Create / Modding reference / Mod files
Mod files
A Nova Protocol mod is a folder that contains one bundle manifest, one or more content files, and any art or audio that the mod owns. Content files can define seven kinds of reusable item: campaigns, scenarios, ship sections, whole ships, ship skin styles, training lessons, and UI themes.
Use this page to choose the right file. Then open the detailed reference for the item you want to author.
Folder structure
A small mod can use this layout:
my-mod/
|- my-mod.bundle.ron
|- campaign.content.ron
|- scenarios.content.ron
|- sections.content.ron
|- icon.png
|- screenshots/
| `- mission.png
`- textures/
`- skybox.png
Only the bundle manifest has a fixed role. The content filenames and folder
layout are your choice, but every content file must end in .content.ron and be
listed by the manifest.
The manifest filename must use the mod id as its stem:
my-mod.bundle.ron. Do not name it only bundle.ron.
The bundle manifest
The bundle tells the loader which files belong to the mod:
(
content: [
"campaign.content.ron",
"scenarios.content.ron",
"sections.content.ron",
],
resources: [
"icon.png",
"screenshots/mission.png",
"textures/skybox.png",
],
meta: (
name: "My Mod",
description: "A short campaign with custom ship parts.",
author: "Your Name",
version: "0.1.0",
dependencies: [],
icon: Some("icon.png"),
screenshots: ["screenshots/mission.png"],
),
)
| field | type | default | meaning |
|---|---|---|---|
content |
list of paths | required | Content files loaded from this folder. Paths are relative to the manifest. |
resources |
list of paths | [] |
Images, models, sounds, and other binary files owned by the mod. |
meta.name |
string | empty | Player-facing mod name. Required for portal publishing. |
meta.description |
string | empty | Player-facing summary. |
meta.author |
string | empty | Author or team name. |
meta.version |
string | empty | Release identifier. Required for portal publishing; change it for each release. |
meta.dependencies |
list of mod ids | [] |
Other mods whose content and dep://<id>/ resources this mod uses. Base is always available. |
meta.icon |
Option path |
None |
Mod icon relative to this folder. Use Some("icon.png"). |
meta.screenshots |
list of paths | [] |
Mod screenshots relative to this folder. |
new_game_scenario |
Option scenario id |
None |
Base-game-only setting. The game warns and ignores it in ordinary mods. |
resources lists files, not folders. A .meta sidecar next to a listed image
travels with that image automatically and is not listed separately.
The installed catalog
assets/mods.catalog.ron lists every mod the build ships, in load order, and
is the only index the loader reads: there is no directory scan, so the web
build works from the same file. Each entry is a thin pointer; the mod's
metadata stays in its own bundle's meta block.
| field | type | default | meaning |
|---|---|---|---|
id |
string | required | The enable key and overlay namespace, and the <id> in another mod's dep://<id>/ refs. |
bundle |
path | required | The mod's *.bundle.ron, relative to the assets root. |
base |
bool | false |
The base game: enabled by default and locked on in the Mods menu. |
Every cataloged mod gets a row in the Mods menu: there is no way to install content the player can neither see nor switch off. A tooling or test rig belongs in the example or test that owns it, not in the catalog.
A fresh install enables base and nothing else. Your mod ships installed and
switched off, and the player turns it on from its own row.
Only base is mandatory. The game loads every other cataloged mod on its own,
beside the boot load: if one of them will not parse or its content will not
load, that mod is switched off, written off in the saved enabled set, and named
in one MODS DISABLED notice on the main menu. The files stay installed, and
the Mods screen is where the player updates, removes or re-enables it. So a mod
you ship broken costs that mod, not the player's game - but nothing tells them
more than the loader's own first line, which is what content lint is for.
The load also runs the section checks content lint runs, on every section a
mod carries, used or not. One failing section switches off the WHOLE mod, and
the notice names the section and the first fault. Every enabled mod that
depends on it is switched off with it, because its ships name sections that are
no longer there. A mod that overrides a base section with a broken one is
switched off, and the base section stays.
During a scenario, a mod that fails to load, fails these checks, or depends on a mod that was switched off (after an update or a download, for example) is not switched off: the game stops with an error that names the mod.
The full packaging, catalog, local installation, and publishing flow is in Publish a mod.
Balance acknowledgments
content lint grades every combat scenario for fairness. A close-spawn
warning says a hostile arrives inside its own weapon envelope of the player
spawn. When that is the point - a boss entrance, a scripted ambush - declare it
in a balance_acks.ron beside the manifest. The linter reads the file from the
bundle it lints, so the justification travels with the mod:
[
(
scenario: "my_first_mission",
hostile: "boss_1",
kind: "close-spawn",
reason: "The finale entrance. It telegraphs with an 8s engage_delay and a warning line.",
task: "2026-08-16",
),
]
The file is optional and is not listed in content. An acknowledged finding
still prints, tagged ACK with its reason, but stops counting as an open
warning.
| field | meaning |
|---|---|
scenario |
The scenario id the finding sits in. |
hostile |
The scenario object id of the hostile the finding names. |
kind |
close-spawn. A spawned-dead finding is an ERROR and can never be acknowledged. |
reason |
Why this one is intended. Written for the next reader, not for the linter. |
task |
Whatever records the decision - a ticket id, a date. |
An ack that matches no live finding is STALE and fails the lint: once the content is rebalanced, prune the entry.
Content files
Every *.content.ron file is a RON list. One file may contain any mix of the
seven item kinds:
[
Campaign((
id: "my_campaign",
name: "My Campaign",
scenarios: ["my_first_mission"],
)),
Scenario((
id: "my_first_mission",
name: "First Mission",
description: "Clear the shipping lane.",
cubemap: "self://textures/skybox.png",
events: [],
)),
Section((
base: (
id: "my_mod_hull",
name: "My Hull",
description: "A custom armor block.",
health: 150.0,
),
kind: Hull((
render_mesh: Some("dep://base/gltf/hull-01.glb#Scene0"),
)),
)),
Ship((
id: "my_corvette",
name: "My Corvette",
hull: (sections: []),
)),
Style((
id: "my_look",
name: "My Look",
palette: (
top: (color: Srgba((red: 0.4, green: 0.4, blue: 0.42, alpha: 1.0)), roughness: 0.8, metallic: 0.2),
wall: (color: Srgba((red: 0.1, green: 0.1, blue: 0.12, alpha: 1.0)), roughness: 0.9, metallic: 0.2),
),
fixtures: [],
)),
UiTheme((
id: "my-mod/amber",
name: "Amber CRT",
inherit: Some("base/phosphor"),
palette: {
"primary": "#ffb84a",
},
metrics: None,
roles: (),
)),
]
Splitting these into campaign.content.ron, scenarios.content.ron, and
sections.content.ron is a readability convention, not a loader requirement.
Large mods can use one scenario per file and list all of them in content.
The seven content chapters
- A campaign orders scenarios for the Scenarios menu.
- A scenario defines a playable mission, a menu backdrop or a handbook practice range - see roles. Events, filters, actions, objects, and expressions belong to scenario scripting.
- A section defines a reusable hull, thruster, controller, turret, or torpedo bay.
- A ship defines a whole hull - its section layout and cladding - that any scenario can spawn by id.
- A style defines the look a ship's derived cladding wears: the two plate surfaces, and the destructible decoration scattered over them.
- A lesson is one screen of the in-game training handbook: a demonstration, a few lines, the actions it names, and sometimes a focused range to fly.
- A UI theme is the look the whole interface paints in: the palette, the metrics, and the paint of every control in every state. The player picks one in Settings.
Paths and dependencies
Content uses explicit asset schemes:
self://textures/skybox.pngreads a file from this mod'sresourceslist.dep://base/gltf/hull-01.glb#Scene0uses a base-game resource.dep://art-pack/models/station.glb#Scene0uses a resource from a mod listed inmeta.dependencies.
A plain path without self:// or dep:// is not a valid asset reference. See
the base content catalog for reusable base ids and assets.
Overlay behavior
Content merges by item id:
- A new id adds a campaign, scenario, section, ship, style, lesson, or theme.
- An id that already exists replaces that whole item.
- A duplicate id inside one bundle is a conflict; the first item is kept.
For sections, the key is base.id. For campaigns, scenarios, ships, styles,
lessons, and UI themes, the key is id. Prefix new ids with your mod id to
avoid accidental collisions.