How to create a Mod by hand

Until we can create a template Mod from the Game interface, like the language one, we can create it manually as easy as 1,2,3,4…

  1. Create a directory in [UserName]\Documents\Uncasual Games\Ancient Cities\Mod\[ModName]

  2. Create with Notepad++ a file inside named Index.art with this content (Customize it to your needs) and with UCS-2 Little Endian with BOM format.

     String:{
     	Name:"Changelog"
     	Value:"V1.0"
     }
    
     String:{
     	Name:"Date"
     	Value:""
     }
    
     String:{
     	Name:"Description"
     	Value:"Mod Description"
     }
    
     Bool:{
     	Name:"Enabled"
     	Value:"true"
     }
    
     String:{
     	Name:"Title"
     	Value:"Mod Title"
     }
    
     String:{
     	Name:"Type"
     	Value:"Test"
     }
    
     F32:{
     	Name:"Version"
     	Value:"1.0"
     }
    
  3. Add in the same directory a picture representing the Mod with the name Thumbnail.jpg size 512x512 pixels 72dpi 24 bits Non Progressive

Thumbnail

  1. Create an Ancient directory inside de Mod name and it’s done ! You have a fully functional Mod that does nothing !

If you want to substitute any asset in the game, find his path and replicate it inside this Ancient directory with your version of the asset.

This two directories are the default root for your modifications, one from the game the other from your Mod

C:\Program Files (x86)\Steam\steamapps\common\Ancient Cities\Ancient\Data\Ancient
[UserName]\Documents\Uncasual Games\Ancient Cities\Mod\[ModName]\Ancient

In the next loading, the game will use this asset instead of the game original.

In the Mods menu you can upload/update your new created mod to the Steam Workshop using the green arrow near your mod.

Take care to don’t subscribe to your own mod in steam workshop.

As a complement you can take a view to other mods made by users.
To do so look in this directory:

\Program Files (x86)\Steam\steamapps\workshop\content\667610

That’s where steam client download all Ancient Cities mods subscribed in the workshop.

8 Likes

Thanks for this, are mods now discussable here instead of the wip forum?

I have a few questions in terms of where to find a few triggers or behaviours as having hard time finding them in the files. Are you able to explain where to find things like Resource Values/Costs/Spawns, Map Generation, Villager behaviour/fertility?

You can post info inside the wip section and mods are inside…

1 Like

It works!

1 Like