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# Example Mod
A bworld mod. The format is described in `MODS.md` at the root of the bworld repo.
## Files
| Path | What it's for |
| --------------------- | ------------------------------------------------------------------------------------ |
| `manifest.json` | The mod's id, name, version, dependencies and scripts. |
| `blocks/*.json` | One block per file. Blocks get an item form with the same id unless `"item": false`. |
| `items/*.json` | Items that aren't a block's item form. |
| `recipes/*.json` | `shaped` crafting, `furnace` smelting and `fuel`. |
| `textures/*.png` | 16×16 textures, named `example_mod:<file name>`. |
| `worldgen/ores.json` | Ores to generate (optional, not included here). |
| `scripts/server.ts` | Game logic: block components, commands, events. Never sent to players. |
| `scripts/client.ts` | Sent to players: custom screens, HUD, keybinds. |
| `scripts/worldgen.ts` | Terrain features. Runs on the server and every client and must be deterministic. |
| `CREDITS.md` | Licenses and thanks, shown on the About page. |
Delete what you don't use, including its entry in `manifest.json`.
## Checking it
From the bworld repo:
```sh
deno task check-mods
```
This validates the manifest and every data file, checks that the ids, textures and items you refer to exist, and
typechecks the scripts.