Guides
Task guides walk through one job a mod author does, from an empty mod to something to try in game. Each is built on the flagship game and links the contracts it uses; the engine capabilities page says what else a mod can reach today.
| Guide | What you build |
|---|---|
| Make a creature | A hostile creature from data alone: archetype, movement, perception, an archetype brain, a telegraphed ability, loot, spawning and a binding table on the flagship’s boar model. |
| Add a held item | An item kind the player holds in the main hand: its ability, model recipe with a grip, and a patch of the flagship’s player loadout. |
How the guides stay correct
Each guide is backed by a compiled example mod in tools/test-mods/guide-*
(creature (tools/test-mods/guide-creature/mod.toml),
held item (tools/test-mods/guide-held-item/mod.toml)). The mods are
workspace members built with the other test mods, and
game/flagship/tests/guide_*.rs runs their data through the server’s and
client’s data stage after the flagship’s.
A code block that shows an example file is preceded by a
<!-- example: <path> --> marker, and scripts/check-doc-examples.py
checks that the block equals the file, or the marked line range, byte for
byte. Change the example file and its guide together.