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Wayward is primarily built using HTML5 technologies and uses TypeScript (a strict superset of JavaScript), which compiles down to normal JavaScript. This is then run through Electron, a cross-platform application that runs browser languages as a desktop app, outside of your browser.
Wayward uses a combination of HTML, CSS, JavaScript, and WebGL (shaders) for all rendering and UI. It is not necessary to have skills and knowledge in these things to begin modding, although it wouldn't hurt.
- Wayward modding support is Early Access (or beta), just like Wayward itself. Many things will change and improve over time. Let us know any issues you run into or if you have any ideas for us.
- This guide is only tailored towards building TypeScript mods for Wayward.
- Although you can technically mod Wayward with normal JS, it will not be particularly pleasant, so we do not recommend it.
Next: Prerequisites
To continue the modding guide, click the above link.
Every official mod created for Wayward, and some other Wayward-related projects.
Where Wayward mods are published.
Getting Started
- Introduction
- Prerequisites
+mod create
&+mod update
- mod.json
- Extracting Assets
- Resources & Examples
- Frequently Asked Questions
Mod Content
Script Documentation
- Using Translations
- Registrations
- Event Handlers
- Injection
- Adding Items
- Adding Doodads
- Adding Creatures
- Adding Magical Properties
- Actions & Multiplayer
- Adding Dialogs
- Context Menu/Action Bar Actions
- Inter-mod Registries
(apologies for all the missing guides, we'll get to them at some point)