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== Modding Basics == Every mod requires a file named ''GameCoreData.zdata''. The file tells Ara which files it should import into the game, and what part of the game should be updated or added to. For example, from a published developer mod:<syntaxhighlight> schema ZNODataLibrary; export Library Root = { .Groups = { .Technologies = { .FromFiles = { "files/Tech_Axe.zdata" }, }, .Improvements = { .FromFiles = { "files/Improvement_Axe.zdata" }, }, } }; </syntaxhighlight>When you're at a loss as to how you should import your files, you should refer to the Example Mod's own ''GameCoreData.zdata'' file. For art assets, documentation is lacking, but it starts with an AssetData.zdata file, not named within GameCoreData.zdata. Here is an example snippet from the same developer mod:<syntaxhighlight> schema ModAssets; export AssetList Root = { .IconAtlases = { .Items_160 = { .Textures = { ."item_axe" = "files/item_axe.png", ."item_axeman" ="files/project_Axeman.png", }, }, .Improvements_256 = { .Textures = { ."AxeImp" = "files/WoodCutter.png", }, }, }, }; </syntaxhighlight>The left side of the Textures data (e.g. item_axe, AxeImp) seems to be used for the AtlasID attribute on improvements, items, etc. It's worth noting that the Atlas group Improvements_256 does not add the yellow icon border -- you will have to add the border yourself if you wish to copy the style of the game's icon assets. A copy of the [https://mod.io/g/ara-history-untold/m/axe-man Axe Man mod] is recommended for study to add art assets, at least until more official documentation is provided. If you work within the modding folder of the game, be sure that the ''GameCoreData.zdata'' file is available inside your mod folder at the same level viewed when opening the folder. To test your mod changes, make sure the mod is 'checked' and active, and either click New Game or click the "Reload mod configuration" button in the modding window to reload your changes. At the moment, a new game is required for all mod testing and changes made to the mod.
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