WIKI

Mods

Sample mod - All resources

A sandbox: every New Game starts with 10,000 gold, 99 lives, 999 of every material, troop and ammunition, 9,999 debris and 99 overclock chips, with every tower and feature unlocked -- the Mech Hangar with its batteries, orbital beacons and ranger pods, the wall at level three, fusion, elemental links, the cockpit with no time limit, the radar at full reveal and strategies, and the barrack in PvP (solo and co-op have no rival to send troops to).

Its profile is level 99 and holds every skill point the tree can spend, from the menu on, so every node can be bought -- the hangar's levels and its Commander included. Pair it with Sample mod - Veteran Commander to have the Commander walk out at level 5 with its jetpack.

Enable it in Options → Mods and restart. It ships disabled by default.

It is data only: balance.json sets general.starting_gold, general.starting_lives, multiplayer.starting_gold, cockpit.unlimited_time and the run_start grants (player_level and skill_points: "all" among them) described in the modding guide. Change the numbers, or drop unlock_everything to keep the normal card unlocks, under a new mod ID when making your own.

It is not admin mode. Admin is a developer switch no mod can turn on, and it opens debug tools. This sample gives a run its resources and access, and its mod profile the level and the points:

  • With a gameplay mod like this one active, the game plays on a separate mod profile (savegame_mods.save, seeds_mods.json). Whatever a sandbox run hands out -- including the solo pantry and factory, which carry over between runs -- stays there. Switch the mods off and the vanilla profile is back exactly as you left it.
  • Achievements, leaderboards, XP and crystal drops stay off while it is on.
  • A Continue keeps what its run was given; only a New Game is handed the stock.
  • In multiplayer every player needs the same mods, so everybody gets the same.