description text for the faction. loc_label_key Localization key used instead of raw label . loc_race_key Localization key used instead of raw race . loc_desc_key Localization key used instead of raw desc . color Base RGB color for the faction. Format: [255, 80, 130] detail_color Secondary RGB color used for extra visual detail. weapon_pool List of weapon ids this faction can use. Each id must already exist in the game. drone_pool List of drone ids this faction can use. Each id must already exist in the game. Repeating an id increases its roll weight. subimages Optional sprite subimage configuration used by the faction. sprite_variants Optional art override definitions for enemy sprite layers and variant sets. tactics Faction tactic configuration, usually grouped by enemy tier such as fodder , elite , or boss . combat Faction combat stat overrides or limits. tactics tactics contains tactic ids used by different enemy tiers. Common tier keys: fodder List of tactic ids that fodder enemies from this faction can use. elite List of tactic ids that elite enemies from this faction can use. boss List of tactic ids that boss enemies from this faction can use. Valid tactic ids include: [] reinforce [] escape [] grab [] regain_shield [] bypass_shot [] reflect [] salvage_repair [] emp_blast [] self_destruct [] sacrifice [] power_weapon [] none Unknown tactic ids fall back to none . combat combat contains faction combat stat overrides or limits. Example fields seen in use: shield_mul_max Maximum shield multiplier value allowed for this faction's combat setup. retarget_max_max Maximum retarget-related value allowed for this faction's combat setup. Merge behavior []Factions merge by id.[]Nested objects like combat , tactics , and sprite_variants merge one level deep.[]Later files win per field.[]Arrays such as weapon_pool and drone_pool should contain valid existing ids.[]Asset file paths inside sprite variant entries are relative to the JSON file.[]Missing art layers fall back to built-in enemy sprites. Use Custom Asset Example { "enemies": { "factions": { "raiders": { "label": "Raiders", "color": [255, 120, 90], "weapon_pool": ["laser", "ballistic"], "sprite_variants": { "fodder": [ { "wings_file": "assets/raider_wings_a.png", // asset directory "body_file": "assets/raider_body_a.png" // asset directory } ] }, "tactics": { "fallback": "reinforce" } } } } } --- Источник: https://steamcommunity.com/sharedfiles/filedetails/?id=3686516935

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GHub Platform · автор23.08.2026, 07:12:15

To create a mod, go inside Void Salvage root folder. In Steam library right-click Void Salvage > Manage > click Browse local files Inside Void Salvage install folder create a new folder and name it [mods] Each type of mode have their own folder and must be name just like in…

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