Creating a new mod
After all that setup, you can now create your first mod!
To do this, open up a terminal where you want to create your project and run:
geode new
Follow the given prompts and afterwards you should have a new folder containing the code for your mod.
Files
You may notice the project already comes with a few files. Lets go over them:
CMakeLists.txt
- This is the main file for your CMake project.about.md
- Here you can write a very long description page for your mod, in markdown. Think of it as a README for your mod! This file is technically optional, but highly recommended.logo.png
- This is the icon for your mod, which shows up in-game. This file is technically optional, but highly recommended.mod.json
- This json file contains all the metadata about your mod, such as name, version, custom resources, settings, etc. See this page for detailed info
If you plan on releasing your mod, remember to edit the about.md and logo.png files!
The source code for your mod can be found inside the src
folder.
Additional Files
Geode will also look for these special files within your mod folder:
changelog.md
- Lists all of the changes between versions to the mod; see detailed infosupport.md
- Free-form info about how to show support to the developer of the mod; see detailed info
Build
Now, to build your mod you have a few options:
If youre using an IDE such as Clion, VScode or Visual Studio, head over to the IDE Setup page.
If you’re building for Android, check out the Android section.
Otherwise if you want to build your mods manually from the command line you can do that by simply running these commands in your mod’s folder:
# Configures & builds for the current platform
geode build
Check out
geode build --help
for other options!
If you have an issue running that command for whatever reason (do let us know!), you can build your mod the same way using these commands:
# Configure CMake
cmake -B build
# Build the project
cmake --build build --config RelWithDebInfo
If you created a profile in CLI, then the mod should be automatically installed to GD. If not, then the built your.mod.geode
package should be in your build folder, from where you can manually install it in-game.
Build for Android
To build mods for Android you must install the Android NDK. Extract it somewhere and set the ANDROID_NDK_ROOT
enviroment variable to its path.
On Windows you must also install Ninja. If you have Scoop, you can do this via scoop install ninja
.
Now you can build your mod for Android via:
geode build -p android64
# Or if you're using a 32 bit phone
geode build -p android32
You can then copy the built .geode file from the build-android64
folder to your phone at this location:
/storage/emulated/0/Android/media/com.geode.launcher/game/geode/mods/
Building Windows mods on Linux
If you have followed the steps earlier and installed all the required tools with geode sdk install-linux
, building should be as simple as on Windows:
geode build
If you have installed the Windows SDK and the toolchain in a different way, you will have to provide paths to them manually:
geode build -- -DCMAKE_TOOLCHAIN_FILE=/path/to/clang-msvc-sdk/clang-msvc.cmake -DSPLAT_DIR=/path/to/splat