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	<updated>2026-05-30T11:39:57Z</updated>
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	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=VoidExpanse/Server_commands&amp;diff=630</id>
		<title>VoidExpanse/Server commands</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=VoidExpanse/Server_commands&amp;diff=630"/>
		<updated>2015-04-19T22:46:32Z</updated>

		<summary type="html">&lt;p&gt;Askew1: /* Maintenance and setup commands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Server commands =&lt;br /&gt;
These are the commands that OP (server operator) can use in multiplayer. Some of the commands can also be used in singleplayer as cheats. If you are using them in singleplayer you can just open chat by pressing [Enter] and enter any of the commands. In multiplayer you can enter them both in the server console and in chat, but in that case you have to have an OP status.&lt;br /&gt;
&lt;br /&gt;
== Legend ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
! If you see...&lt;br /&gt;
! Then&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;&#039;&#039;angle brackets&#039;&#039;&amp;gt;&lt;br /&gt;
| This is a &#039;&#039;&#039;required argument&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| [&#039;&#039;square brackets&#039;&#039;]&lt;br /&gt;
| This is an &#039;&#039;&#039;optional argument&#039;&#039;&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| plain text&lt;br /&gt;
| &#039;&#039;&#039;Enter this literally&#039;&#039;&#039;, exactly as shown.&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;x&amp;lt;nowiki&amp;gt; | &amp;lt;/nowiki&amp;gt;y&amp;lt;nowiki&amp;gt; | &amp;lt;/nowiki&amp;gt;z&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Select one&#039;&#039;&#039; of the options.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of commands ==&lt;br /&gt;
&lt;br /&gt;
=== Maintenance and setup commands ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; align=&amp;quot;center&amp;quot; | Command&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; align=&amp;quot;center&amp;quot; | Example&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | OP Only&lt;br /&gt;
! width=&amp;quot;45%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;/new [&#039;&#039;seed&#039;&#039;]&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;/new tehseed12345&amp;lt;/code&amp;gt;&lt;br /&gt;
|Yes&lt;br /&gt;
|Create a new world. If no seed is given it will create a world with a random seed. Otherwise it will use the given value.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;/save&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;/save&amp;lt;/code&amp;gt;&lt;br /&gt;
|Yes&lt;br /&gt;
|Saves the game immediately.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;/load&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;/load 1&amp;lt;/code&amp;gt;&lt;br /&gt;
|Yes&lt;br /&gt;
|Loads a savegame.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;/stop&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;/stop&amp;lt;/code&amp;gt;&lt;br /&gt;
|Yes&lt;br /&gt;
|Stops the game server.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Access modification ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; align=&amp;quot;center&amp;quot; | Command&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; align=&amp;quot;center&amp;quot; | Example&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | OP Only&lt;br /&gt;
! width=&amp;quot;45%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;/kick &amp;lt;&#039;&#039;player&#039;&#039;&amp;gt; [reason]&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;/kick john123 because I don&#039;t want to see you on the server&amp;lt;/code&amp;gt;&lt;br /&gt;
|Yes&lt;br /&gt;
|Kick a particular player from the server. You could also specify the reason for kicking.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;/whitelist &amp;lt;&#039;&#039;add&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;remove&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;list&#039;&#039;&amp;gt; [&#039;&#039;player&#039;&#039;]&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;/whitelist add john123&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/whitelist list&amp;lt;/code&amp;gt;&lt;br /&gt;
|Yes&lt;br /&gt;
|Add or remove a particular player to/from the whitelist. Or get a list of players who are added to that list.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;/blacklist &amp;lt;&#039;&#039;add&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;remove&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;list&#039;&#039;&amp;gt; [&#039;&#039;player&#039;&#039;]&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;/blacklist add john123&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/blacklist list&amp;lt;/code&amp;gt;&lt;br /&gt;
|Yes&lt;br /&gt;
|Add or remove a particular player to/from the blacklist. Or get a list of players who are added to that list.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;/op &amp;lt;&#039;&#039;add&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;remove&amp;lt;nowiki&amp;gt;|&amp;lt;/nowiki&amp;gt;list&#039;&#039;&amp;gt; [&#039;&#039;player&#039;&#039;]&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;/op add john123&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/op list&amp;lt;/code&amp;gt;&lt;br /&gt;
|Yes&lt;br /&gt;
|Add or remove a particular player to/from the operator list. Player given operator permissions can use these commands. Or get a list of players who are added to that list.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Cheats ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; align=&amp;quot;center&amp;quot; | Command&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; align=&amp;quot;center&amp;quot; | Example&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | OP Only&lt;br /&gt;
! width=&amp;quot;45%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;/pwn [&#039;&#039;player&#039;&#039;]&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;/pwn john123&amp;lt;/code&amp;gt;&lt;br /&gt;
|Yes&lt;br /&gt;
|Makes player into a badass by giving tons of money, exp and some important skills.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;/exp &amp;lt;&#039;&#039;amount&#039;&#039;&amp;gt; [&#039;&#039;player&#039;&#039;]&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;/exp 9000 john123&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/exp 9000&amp;lt;/code&amp;gt;&lt;br /&gt;
|Yes&lt;br /&gt;
|Add some amount of experience to self or to a specified player.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;/money &amp;lt;&#039;&#039;amount&#039;&#039;&amp;gt; [&#039;&#039;player&#039;&#039;]&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;/money 9000 john123&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/money 9000&amp;lt;/code&amp;gt;&lt;br /&gt;
|Yes&lt;br /&gt;
|Add some amount of money to self or to a specified player.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;/god [&#039;&#039;player&#039;&#039;]&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;/god john123&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/god&amp;lt;/code&amp;gt;&lt;br /&gt;
|Yes&lt;br /&gt;
|Set god mode (invincibility) to yourself or to a specified player.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;/heal [&#039;&#039;player&#039;&#039;]&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;/heal john123&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/heal&amp;lt;/code&amp;gt;&lt;br /&gt;
|Yes&lt;br /&gt;
|Fully heal yourself or a specified player.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;/item_add &amp;lt;&#039;&#039;item_id&#039;&#039;&amp;gt; [&#039;&#039;amount&#039;&#039;] [&#039;&#039;player&#039;&#039;]&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;/item_add weapon_light_laser 3 john123&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/item_add weapon_light_laser&amp;lt;/code&amp;gt;&lt;br /&gt;
|Yes&lt;br /&gt;
|Add a specified item to yourself or to another player. If you are adding to yourself you don&#039;t have to specify the amount, but if you are adding an item to someone else you have to specify the amount always.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;/kill &amp;lt;&#039;&#039;player&#039;&#039;&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;/kill john123&amp;lt;/code&amp;gt;&lt;br /&gt;
|Yes&lt;br /&gt;
|Destroy a specified player&#039;s ship. Only works if the specified player is online. You can use it to destroy your own ship.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;/killall&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;/killall&amp;lt;/code&amp;gt;&lt;br /&gt;
|Yes&lt;br /&gt;
|Destroy all ships in a current system except your ship.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;/tp &amp;lt;&#039;&#039;system name&#039;&#039;&amp;gt; [&#039;&#039;player&#039;&#039;]&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/tp &amp;lt;&#039;&#039;x&#039;&#039;&amp;gt; &amp;lt;&#039;&#039;y&#039;&#039;&amp;gt; [&#039;&#039;player&#039;&#039;]&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;/tp Cosaden&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/tp -120 85 john123&amp;lt;/code&amp;gt;&lt;br /&gt;
|Yes&lt;br /&gt;
|Teleport your ship or a ship of another player to a different system or to a different coordinates in this system. See examples for usages of this command.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If system name contains spaces it must be written with underscores. For example if the system name is &amp;quot;Vis Cosaden Alpha&amp;quot; it should be written as &#039;&#039;Vis_Cosaden_Alpha&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Other commands ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; align=&amp;quot;center&amp;quot; | Command&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; align=&amp;quot;center&amp;quot; | Example&lt;br /&gt;
! width=&amp;quot;5%&amp;quot; align=&amp;quot;center&amp;quot; | OP Only&lt;br /&gt;
! width=&amp;quot;45%&amp;quot; align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;/list&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;/list&amp;lt;/code&amp;gt;&lt;br /&gt;
|No&lt;br /&gt;
|Will return a list of all people on the server.&lt;br /&gt;
|-&lt;br /&gt;
|&amp;lt;code&amp;gt;/help [&#039;&#039;command&#039;&#039;]&amp;lt;/code&amp;gt;&lt;br /&gt;
|&amp;lt;code&amp;gt;/help&amp;lt;/code&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;/help quit&amp;lt;/code&amp;gt;&lt;br /&gt;
|No&lt;br /&gt;
|Gives a list of all commands available to player. Some commands might not be accessible if the player is not an operator. If argument (command name) is provided it will give detailed information about that specific command.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Askew1</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=VoidExpanse/Troubleshooting&amp;diff=629</id>
		<title>VoidExpanse/Troubleshooting</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=VoidExpanse/Troubleshooting&amp;diff=629"/>
		<updated>2015-04-19T22:40:19Z</updated>

		<summary type="html">&lt;p&gt;Askew1: /* Firewall */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Issue: Cannot start Singleplayer game ==&lt;br /&gt;
There are a few likely possible reasons why you may not be able to play VoidExpanse. Try and see what works for you!&lt;br /&gt;
&lt;br /&gt;
=== Antivirus blocking the application / Unable to launch server ===&lt;br /&gt;
Your antivirus is blocking the VoidExpanse application. The best option to solve this issue would be to add VoidExpanse to your antivirus exclusions (white-list).&lt;br /&gt;
&lt;br /&gt;
There are two files in Windows you have to add to the Antivirus exclusions list:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&amp;lt;game folder&amp;gt;/VoidExpanse.exe&#039;&#039;&lt;br /&gt;
* &#039;&#039;&amp;lt;game folder&amp;gt;/Server_dotNET/VoidExpanse.Server.exe&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is still a chance that &amp;quot;VoidExpanse.Server.exe&amp;quot; can be sandboxed by an antivirus. To check this, please start a new game, then &#039;Save and Quit&#039; and comeback to the main menu and try to load the savegame. If &amp;quot;VoidExpanse.Server.exe&amp;quot; has been sandboxed by the antivirus, the savegame will not appear in the list. To resolve this issue please reinstall the game and be sure you&#039;ve added the executable files listed above to the exclusions list.&lt;br /&gt;
&lt;br /&gt;
=== Firewall ===&lt;br /&gt;
Your firewall is blocking network access to the &#039;&#039;local server&#039;&#039; OR &#039;&#039;master server&#039;&#039;. Even in singleplayer mode VoidExpanse uses networking to connect to a server (which in this case is running on your computer, so you don&#039;t need internet access). So, to resolve this issue both, the main application and server application should be added to exclusion list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;You DON&#039;T need Internet to play single-player game.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are two files in Windows you have to add to the Firewall exclusions list:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&amp;lt;game folder&amp;gt;/VoidExpanse.exe&#039;&#039;&lt;br /&gt;
* &#039;&#039;&amp;lt;game folder&amp;gt;/Server_dotNET/VoidExpanse.Server.exe&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Antivirus removing some critical files ===&lt;br /&gt;
Some people reported that some critical files, such as server executables were removed by their antivirus. You have to add these files or the whole folder into exclusions and the game would work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Antivirus blocking creation of child process ===&lt;br /&gt;
Singleplayer mode works with a local server running on your computer silently, in invisible mode. This requires permission for VoidExpanse to start a child process. Your antivirus may be blocking it. The best option to solve this issue would be to add VoidExpanse to your antivirus exclusions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Outdated MONO ===&lt;br /&gt;
Make sure you have the LATEST version of mono installed.&lt;br /&gt;
Please read this article: http://wiki.atomictorch.com/VoidExpanse/Mono_compatibility&lt;/div&gt;</summary>
		<author><name>Askew1</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=VoidExpanse/Troubleshooting&amp;diff=628</id>
		<title>VoidExpanse/Troubleshooting</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=VoidExpanse/Troubleshooting&amp;diff=628"/>
		<updated>2015-04-19T22:39:11Z</updated>

		<summary type="html">&lt;p&gt;Askew1: /* Antivirus blocking the application / Unable to launch server */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Issue: Cannot start Singleplayer game ==&lt;br /&gt;
There are a few likely possible reasons why you may not be able to play VoidExpanse. Try and see what works for you!&lt;br /&gt;
&lt;br /&gt;
=== Antivirus blocking the application / Unable to launch server ===&lt;br /&gt;
Your antivirus is blocking the VoidExpanse application. The best option to solve this issue would be to add VoidExpanse to your antivirus exclusions (white-list).&lt;br /&gt;
&lt;br /&gt;
There are two files in Windows you have to add to the Antivirus exclusions list:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&amp;lt;game folder&amp;gt;/VoidExpanse.exe&#039;&#039;&lt;br /&gt;
* &#039;&#039;&amp;lt;game folder&amp;gt;/Server_dotNET/VoidExpanse.Server.exe&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is still a chance that &amp;quot;VoidExpanse.Server.exe&amp;quot; can be sandboxed by an antivirus. To check this, please start a new game, then &#039;Save and Quit&#039; and comeback to the main menu and try to load the savegame. If &amp;quot;VoidExpanse.Server.exe&amp;quot; has been sandboxed by the antivirus, the savegame will not appear in the list. To resolve this issue please reinstall the game and be sure you&#039;ve added the executable files listed above to the exclusions list.&lt;br /&gt;
&lt;br /&gt;
=== Firewall ===&lt;br /&gt;
Your firewall is blocking network access to the &#039;&#039;local server&#039;&#039; OR &#039;&#039;master server&#039;&#039;. Even in singleplayer mode VoidExpanse uses networking to connect to a server (which in this case is running on your computer, so you don&#039;t need internet access). So, to resolve this issue both, the main application and server application should be added to exclusion list.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;You DON&#039;T need Internet to play single-player game.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are two files in Windows you have to add to the Firewall exclusions list:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;game folder&amp;gt;/VoidExpanse.exe&lt;br /&gt;
&amp;lt;game folder&amp;gt;/Server_dotNET/VoidExpanse.Server.exe&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Antivirus removing some critical files ===&lt;br /&gt;
Some people reported that some critical files, such as server executables were removed by their antivirus. You have to add these files or the whole folder into exclusions and the game would work.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Antivirus blocking creation of child process ===&lt;br /&gt;
Singleplayer mode works with a local server running on your computer silently, in invisible mode. This requires permission for VoidExpanse to start a child process. Your antivirus may be blocking it. The best option to solve this issue would be to add VoidExpanse to your antivirus exclusions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Outdated MONO ===&lt;br /&gt;
Make sure you have the LATEST version of mono installed.&lt;br /&gt;
Please read this article: http://wiki.atomictorch.com/VoidExpanse/Mono_compatibility&lt;/div&gt;</summary>
		<author><name>Askew1</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=VoidExpanse/modding&amp;diff=627</id>
		<title>VoidExpanse/modding</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=VoidExpanse/modding&amp;diff=627"/>
		<updated>2015-04-18T18:30:50Z</updated>

		<summary type="html">&lt;p&gt;Askew1: /* Structure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
VoidExpanse is designed to have great modding potential. Almost every aspect of the game can be modified and extended.&lt;br /&gt;
There are no hard-coded scripts or in-game logic. Everything you see in VoidExpanse was created as a &amp;quot;core&amp;quot; mod. This concept is similar to early GameBryo versions.&lt;br /&gt;
&lt;br /&gt;
The game uses so-called &amp;quot;package files&amp;quot; to load all external content and logic, both for the client and server.&lt;br /&gt;
&lt;br /&gt;
== Package files ==&lt;br /&gt;
All game data is loaded from two types of files: &amp;quot;.cpk&amp;quot; and &amp;quot;.mpk&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Core Package (CPK)===&lt;br /&gt;
&lt;br /&gt;
Core packages contain essential game functionality and are the foundation of the game. The game cannot run without a core package which contains all in-game assets and logic. Only one CPK file can be loaded at one time.&lt;br /&gt;
&lt;br /&gt;
===Mod Package (MPK)===&lt;br /&gt;
&lt;br /&gt;
Mod packages are loaded on top of the core package to add new features or content, or to change something that is already present in the game. The game can have multiple MPK files loaded at the same time.&lt;br /&gt;
&lt;br /&gt;
See also: [[VoidExpanse/Package_files_structure|Package files structure]]&lt;br /&gt;
&lt;br /&gt;
== File precedents and overloading ==&lt;br /&gt;
When a mod file (or several mod files) is loaded it will merge with the already loaded core files into a so-called &amp;quot;virtual file system&amp;quot;. Even though the contents of the core and mod packages are stored separately, the game will treat them as one file system with shared paths. Now, what does that mean?&lt;br /&gt;
&lt;br /&gt;
As an example, let&#039;s say we have a CPK with a file located at &amp;quot;/content/some_file.txt&amp;quot; and an MPK with a file &amp;quot;/content/some_file.txt&amp;quot; that has the same path and name. What happens when we start the game? Since both files in the CPK and the MPK share the same path, the file stored in the MPK will &#039;&#039;&#039;override&#039;&#039;&#039; the one in the CPK since it was loaded &#039;&#039;&#039;after&#039;&#039;&#039; the CPK. This mechanism makes it possible to override the core functionality and content easily without recompiling the whole CPK or modifying its content. The same principle works not just with content files, but with assets, scripts, and any other type of files.&lt;br /&gt;
&lt;br /&gt;
== Virtual file system concepts ==&lt;br /&gt;
* The core and all mods are loaded into one virtual file system, with an overwrite rule (See &amp;quot;File precedents and overloading&amp;quot; section above for explanation).&lt;br /&gt;
* Mods can use each other&#039;s files, so don&#039;t hesitate to use original game resources in your mods.&lt;br /&gt;
* MPK files are loaded in the order listed in &#039;&#039;&#039;ModsConfig.xml&#039;&#039;&#039;. If two MPK files have the same file (path+name), the file in the later MPK will be loaded.&lt;br /&gt;
* File names are &#039;&#039;&#039;NOT&#039;&#039;&#039; case-sensitive. QWER.xml and qwer.xml are considered the same file!&lt;br /&gt;
&lt;br /&gt;
== Mod header ==&lt;br /&gt;
Each mod (MPK file) must have a valid &amp;quot;header.xml&amp;quot;, or it won&#039;t be loaded. It is a simple XML document describing how the game should treat the mod file.&lt;br /&gt;
===Structure===&lt;br /&gt;
The structure of the &amp;quot;header.xml&amp;quot; is:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;utf-8&amp;quot;?&amp;gt;&lt;br /&gt;
&amp;lt;root&amp;gt;&lt;br /&gt;
	&amp;lt;id&amp;gt;unique_mod_id&amp;lt;/id&amp;gt;&lt;br /&gt;
	&amp;lt;title&amp;gt;Name of the mod&amp;lt;/title&amp;gt;&lt;br /&gt;
	&amp;lt;author&amp;gt;Author name&amp;lt;/author&amp;gt;&lt;br /&gt;
	&amp;lt;description&amp;gt;Brief description for the mod.&amp;lt;/description&amp;gt;&lt;br /&gt;
	&amp;lt;version&amp;gt;1.0.0&amp;lt;/version&amp;gt; &amp;lt;!-- current mod version --&amp;gt;&lt;br /&gt;
	&amp;lt;updated&amp;gt;01.01.2015&amp;lt;/updated&amp;gt; &amp;lt;!-- last updated date --&amp;gt;&lt;br /&gt;
	&amp;lt;modtype&amp;gt;2&amp;lt;/modtype&amp;gt; &amp;lt;!-- 1 - server, 2 - client-server, 3 - client --&amp;gt;&lt;br /&gt;
&amp;lt;/root&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
All the elements are mandatory for a mod and must be properly specified.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modtype&#039;&#039;&#039; is a special parameter which defines whether a mod should be loaded by a server, client, or both. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;client&#039;&#039;&#039; - For example, if we want to create a mod which just replaces some icons, that would be a typical client mod. Client-side mods will be ignored by servers if listed in &#039;&#039;&#039;ModsConfig.xml&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;server&#039;&#039;&#039; - On the other hand, mods that contains only server-side alterations, like new topics or scripts, are typical server mods. If they are listed in &#039;&#039;&#039;ModsConfig.xml&#039;&#039;&#039;, a server will load them but clients won&#039;t, and the server won&#039;t demand that the player have them in order to play. Again, clients do not need any server-side mods to connect.&lt;br /&gt;
* &#039;&#039;&#039;client-server&#039;&#039;&#039; - Lastly there is a client-server mod, which is needed on both client and server. If a server was created with a specific client-server mod and the client doesn&#039;t have the same one, the server won&#039;t let the client connect.&lt;br /&gt;
&lt;br /&gt;
===Location===&lt;br /&gt;
The header file must be placed in the root of the MPK like so:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
root&lt;br /&gt;
--&amp;gt;  header.xml&lt;br /&gt;
--&amp;gt;  content/&lt;br /&gt;
--&amp;gt;  data/&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The content and data folders are also on the same level.&lt;br /&gt;
&lt;br /&gt;
===Version Handling===&lt;br /&gt;
&lt;br /&gt;
The way the game treats mod files is actually a bit trickier. This is because you may have different versions of the same mod in your mods folder and since they share the same ID how would the game know which one to load?&lt;br /&gt;
&lt;br /&gt;
When a mod is loaded, the version of the mod must be specified along with its ID. The full internal ID for a mod is [id]_[version]. For instance, the unique ID of this mod from the above example would be &#039;&#039;&#039;unique_mod_id_1.0.0&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To determine which mods the game should load, there&#039;s a file &#039;&#039;&#039;ModsConfig.xml&#039;&#039;&#039; (usually located in the user documents folder). All mods that should be loaded should be listed in this file. &lt;br /&gt;
&lt;br /&gt;
The management of this file is now handled by the game. It will scan any MPK files in the mods folder and active mods can be selected by using the &#039;&#039;&#039;Mods&#039;&#039;&#039; option at the main menu. However, you can still manually edit the &#039;&#039;&#039;ModsConfig.xml&#039;&#039;&#039; if you wish.&lt;br /&gt;
&lt;br /&gt;
{{Main|VoidExpanse/installing_mods|Installing and using mods}}&lt;br /&gt;
&lt;br /&gt;
== Modding overview ==&lt;br /&gt;
Now, the modding itself consists of a few essential parts: &lt;br /&gt;
* [[VoidExpanse/Assets_modding|Assets modding]] - where you can add or change graphics, sounds, visuals and such.&lt;br /&gt;
* [[VoidExpanse/Content_modding|Content modding]] - adding new ships, weapons, items, or new quests, and basically extending the game content in some way.&lt;br /&gt;
* [[VoidExpanse/Scripting|Scripting]] - creating new mechanics that were not present in the original game.&lt;br /&gt;
&lt;br /&gt;
{{Modding}}&lt;/div&gt;</summary>
		<author><name>Askew1</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=VoidExpanse/modding&amp;diff=626</id>
		<title>VoidExpanse/modding</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=VoidExpanse/modding&amp;diff=626"/>
		<updated>2015-04-18T18:17:12Z</updated>

		<summary type="html">&lt;p&gt;Askew1: /* Version Handling */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
VoidExpanse is designed to have great modding potential. Almost every aspect of the game can be modified and extended.&lt;br /&gt;
There are no hard-coded scripts or in-game logic. Everything you see in VoidExpanse was created as a &amp;quot;core&amp;quot; mod. This concept is similar to early GameBryo versions.&lt;br /&gt;
&lt;br /&gt;
The game uses so-called &amp;quot;package files&amp;quot; to load all external content and logic, both for the client and server.&lt;br /&gt;
&lt;br /&gt;
== Package files ==&lt;br /&gt;
All game data is loaded from two types of files: &amp;quot;.cpk&amp;quot; and &amp;quot;.mpk&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Core Package (CPK)===&lt;br /&gt;
&lt;br /&gt;
Core packages contain essential game functionality and are the foundation of the game. The game cannot run without a core package which contains all in-game assets and logic. Only one CPK file can be loaded at one time.&lt;br /&gt;
&lt;br /&gt;
===Mod Package (MPK)===&lt;br /&gt;
&lt;br /&gt;
Mod packages are loaded on top of the core package to add new features or content, or to change something that is already present in the game. The game can have multiple MPK files loaded at the same time.&lt;br /&gt;
&lt;br /&gt;
See also: [[VoidExpanse/Package_files_structure|Package files structure]]&lt;br /&gt;
&lt;br /&gt;
== File precedents and overloading ==&lt;br /&gt;
When a mod file (or several mod files) is loaded it will merge with the already loaded core files into a so-called &amp;quot;virtual file system&amp;quot;. Even though the contents of the core and mod packages are stored separately, the game will treat them as one file system with shared paths. Now, what does that mean?&lt;br /&gt;
&lt;br /&gt;
As an example, let&#039;s say we have a CPK with a file located at &amp;quot;/content/some_file.txt&amp;quot; and an MPK with a file &amp;quot;/content/some_file.txt&amp;quot; that has the same path and name. What happens when we start the game? Since both files in the CPK and the MPK share the same path, the file stored in the MPK will &#039;&#039;&#039;override&#039;&#039;&#039; the one in the CPK since it was loaded &#039;&#039;&#039;after&#039;&#039;&#039; the CPK. This mechanism makes it possible to override the core functionality and content easily without recompiling the whole CPK or modifying its content. The same principle works not just with content files, but with assets, scripts, and any other type of files.&lt;br /&gt;
&lt;br /&gt;
== Virtual file system concepts ==&lt;br /&gt;
* The core and all mods are loaded into one virtual file system, with an overwrite rule (See &amp;quot;File precedents and overloading&amp;quot; section above for explanation).&lt;br /&gt;
* Mods can use each other&#039;s files, so don&#039;t hesitate to use original game resources in your mods.&lt;br /&gt;
* MPK files are loaded in the order listed in &#039;&#039;&#039;ModsConfig.xml&#039;&#039;&#039;. If two MPK files have the same file (path+name), the file in the later MPK will be loaded.&lt;br /&gt;
* File names are &#039;&#039;&#039;NOT&#039;&#039;&#039; case-sensitive. QWER.xml and qwer.xml are considered the same file!&lt;br /&gt;
&lt;br /&gt;
== Mod header ==&lt;br /&gt;
Each mod (MPK file) must have a valid &amp;quot;header.xml&amp;quot;, or it won&#039;t be loaded. It is a simple XML document describing how the game should treat the mod file.&lt;br /&gt;
===Structure===&lt;br /&gt;
The structure of the &amp;quot;header.xml&amp;quot; is:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;utf-8&amp;quot;?&amp;gt;&lt;br /&gt;
&amp;lt;root&amp;gt;&lt;br /&gt;
	&amp;lt;id&amp;gt;unique_mod_id&amp;lt;/id&amp;gt;&lt;br /&gt;
	&amp;lt;title&amp;gt;Name of the mod&amp;lt;/title&amp;gt;&lt;br /&gt;
	&amp;lt;author&amp;gt;Author name&amp;lt;/author&amp;gt;&lt;br /&gt;
	&amp;lt;description&amp;gt;Brief description for the mod.&amp;lt;/description&amp;gt;&lt;br /&gt;
	&amp;lt;version&amp;gt;1.0.0&amp;lt;/version&amp;gt; &amp;lt;!-- current mod version --&amp;gt;&lt;br /&gt;
	&amp;lt;updated&amp;gt;01.01.2015&amp;lt;/updated&amp;gt; &amp;lt;!-- last updated date --&amp;gt;&lt;br /&gt;
	&amp;lt;modtype&amp;gt;2&amp;lt;/modtype&amp;gt; &amp;lt;!-- 1 - server, 2 - client-server, 3 - client --&amp;gt;&lt;br /&gt;
&amp;lt;/root&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
All the elements are mandatory for a mod and must be properly specified.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modtype&#039;&#039;&#039; is a special parameter which defines whether a mod should be loaded on server, on client, or on both. For example, if we want to create a mod which just replaces some icons, that would be a typical &#039;&#039;&#039;client&#039;&#039;&#039; mod. Client-side mods will be ignored by server, if listed in ModsConfig.xml. On the other hand, mods that contains only server-side alterations, like new topics or scripts are typical &#039;&#039;&#039;server&#039;&#039;&#039; mods. If they are listed in ModsConfig.xml, server will load them, but the clients wont, and the server won&#039;t demand that the player have then in order to play. It means, that if server has server-side mod, and client is not - it&#039;s okay. Lastly ther is client-server mod, which is needed on both client and server. If a server was created with specific server-client mod, and client doesn&#039;t have the same one, server won&#039;t let client to connect.&lt;br /&gt;
&lt;br /&gt;
===Location===&lt;br /&gt;
The header file must be placed in the root of the MPK like so:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
root&lt;br /&gt;
--&amp;gt;  header.xml&lt;br /&gt;
--&amp;gt;  content/&lt;br /&gt;
--&amp;gt;  data/&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The content and data folders are also on the same level.&lt;br /&gt;
&lt;br /&gt;
===Version Handling===&lt;br /&gt;
&lt;br /&gt;
The way the game treats mod files is actually a bit trickier. This is because you may have different versions of the same mod in your mods folder and since they share the same ID how would the game know which one to load?&lt;br /&gt;
&lt;br /&gt;
When a mod is loaded, the version of the mod must be specified along with its ID. The full internal ID for a mod is [id]_[version]. For instance, the unique ID of this mod from the above example would be &#039;&#039;&#039;unique_mod_id_1.0.0&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To determine which mods the game should load, there&#039;s a file &#039;&#039;&#039;ModsConfig.xml&#039;&#039;&#039; (usually located in the user documents folder). All mods that should be loaded should be listed in this file. &lt;br /&gt;
&lt;br /&gt;
The management of this file is now handled by the game. It will scan any MPK files in the mods folder and active mods can be selected by using the &#039;&#039;&#039;Mods&#039;&#039;&#039; option at the main menu. However, you can still manually edit the &#039;&#039;&#039;ModsConfig.xml&#039;&#039;&#039; if you wish.&lt;br /&gt;
&lt;br /&gt;
{{Main|VoidExpanse/installing_mods|Installing and using mods}}&lt;br /&gt;
&lt;br /&gt;
== Modding overview ==&lt;br /&gt;
Now, the modding itself consists of a few essential parts: &lt;br /&gt;
* [[VoidExpanse/Assets_modding|Assets modding]] - where you can add or change graphics, sounds, visuals and such.&lt;br /&gt;
* [[VoidExpanse/Content_modding|Content modding]] - adding new ships, weapons, items, or new quests, and basically extending the game content in some way.&lt;br /&gt;
* [[VoidExpanse/Scripting|Scripting]] - creating new mechanics that were not present in the original game.&lt;br /&gt;
&lt;br /&gt;
{{Modding}}&lt;/div&gt;</summary>
		<author><name>Askew1</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=VoidExpanse/modding&amp;diff=625</id>
		<title>VoidExpanse/modding</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=VoidExpanse/modding&amp;diff=625"/>
		<updated>2015-04-18T17:34:16Z</updated>

		<summary type="html">&lt;p&gt;Askew1: /* Mods header structure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
VoidExpanse is designed to have great modding potential. Almost every aspect of the game can be modified and extended.&lt;br /&gt;
There are no hard-coded scripts or in-game logic. Everything you see in VoidExpanse was created as a &amp;quot;core&amp;quot; mod. This concept is similar to early GameBryo versions.&lt;br /&gt;
&lt;br /&gt;
The game uses so-called &amp;quot;package files&amp;quot; to load all external content and logic, both for the client and server.&lt;br /&gt;
&lt;br /&gt;
== Package files ==&lt;br /&gt;
All game data is loaded from two types of files: &amp;quot;.cpk&amp;quot; and &amp;quot;.mpk&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Core Package (CPK)===&lt;br /&gt;
&lt;br /&gt;
Core packages contain essential game functionality and are the foundation of the game. The game cannot run without a core package which contains all in-game assets and logic. Only one CPK file can be loaded at one time.&lt;br /&gt;
&lt;br /&gt;
===Mod Package (MPK)===&lt;br /&gt;
&lt;br /&gt;
Mod packages are loaded on top of the core package to add new features or content, or to change something that is already present in the game. The game can have multiple MPK files loaded at the same time.&lt;br /&gt;
&lt;br /&gt;
See also: [[VoidExpanse/Package_files_structure|Package files structure]]&lt;br /&gt;
&lt;br /&gt;
== File precedents and overloading ==&lt;br /&gt;
When a mod file (or several mod files) is loaded it will merge with the already loaded core files into a so-called &amp;quot;virtual file system&amp;quot;. Even though the contents of the core and mod packages are stored separately, the game will treat them as one file system with shared paths. Now, what does that mean?&lt;br /&gt;
&lt;br /&gt;
As an example, let&#039;s say we have a CPK with a file located at &amp;quot;/content/some_file.txt&amp;quot; and an MPK with a file &amp;quot;/content/some_file.txt&amp;quot; that has the same path and name. What happens when we start the game? Since both files in the CPK and the MPK share the same path, the file stored in the MPK will &#039;&#039;&#039;override&#039;&#039;&#039; the one in the CPK since it was loaded &#039;&#039;&#039;after&#039;&#039;&#039; the CPK. This mechanism makes it possible to override the core functionality and content easily without recompiling the whole CPK or modifying its content. The same principle works not just with content files, but with assets, scripts, and any other type of files.&lt;br /&gt;
&lt;br /&gt;
== Virtual file system concepts ==&lt;br /&gt;
* The core and all mods are loaded into one virtual file system, with an overwrite rule (See &amp;quot;File precedents and overloading&amp;quot; section above for explanation).&lt;br /&gt;
* Mods can use each other&#039;s files, so don&#039;t hesitate to use original game resources in your mods.&lt;br /&gt;
* MPK files are loaded in the order listed in &#039;&#039;&#039;ModsConfig.xml&#039;&#039;&#039;. If two MPK files have the same file (path+name), the file in the later MPK will be loaded.&lt;br /&gt;
* File names are &#039;&#039;&#039;NOT&#039;&#039;&#039; case-sensitive. QWER.xml and qwer.xml are considered the same file!&lt;br /&gt;
&lt;br /&gt;
== Mod header ==&lt;br /&gt;
Each mod (MPK file) must have a valid &amp;quot;header.xml&amp;quot;, or it won&#039;t be loaded. It is a simple XML document describing how the game should treat the mod file.&lt;br /&gt;
===Structure===&lt;br /&gt;
The structure of the &amp;quot;header.xml&amp;quot; is:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;utf-8&amp;quot;?&amp;gt;&lt;br /&gt;
&amp;lt;root&amp;gt;&lt;br /&gt;
	&amp;lt;id&amp;gt;unique_mod_id&amp;lt;/id&amp;gt;&lt;br /&gt;
	&amp;lt;title&amp;gt;Name of the mod&amp;lt;/title&amp;gt;&lt;br /&gt;
	&amp;lt;author&amp;gt;Author name&amp;lt;/author&amp;gt;&lt;br /&gt;
	&amp;lt;description&amp;gt;Brief description for the mod.&amp;lt;/description&amp;gt;&lt;br /&gt;
	&amp;lt;version&amp;gt;1.0.0&amp;lt;/version&amp;gt; &amp;lt;!-- current mod version --&amp;gt;&lt;br /&gt;
	&amp;lt;updated&amp;gt;01.01.2015&amp;lt;/updated&amp;gt; &amp;lt;!-- last updated date --&amp;gt;&lt;br /&gt;
	&amp;lt;modtype&amp;gt;2&amp;lt;/modtype&amp;gt; &amp;lt;!-- 1 - server, 2 - client-server, 3 - client --&amp;gt;&lt;br /&gt;
&amp;lt;/root&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
All the elements are mandatory for a mod and must be properly specified.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modtype&#039;&#039;&#039; is a special parameter which defines whether a mod should be loaded on server, on client, or on both. For example, if we want to create a mod which just replaces some icons, that would be a typical &#039;&#039;&#039;client&#039;&#039;&#039; mod. Client-side mods will be ignored by server, if listed in ModsConfig.xml. On the other hand, mods that contains only server-side alterations, like new topics or scripts are typical &#039;&#039;&#039;server&#039;&#039;&#039; mods. If they are listed in ModsConfig.xml, server will load them, but the clients wont, and the server won&#039;t demand that the player have then in order to play. It means, that if server has server-side mod, and client is not - it&#039;s okay. Lastly ther is client-server mod, which is needed on both client and server. If a server was created with specific server-client mod, and client doesn&#039;t have the same one, server won&#039;t let client to connect.&lt;br /&gt;
&lt;br /&gt;
===Location===&lt;br /&gt;
The header file must be placed in the root of the MPK like so:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
root&lt;br /&gt;
--&amp;gt;  header.xml&lt;br /&gt;
--&amp;gt;  content/&lt;br /&gt;
--&amp;gt;  data/&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
The content and data folders are also on the same level.&lt;br /&gt;
&lt;br /&gt;
===Version Handling===&lt;br /&gt;
Now, the way the game treats mod files is actually a bit more tricky. This is because you might have different versions of the same mod in your mods folder and since they share the same ID how would the game know which one to load?&lt;br /&gt;
&lt;br /&gt;
To resolve this when a mod is loaded version of the mod is specified as well, along with its ID. The full internal ID for a mod is [id]_[version]. For instance, unique ID of this mod from the above example would be &#039;&#039;&#039;unique_mod_id_1.0.0&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To determine which mods the game should load there&#039;s a file &#039;&#039;&#039;ModsConfig.xml&#039;&#039;&#039; (usually located in the user documents folder). All mods, that should be loaded, should be listed in this file.&lt;br /&gt;
&lt;br /&gt;
{{Main|VoidExpanse/installing_mods|Installing and using mods}}&lt;br /&gt;
&lt;br /&gt;
== Modding overview ==&lt;br /&gt;
Now, the modding itself consists of a few essential parts: &lt;br /&gt;
* [[VoidExpanse/Assets_modding|Assets modding]] - where you can add or change graphics, sounds, visuals and such.&lt;br /&gt;
* [[VoidExpanse/Content_modding|Content modding]] - adding new ships, weapons, items, or new quests, and basically extending the game content in some way.&lt;br /&gt;
* [[VoidExpanse/Scripting|Scripting]] - creating new mechanics that were not present in the original game.&lt;br /&gt;
&lt;br /&gt;
{{Modding}}&lt;/div&gt;</summary>
		<author><name>Askew1</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=VoidExpanse/modding&amp;diff=616</id>
		<title>VoidExpanse/modding</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=VoidExpanse/modding&amp;diff=616"/>
		<updated>2015-04-15T12:24:16Z</updated>

		<summary type="html">&lt;p&gt;Askew1: /* Virtual file system concepts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
VoidExpanse is designed to have great modding potential. Almost every aspect of the game can be modified and extended.&lt;br /&gt;
There are no hard-coded scripts or in-game logic. Everything you see in VoidExpanse was created as a &amp;quot;core&amp;quot; mod. This concept is similar to early GameBryo versions.&lt;br /&gt;
&lt;br /&gt;
The game uses so-called &amp;quot;package files&amp;quot; to load all external content and logic, both for the client and server.&lt;br /&gt;
&lt;br /&gt;
== Package files ==&lt;br /&gt;
All game data is loaded from two types of files: &amp;quot;.cpk&amp;quot; and &amp;quot;.mpk&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Core Package (CPK)===&lt;br /&gt;
&lt;br /&gt;
Core packages contain essential game functionality and are the foundation of the game. The game cannot run without a core package which contains all in-game assets and logic. Only one CPK file can be loaded at one time.&lt;br /&gt;
&lt;br /&gt;
===Mod Package (MPK)===&lt;br /&gt;
&lt;br /&gt;
Mod packages are loaded on top of the core package to add new features or content, or to change something that is already present in the game. The game can have multiple MPK files loaded at the same time.&lt;br /&gt;
&lt;br /&gt;
See also: [[VoidExpanse/Package_files_structure|Package files structure]]&lt;br /&gt;
&lt;br /&gt;
== File precedents and overloading ==&lt;br /&gt;
When a mod file (or several mod files) is loaded it will merge with the already loaded core files into a so-called &amp;quot;virtual file system&amp;quot;. Even though the contents of the core and mod packages are stored separately, the game will treat them as one file system with shared paths. Now, what does that mean?&lt;br /&gt;
&lt;br /&gt;
As an example, let&#039;s say we have a CPK with a file located at &amp;quot;/content/some_file.txt&amp;quot; and an MPK with a file &amp;quot;/content/some_file.txt&amp;quot; that has the same path and name. What happens when we start the game? Since both files in the CPK and the MPK share the same path, the file stored in the MPK will &#039;&#039;&#039;override&#039;&#039;&#039; the one in the CPK since it was loaded &#039;&#039;&#039;after&#039;&#039;&#039; the CPK. This mechanism makes it possible to override the core functionality and content easily without recompiling the whole CPK or modifying its content. The same principle works not just with content files, but with assets, scripts, and any other type of files.&lt;br /&gt;
&lt;br /&gt;
== Virtual file system concepts ==&lt;br /&gt;
* The core and all mods are loaded into one virtual file system, with an overwrite rule (See &amp;quot;File precedents and overloading&amp;quot; section above for explanation).&lt;br /&gt;
* Mods can use each other&#039;s files, so don&#039;t hesitate to use original game resources in your mods.&lt;br /&gt;
* MPK files are loaded in the order listed in &#039;&#039;&#039;ModsConfig.xml&#039;&#039;&#039;. If two MPK files have the same file (path+name), the file in the later MPK will be loaded.&lt;br /&gt;
* File names are &#039;&#039;&#039;NOT&#039;&#039;&#039; case-sensitive. QWER.xml and qwer.xml are considered the same file!&lt;br /&gt;
&lt;br /&gt;
== Mods header structure ==&lt;br /&gt;
Each mod (MPK file) must have a valid &amp;quot;header.xml&amp;quot;, or it won&#039;t be loaded. It is a simple XML document describing how the game should treat the mod file.&lt;br /&gt;
&lt;br /&gt;
The structure of the &amp;quot;header.xml&amp;quot; is:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;utf-8&amp;quot;?&amp;gt;&lt;br /&gt;
&amp;lt;root&amp;gt;&lt;br /&gt;
	&amp;lt;id&amp;gt;unique_mod_id&amp;lt;/id&amp;gt;&lt;br /&gt;
	&amp;lt;title&amp;gt;Name of the mod&amp;lt;/title&amp;gt;&lt;br /&gt;
	&amp;lt;author&amp;gt;Author name&amp;lt;/author&amp;gt;&lt;br /&gt;
	&amp;lt;description&amp;gt;Brief description for the mod.&amp;lt;/description&amp;gt;&lt;br /&gt;
	&amp;lt;version&amp;gt;1.0.0&amp;lt;/version&amp;gt; &amp;lt;!-- current mod version --&amp;gt;&lt;br /&gt;
	&amp;lt;updated&amp;gt;01.01.2015&amp;lt;/updated&amp;gt; &amp;lt;!-- last updated date --&amp;gt;&lt;br /&gt;
	&amp;lt;modtype&amp;gt;2&amp;lt;/modtype&amp;gt; &amp;lt;!-- 1 - server, 2 - client-server, 3 - client --&amp;gt;&lt;br /&gt;
&amp;lt;/root&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
All these elements are mandatory for a mod and must be properly specified.&lt;br /&gt;
&lt;br /&gt;
The header file must be placed like so:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
root&lt;br /&gt;
--&amp;gt;  header.xml&lt;br /&gt;
--&amp;gt;  content/&lt;br /&gt;
--&amp;gt;  data/&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In the same folder with content and data, that is.&lt;br /&gt;
&lt;br /&gt;
Now, the way the game treats mod files is actually a bit more tricky. This is because you might have different versions of the same mod in your mods folder and since they share the same ID how would the game know which one to load?&lt;br /&gt;
&lt;br /&gt;
To resolve this when a mod is loaded version of the mod is specified as well, along with its ID. The full internal ID for a mod is [id]_[version]. For instance, unique ID of this mod from the above example would be &#039;&#039;&#039;unique_mod_id_1.0.0&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To determine which mods the game should load there&#039;s a file &#039;&#039;&#039;ModsConfig.xml&#039;&#039;&#039; (usually located in the user documents folder). All mods, that should be loaded, should be listed in this file.&lt;br /&gt;
&lt;br /&gt;
{{Main|VoidExpanse/installing_mods|Installing and using mods}}&lt;br /&gt;
&lt;br /&gt;
Lastly, &#039;&#039;&#039;Modtype&#039;&#039;&#039; is a special parameter which defines whether a mod should be loaded on server, on client, or on both. For example, if we want to create a mod which just replaces some icons, that would be a typical &#039;&#039;&#039;client&#039;&#039;&#039; mod. Client-side mods will be ignored by server, if listed in ModsConfig.xml. On the other hand, mods that contains only server-side alterations, like new topics or scripts are typical &#039;&#039;&#039;server&#039;&#039;&#039; mods. If they are listed in ModsConfig.xml, server will load them, but the clients wont, and the server won&#039;t demand that the player have then in order to play. It means, that if server has server-side mod, and client is not - it&#039;s okay. Lastly ther is client-server mod, which is needed on both client and server. If a server was created with specific server-client mod, and client doesn&#039;t have the same one, server won&#039;t let client to connect.&lt;br /&gt;
&lt;br /&gt;
== Modding overview ==&lt;br /&gt;
Now, the modding itself consists of a few essential parts: &lt;br /&gt;
* [[VoidExpanse/Assets_modding|Assets modding]] - where you can add or change graphics, sounds, visuals and such.&lt;br /&gt;
* [[VoidExpanse/Content_modding|Content modding]] - adding new ships, weapons, items, or new quests, and basically extending the game content in some way.&lt;br /&gt;
* [[VoidExpanse/Scripting|Scripting]] - creating new mechanics that were not present in the original game.&lt;br /&gt;
&lt;br /&gt;
{{Modding}}&lt;/div&gt;</summary>
		<author><name>Askew1</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=VoidExpanse/modding&amp;diff=615</id>
		<title>VoidExpanse/modding</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=VoidExpanse/modding&amp;diff=615"/>
		<updated>2015-04-15T12:13:26Z</updated>

		<summary type="html">&lt;p&gt;Askew1: /* File precedents and overloading */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
VoidExpanse is designed to have great modding potential. Almost every aspect of the game can be modified and extended.&lt;br /&gt;
There are no hard-coded scripts or in-game logic. Everything you see in VoidExpanse was created as a &amp;quot;core&amp;quot; mod. This concept is similar to early GameBryo versions.&lt;br /&gt;
&lt;br /&gt;
The game uses so-called &amp;quot;package files&amp;quot; to load all external content and logic, both for the client and server.&lt;br /&gt;
&lt;br /&gt;
== Package files ==&lt;br /&gt;
All game data is loaded from two types of files: &amp;quot;.cpk&amp;quot; and &amp;quot;.mpk&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Core Package (CPK)===&lt;br /&gt;
&lt;br /&gt;
Core packages contain essential game functionality and are the foundation of the game. The game cannot run without a core package which contains all in-game assets and logic. Only one CPK file can be loaded at one time.&lt;br /&gt;
&lt;br /&gt;
===Mod Package (MPK)===&lt;br /&gt;
&lt;br /&gt;
Mod packages are loaded on top of the core package to add new features or content, or to change something that is already present in the game. The game can have multiple MPK files loaded at the same time.&lt;br /&gt;
&lt;br /&gt;
See also: [[VoidExpanse/Package_files_structure|Package files structure]]&lt;br /&gt;
&lt;br /&gt;
== File precedents and overloading ==&lt;br /&gt;
When a mod file (or several mod files) is loaded it will merge with the already loaded core files into a so-called &amp;quot;virtual file system&amp;quot;. Even though the contents of the core and mod packages are stored separately, the game will treat them as one file system with shared paths. Now, what does that mean?&lt;br /&gt;
&lt;br /&gt;
As an example, let&#039;s say we have a CPK with a file located at &amp;quot;/content/some_file.txt&amp;quot; and an MPK with a file &amp;quot;/content/some_file.txt&amp;quot; that has the same path and name. What happens when we start the game? Since both files in the CPK and the MPK share the same path, the file stored in the MPK will &#039;&#039;&#039;override&#039;&#039;&#039; the one in the CPK since it was loaded &#039;&#039;&#039;after&#039;&#039;&#039; the CPK. This mechanism makes it possible to override the core functionality and content easily without recompiling the whole CPK or modifying its content. The same principle works not just with content files, but with assets, scripts, and any other type of files.&lt;br /&gt;
&lt;br /&gt;
== Virtual file system concepts ==&lt;br /&gt;
* All mods are loaded into one virtual file system, with overwrite rule (see in &amp;quot;File precedents and overloading&amp;quot; section above for explanation).&lt;br /&gt;
* Mods can use each other&#039;s files, so don&#039;t hesitate to use original game resources in your mods.&lt;br /&gt;
* If two MPK files have the same file (path+name), the last one (by the order specified in ModsConfig.xml) will be taken.&lt;br /&gt;
* All file names are not case-sensitive. QwEr.xml and qwer.xml are considered the same.&lt;br /&gt;
&lt;br /&gt;
== Mods header structure ==&lt;br /&gt;
Each mod (MPK file) must have a valid &amp;quot;header.xml&amp;quot;, or it won&#039;t be loaded. It is a simple XML document describing how the game should treat the mod file.&lt;br /&gt;
&lt;br /&gt;
The structure of the &amp;quot;header.xml&amp;quot; is:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;utf-8&amp;quot;?&amp;gt;&lt;br /&gt;
&amp;lt;root&amp;gt;&lt;br /&gt;
	&amp;lt;id&amp;gt;unique_mod_id&amp;lt;/id&amp;gt;&lt;br /&gt;
	&amp;lt;title&amp;gt;Name of the mod&amp;lt;/title&amp;gt;&lt;br /&gt;
	&amp;lt;author&amp;gt;Author name&amp;lt;/author&amp;gt;&lt;br /&gt;
	&amp;lt;description&amp;gt;Brief description for the mod.&amp;lt;/description&amp;gt;&lt;br /&gt;
	&amp;lt;version&amp;gt;1.0.0&amp;lt;/version&amp;gt; &amp;lt;!-- current mod version --&amp;gt;&lt;br /&gt;
	&amp;lt;updated&amp;gt;01.01.2015&amp;lt;/updated&amp;gt; &amp;lt;!-- last updated date --&amp;gt;&lt;br /&gt;
	&amp;lt;modtype&amp;gt;2&amp;lt;/modtype&amp;gt; &amp;lt;!-- 1 - server, 2 - client-server, 3 - client --&amp;gt;&lt;br /&gt;
&amp;lt;/root&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
All these elements are mandatory for a mod and must be properly specified.&lt;br /&gt;
&lt;br /&gt;
The header file must be placed like so:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
root&lt;br /&gt;
--&amp;gt;  header.xml&lt;br /&gt;
--&amp;gt;  content/&lt;br /&gt;
--&amp;gt;  data/&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In the same folder with content and data, that is.&lt;br /&gt;
&lt;br /&gt;
Now, the way the game treats mod files is actually a bit more tricky. This is because you might have different versions of the same mod in your mods folder and since they share the same ID how would the game know which one to load?&lt;br /&gt;
&lt;br /&gt;
To resolve this when a mod is loaded version of the mod is specified as well, along with its ID. The full internal ID for a mod is [id]_[version]. For instance, unique ID of this mod from the above example would be &#039;&#039;&#039;unique_mod_id_1.0.0&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To determine which mods the game should load there&#039;s a file &#039;&#039;&#039;ModsConfig.xml&#039;&#039;&#039; (usually located in the user documents folder). All mods, that should be loaded, should be listed in this file.&lt;br /&gt;
&lt;br /&gt;
{{Main|VoidExpanse/installing_mods|Installing and using mods}}&lt;br /&gt;
&lt;br /&gt;
Lastly, &#039;&#039;&#039;Modtype&#039;&#039;&#039; is a special parameter which defines whether a mod should be loaded on server, on client, or on both. For example, if we want to create a mod which just replaces some icons, that would be a typical &#039;&#039;&#039;client&#039;&#039;&#039; mod. Client-side mods will be ignored by server, if listed in ModsConfig.xml. On the other hand, mods that contains only server-side alterations, like new topics or scripts are typical &#039;&#039;&#039;server&#039;&#039;&#039; mods. If they are listed in ModsConfig.xml, server will load them, but the clients wont, and the server won&#039;t demand that the player have then in order to play. It means, that if server has server-side mod, and client is not - it&#039;s okay. Lastly ther is client-server mod, which is needed on both client and server. If a server was created with specific server-client mod, and client doesn&#039;t have the same one, server won&#039;t let client to connect.&lt;br /&gt;
&lt;br /&gt;
== Modding overview ==&lt;br /&gt;
Now, the modding itself consists of a few essential parts: &lt;br /&gt;
* [[VoidExpanse/Assets_modding|Assets modding]] - where you can add or change graphics, sounds, visuals and such.&lt;br /&gt;
* [[VoidExpanse/Content_modding|Content modding]] - adding new ships, weapons, items, or new quests, and basically extending the game content in some way.&lt;br /&gt;
* [[VoidExpanse/Scripting|Scripting]] - creating new mechanics that were not present in the original game.&lt;br /&gt;
&lt;br /&gt;
{{Modding}}&lt;/div&gt;</summary>
		<author><name>Askew1</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=VoidExpanse/modding&amp;diff=614</id>
		<title>VoidExpanse/modding</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=VoidExpanse/modding&amp;diff=614"/>
		<updated>2015-04-15T11:36:57Z</updated>

		<summary type="html">&lt;p&gt;Askew1: /* Package files */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
VoidExpanse is designed to have great modding potential. Almost every aspect of the game can be modified and extended.&lt;br /&gt;
There are no hard-coded scripts or in-game logic. Everything you see in VoidExpanse was created as a &amp;quot;core&amp;quot; mod. This concept is similar to early GameBryo versions.&lt;br /&gt;
&lt;br /&gt;
The game uses so-called &amp;quot;package files&amp;quot; to load all external content and logic, both for the client and server.&lt;br /&gt;
&lt;br /&gt;
== Package files ==&lt;br /&gt;
All game data is loaded from two types of files: &amp;quot;.cpk&amp;quot; and &amp;quot;.mpk&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Core Package (CPK)===&lt;br /&gt;
&lt;br /&gt;
Core packages contain essential game functionality and are the foundation of the game. The game cannot run without a core package which contains all in-game assets and logic. Only one CPK file can be loaded at one time.&lt;br /&gt;
&lt;br /&gt;
===Mod Package (MPK)===&lt;br /&gt;
&lt;br /&gt;
Mod packages are loaded on top of the core package to add new features or content, or to change something that is already present in the game. The game can have multiple MPK files loaded at the same time.&lt;br /&gt;
&lt;br /&gt;
See also: [[VoidExpanse/Package_files_structure|Package files structure]]&lt;br /&gt;
&lt;br /&gt;
== File precedents and overloading ==&lt;br /&gt;
When mod file (or several mod files) is loaded it will merge with the already loaded core files into a so called &amp;quot;virtual file system&amp;quot;. Even though the contents of these separage packages are stored separately the game will treat them as one file system with shared paths. Now, what does it mean?&lt;br /&gt;
&lt;br /&gt;
For example, if we have CPK (core package) with a file &amp;quot;/content/some_file.txt&amp;quot; and MPK (mod package) with file &amp;quot;/content/some_file.txt&amp;quot; which is the same path. What happens when we start the game? Since both files in core package and mod package share the same path the precedent will be given to the file store in mod package since it was loaded AFTER the core package. This mechanism is created to make it possible to override the  core functionality and content extremely easy, without recompiling whole CPK or need to modify its content. The same principle works not just with content files, but with assets, scripts and any other type of files.&lt;br /&gt;
&lt;br /&gt;
== Virtual file system concepts ==&lt;br /&gt;
* All mods are loaded into one virtual file system, with overwrite rule (see in &amp;quot;File precedents and overloading&amp;quot; section above for explanation).&lt;br /&gt;
* Mods can use each other&#039;s files, so don&#039;t hesitate to use original game resources in your mods.&lt;br /&gt;
* If two MPK files have the same file (path+name), the last one (by the order specified in ModsConfig.xml) will be taken.&lt;br /&gt;
* All file names are not case-sensitive. QwEr.xml and qwer.xml are considered the same.&lt;br /&gt;
&lt;br /&gt;
== Mods header structure ==&lt;br /&gt;
Each mod (MPK file) must have a valid &amp;quot;header.xml&amp;quot;, or it won&#039;t be loaded. It is a simple XML document describing how the game should treat the mod file.&lt;br /&gt;
&lt;br /&gt;
The structure of the &amp;quot;header.xml&amp;quot; is:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;utf-8&amp;quot;?&amp;gt;&lt;br /&gt;
&amp;lt;root&amp;gt;&lt;br /&gt;
	&amp;lt;id&amp;gt;unique_mod_id&amp;lt;/id&amp;gt;&lt;br /&gt;
	&amp;lt;title&amp;gt;Name of the mod&amp;lt;/title&amp;gt;&lt;br /&gt;
	&amp;lt;author&amp;gt;Author name&amp;lt;/author&amp;gt;&lt;br /&gt;
	&amp;lt;description&amp;gt;Brief description for the mod.&amp;lt;/description&amp;gt;&lt;br /&gt;
	&amp;lt;version&amp;gt;1.0.0&amp;lt;/version&amp;gt; &amp;lt;!-- current mod version --&amp;gt;&lt;br /&gt;
	&amp;lt;updated&amp;gt;01.01.2015&amp;lt;/updated&amp;gt; &amp;lt;!-- last updated date --&amp;gt;&lt;br /&gt;
	&amp;lt;modtype&amp;gt;2&amp;lt;/modtype&amp;gt; &amp;lt;!-- 1 - server, 2 - client-server, 3 - client --&amp;gt;&lt;br /&gt;
&amp;lt;/root&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
All these elements are mandatory for a mod and must be properly specified.&lt;br /&gt;
&lt;br /&gt;
The header file must be placed like so:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
root&lt;br /&gt;
--&amp;gt;  header.xml&lt;br /&gt;
--&amp;gt;  content/&lt;br /&gt;
--&amp;gt;  data/&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In the same folder with content and data, that is.&lt;br /&gt;
&lt;br /&gt;
Now, the way the game treats mod files is actually a bit more tricky. This is because you might have different versions of the same mod in your mods folder and since they share the same ID how would the game know which one to load?&lt;br /&gt;
&lt;br /&gt;
To resolve this when a mod is loaded version of the mod is specified as well, along with its ID. The full internal ID for a mod is [id]_[version]. For instance, unique ID of this mod from the above example would be &#039;&#039;&#039;unique_mod_id_1.0.0&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To determine which mods the game should load there&#039;s a file &#039;&#039;&#039;ModsConfig.xml&#039;&#039;&#039; (usually located in the user documents folder). All mods, that should be loaded, should be listed in this file.&lt;br /&gt;
&lt;br /&gt;
{{Main|VoidExpanse/installing_mods|Installing and using mods}}&lt;br /&gt;
&lt;br /&gt;
Lastly, &#039;&#039;&#039;Modtype&#039;&#039;&#039; is a special parameter which defines whether a mod should be loaded on server, on client, or on both. For example, if we want to create a mod which just replaces some icons, that would be a typical &#039;&#039;&#039;client&#039;&#039;&#039; mod. Client-side mods will be ignored by server, if listed in ModsConfig.xml. On the other hand, mods that contains only server-side alterations, like new topics or scripts are typical &#039;&#039;&#039;server&#039;&#039;&#039; mods. If they are listed in ModsConfig.xml, server will load them, but the clients wont, and the server won&#039;t demand that the player have then in order to play. It means, that if server has server-side mod, and client is not - it&#039;s okay. Lastly ther is client-server mod, which is needed on both client and server. If a server was created with specific server-client mod, and client doesn&#039;t have the same one, server won&#039;t let client to connect.&lt;br /&gt;
&lt;br /&gt;
== Modding overview ==&lt;br /&gt;
Now, the modding itself consists of a few essential parts: &lt;br /&gt;
* [[VoidExpanse/Assets_modding|Assets modding]] - where you can add or change graphics, sounds, visuals and such.&lt;br /&gt;
* [[VoidExpanse/Content_modding|Content modding]] - adding new ships, weapons, items, or new quests, and basically extending the game content in some way.&lt;br /&gt;
* [[VoidExpanse/Scripting|Scripting]] - creating new mechanics that were not present in the original game.&lt;br /&gt;
&lt;br /&gt;
{{Modding}}&lt;/div&gt;</summary>
		<author><name>Askew1</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=VoidExpanse/installing_mods&amp;diff=613</id>
		<title>VoidExpanse/installing mods</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=VoidExpanse/installing_mods&amp;diff=613"/>
		<updated>2015-04-15T11:25:55Z</updated>

		<summary type="html">&lt;p&gt;Askew1: Fix link to modding article.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mod files ==&lt;br /&gt;
This article mainly explains how to use already existing mods. If you are interested in creating mods please see: [[VoidExpanse/modding|VoidExpanse Modding]].&lt;br /&gt;
&lt;br /&gt;
There are two kinds of mod files: *.CPK and *.MPK.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CPK&#039;&#039;&#039; - stands for Core Package. It contains essential game functionality, and without it game won&#039;t work. There shouldn&#039;t be multiple CPK files loaded at the same time as it can cause galaxy-scale disasters (not really).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;MPK&#039;&#039;&#039; - stands for Mod Package. It contains all additional files that a mod adds.&lt;br /&gt;
&lt;br /&gt;
== Using mods ==&lt;br /&gt;
&#039;&#039;&#039;STEAM and NON-STEAM versions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To install the mod, just drop it at the folder /Documents/AtomicTorchStudio/VoidExpanse/Mods&lt;br /&gt;
Then open &amp;quot;Mods&amp;quot; menu from the main menu in the game and mark the mod as active, click on a little checkbox near the mod icon.&lt;br /&gt;
Then click &amp;quot;Save&amp;quot; - mods configuration will be saved and the mods will be validated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;STEAM version only&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the Steam version you can install mods by subscribing on them in Steam Workshop - http://steamcommunity.com/app/324260/workshop&lt;br /&gt;
&lt;br /&gt;
== ModsConfig.xml ==&lt;br /&gt;
To determine what mods should be loaded there is &amp;quot;ModsConfig.xml&amp;quot; file. It is usually located in the documents folder (&#039;&#039;documents/AtomicTorchStudio/VoidExpanse&#039;&#039;) and contains a list of mods that will be loaded the next time you start the game. Usually you don&#039;t have to edit this file by hands, but for the sake of completeness here is its structure:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;mod&amp;gt;core_1.0.0&amp;lt;/mod&amp;gt;&lt;br /&gt;
&amp;lt;mod&amp;gt;some_awesome_mod_0.5.9&amp;lt;/mod&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As you can see each mod specified as it&#039;s internal ID and it&#039;s version.&lt;br /&gt;
&lt;br /&gt;
{{Modding}}&lt;/div&gt;</summary>
		<author><name>Askew1</name></author>
	</entry>
	<entry>
		<id>https://wiki.atomictorch.com/index.php?title=VoidExpanse/modding&amp;diff=606</id>
		<title>VoidExpanse/modding</title>
		<link rel="alternate" type="text/html" href="https://wiki.atomictorch.com/index.php?title=VoidExpanse/modding&amp;diff=606"/>
		<updated>2015-04-12T10:47:25Z</updated>

		<summary type="html">&lt;p&gt;Askew1: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
VoidExpanse is designed to have great modding potential. Almost every aspect of the game can be modified and extended.&lt;br /&gt;
There are no hard-coded scripts or in-game logic. Everything you see in VoidExpanse was created as a &amp;quot;core&amp;quot; mod. This concept is similar to early GameBryo versions.&lt;br /&gt;
&lt;br /&gt;
The game uses so-called &amp;quot;package files&amp;quot; to load all external content and logic, both for the client and server.&lt;br /&gt;
&lt;br /&gt;
== Package files ==&lt;br /&gt;
All game data is loaded from two types of files: &amp;quot;.cpk&amp;quot; and &amp;quot;.mpk&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;.cpk&amp;quot; stands for Core Package. It contains essential game functionality, basically foundation of the game. The game cannot run without a core package which contains all in-game assets and logic. Only one CPK file could be loaded at one time.&lt;br /&gt;
&lt;br /&gt;
But &amp;quot;.mpk&amp;quot; files on the other hand are &amp;quot;mod packages&amp;quot;, which can be added on top of the core package file to add new features or content, or to change something that is already present in the game. The game can have multiple mpk files loaded at the same time.&lt;br /&gt;
&lt;br /&gt;
See also: [[VoidExpanse/Package_files_structure|Package files structure]]&lt;br /&gt;
&lt;br /&gt;
== File precedents and overloading ==&lt;br /&gt;
When mod file (or several mod files) is loaded it will merge with the already loaded core files into a so called &amp;quot;virtual file system&amp;quot;. Even though the contents of these separage packages are stored separately the game will treat them as one file system with shared paths. Now, what does it mean?&lt;br /&gt;
&lt;br /&gt;
For example, if we have CPK (core package) with a file &amp;quot;/content/some_file.txt&amp;quot; and MPK (mod package) with file &amp;quot;/content/some_file.txt&amp;quot; which is the same path. What happens when we start the game? Since both files in core package and mod package share the same path the precedent will be given to the file store in mod package since it was loaded AFTER the core package. This mechanism is created to make it possible to override the  core functionality and content extremely easy, without recompiling whole CPK or need to modify its content. The same principle works not just with content files, but with assets, scripts and any other type of files.&lt;br /&gt;
&lt;br /&gt;
== Virtual file system concepts ==&lt;br /&gt;
* All mods are loaded into one virtual file system, with overwrite rule (see in &amp;quot;File precedents and overloading&amp;quot; section above for explanation).&lt;br /&gt;
* Mods can use each other&#039;s files, so don&#039;t hesitate to use original game resources in your mods.&lt;br /&gt;
* If two MPK files have the same file (path+name), the last one (by the order specified in ModsConfig.xml) will be taken.&lt;br /&gt;
* All file names are not case-sensitive. QwEr.xml and qwer.xml are considered the same.&lt;br /&gt;
&lt;br /&gt;
== Mods header structure ==&lt;br /&gt;
Each mod (MPK file) must have a valid &amp;quot;header.xml&amp;quot;, or it won&#039;t be loaded. It is a simple XML document describing how the game should treat the mod file.&lt;br /&gt;
&lt;br /&gt;
The structure of the &amp;quot;header.xml&amp;quot; is:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding=&amp;quot;utf-8&amp;quot;?&amp;gt;&lt;br /&gt;
&amp;lt;root&amp;gt;&lt;br /&gt;
	&amp;lt;id&amp;gt;unique_mod_id&amp;lt;/id&amp;gt;&lt;br /&gt;
	&amp;lt;title&amp;gt;Name of the mod&amp;lt;/title&amp;gt;&lt;br /&gt;
	&amp;lt;author&amp;gt;Author name&amp;lt;/author&amp;gt;&lt;br /&gt;
	&amp;lt;description&amp;gt;Brief description for the mod.&amp;lt;/description&amp;gt;&lt;br /&gt;
	&amp;lt;version&amp;gt;1.0.0&amp;lt;/version&amp;gt; &amp;lt;!-- current mod version --&amp;gt;&lt;br /&gt;
	&amp;lt;updated&amp;gt;01.01.2015&amp;lt;/updated&amp;gt; &amp;lt;!-- last updated date --&amp;gt;&lt;br /&gt;
	&amp;lt;modtype&amp;gt;2&amp;lt;/modtype&amp;gt; &amp;lt;!-- 1 - server, 2 - client-server, 3 - client --&amp;gt;&lt;br /&gt;
&amp;lt;/root&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
All these elements are mandatory for a mod and must be properly specified.&lt;br /&gt;
&lt;br /&gt;
The header file must be placed like so:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
root&lt;br /&gt;
--&amp;gt;  header.xml&lt;br /&gt;
--&amp;gt;  content/&lt;br /&gt;
--&amp;gt;  data/&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
In the same folder with content and data, that is.&lt;br /&gt;
&lt;br /&gt;
Now, the way the game treats mod files is actually a bit more tricky. This is because you might have different versions of the same mod in your mods folder and since they share the same ID how would the game know which one to load?&lt;br /&gt;
&lt;br /&gt;
To resolve this when a mod is loaded version of the mod is specified as well, along with its ID. The full internal ID for a mod is [id]_[version]. For instance, unique ID of this mod from the above example would be &#039;&#039;&#039;unique_mod_id_1.0.0&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
To determine which mods the game should load there&#039;s a file &#039;&#039;&#039;ModsConfig.xml&#039;&#039;&#039; (usually located in the user documents folder). All mods, that should be loaded, should be listed in this file.&lt;br /&gt;
&lt;br /&gt;
{{Main|VoidExpanse/installing_mods|Installing and using mods}}&lt;br /&gt;
&lt;br /&gt;
Lastly, &#039;&#039;&#039;Modtype&#039;&#039;&#039; is a special parameter which defines whether a mod should be loaded on server, on client, or on both. For example, if we want to create a mod which just replaces some icons, that would be a typical &#039;&#039;&#039;client&#039;&#039;&#039; mod. Client-side mods will be ignored by server, if listed in ModsConfig.xml. On the other hand, mods that contains only server-side alterations, like new topics or scripts are typical &#039;&#039;&#039;server&#039;&#039;&#039; mods. If they are listed in ModsConfig.xml, server will load them, but the clients wont, and the server won&#039;t demand that the player have then in order to play. It means, that if server has server-side mod, and client is not - it&#039;s okay. Lastly ther is client-server mod, which is needed on both client and server. If a server was created with specific server-client mod, and client doesn&#039;t have the same one, server won&#039;t let client to connect.&lt;br /&gt;
&lt;br /&gt;
== Modding overview ==&lt;br /&gt;
Now, the modding itself consists of a few essential parts: &lt;br /&gt;
* [[VoidExpanse/Assets_modding|Assets modding]] - where you can add or change graphics, sounds, visuals and such.&lt;br /&gt;
* [[VoidExpanse/Content_modding|Content modding]] - adding new ships, weapons, items, or new quests, and basically extending the game content in some way.&lt;br /&gt;
* [[VoidExpanse/Scripting|Scripting]] - creating new mechanics that were not present in the original game.&lt;br /&gt;
&lt;br /&gt;
{{Modding}}&lt;/div&gt;</summary>
		<author><name>Askew1</name></author>
	</entry>
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