Coming soon toSteam
Modding docsAPI 1

Installing mods

This page is about playing with mods. To make one, start with Getting started.

Where mods go

Mods live in your mods folder. In the main menu, open Mods and press Open folder. The folder is:

%USERPROFILE%\AppData\LocalLow\Ivyture\Project Avion\Mods

Put each mod there as it came: a .zip, or a folder with a mod.json at its top. There is no need to unpack a zip. The game looks for mod.json at the top of each zip and folder, so a zip that holds a folder that holds the mod is not found.

Then press Refresh in Mods, or start the game. The mod appears in the list, switched on. Mods downloaded from a server are kept elsewhere; see Joining a modded server.

The Mods screen

Mods in the main menu lists every mod the game found.

StateMeaning
RunningOn and working.
OffSwitched off.
ReadySwitched on. It starts with the next Apply changes or game.
Needs consentWaiting for you to allow its permissions.
FaultedStopped after errors. The details say what went wrong.
BlockedNot started, for a reason it names: a mod it needs is missing, off or the wrong version, it conflicts with another mod, or it was made for another version of the game.
InvalidIts files have errors, so it cannot load. The details list them under Problems.

Every mod lists what it needs. Low risk permissions, such as showing its own panels, playing its own sounds or adding console commands, are allowed without a question. Medium and high risk ones, such as changing the world, reading the keys you press, raising part limits for everyone or contacting a website, wait for you:

  1. Switch the mod On, or press Review permissions in its details.
  2. Read the list. Each permission says what it lets the mod do, with a coloured dot for its risk.
  3. Press Allow, then Apply changes. Don't allow switches the mod back off.

The game remembers your answer. A later version that asks for different permissions asks again. Revoke consent takes your answer back: after Apply changes the mod stops until you allow it again. See Security and permissions for what each permission allows and what no mod can do at all.

When changes take effect

In the main menu, Apply changes restarts the mods at once, and Refresh looks for new, removed or changed mods and restarts them too. During a game, changes to your mods wait until you leave it: everyone in a session must run the same mods, and restarting them in the middle could break it. Reload in a mod's details is refused while other players are connected, for the same reason.

Joining a modded server

When you join a server that uses mods, the game shows its list before anything is downloaded or run:

If a mod can do something risky, the list says so in red, and Download and join stays disabled until you tick I have read the warnings above and trust this server's mods. Joining is your consent to those mods for that server's sessions.

A download shows its progress and can be cancelled. Every file is checked against what the server announced, and a mod that does not match is thrown away. Before the mods run, their scripts are also checked for code that hides what it does. If anything turns up, you choose again: Leave or Run them anyway.

Downloaded mods are kept apart from your own mods folder. They run only in sessions of servers that use that exact version, never in single player, and you cannot switch them on yourself.

On someone else's server, that server decides which mods run: its own, plus those of yours that their makers marked as personal, such as interface tweaks and sound packs. Your other mods sit out until you leave.

Turning mods off

Switch a mod Off and press Apply changes. It stops, and everything it made goes with it: its panels, objects, sounds, key bindings and console commands. Anything it changed in the game's own screens, and any part limit it raised, is put back.

Its files stay in your mods folder. To remove a mod for good, delete its .zip or folder there (Open folder at the bottom of Mods).

A creation built with a mod's blocks still loads without the mod: the game offers to load it without those blocks, and the save itself is not changed, so it loads whole again once the mod is back.

When a mod breaks

An error in the middle of the game does not stop a mod: the error goes to its log and the mod carries on. A mod that fails while it starts, or keeps failing (five stopped calls within a minute), is stopped and shows as Faulted. The game and your other mods carry on without it.

  1. Open Mods, choose Problems and click the mod. The details say what went wrong, and Recent messages shows its last lines.
  2. Press Refresh to start it again, or switch it Off and press Apply changes.
  3. Look for a newer version, and tell its author what the details and the recent messages say. The game's full log is Player.log in %USERPROFILE%\AppData\LocalLow\Ivyture\Project Avion, with each mod line marked [mod the.mod-id client] or [mod the.mod-id server].

A Blocked mod says what it is waiting for: install or update the mod it needs, or switch off the one it conflicts with. An Invalid mod has broken files, and only a fixed version helps.

Mod makers: Troubleshooting explains every message.