# 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:`. | | `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.