Mod Folder Anatomy¶
A New Era mod has two forms: an editable source folder, or an exported playable mod.
Goal¶
Understand where files belong so the game and editors can find them.
Source mod folder¶
Source mods live in Editor:
Editor/
My Mod/
config.json
thumbnail.png
Entities/
Entity Replacements/
Levels/
Art/
Level Replacements/
Classic/
Palettes/
Sounds/
Musics/
Audio Replacements/
Music Replacements/
Scripts/
Only the folders your mod uses need to exist. The editors create and manage these folders as needed.
Common files and folders¶
config.json: mod settings, dependencies, gameplay options, character availability, and other pack-level data.thumbnail.png: image shown in mod lists.Entities: playable characters, enemies, items, and containers owned by this mod.Entity Replacements: replacements for entities from another pack, commonlyClassic.Level Replacements: replacement level art and presentation data for another pack, commonlyClassic.Levels: level data, cutscene data, presentation screens, ending data, and level art references.Levels/Art: background, foreground, and cutscene images used by level data.Palettes: palettes that target entities from another pack, such as Classic characters.Entities/<Entity Name>/Palettes: palettes for an entity owned by this mod.Sounds: sounds and voices owned by this mod.Musics: music tracks owned by this mod.Audio Replacements: mappings that replace sounds, voices, or music from another pack.Scripts: Lua files referenced by animation logic or pack-level update hooks.
Entity folders¶
An entity folder usually contains:
Entities/
My Fighter/
0.png
1.png
animations.json
logic.json
spriteSettings.json
dependencies.json
preview.png
portrait.png
Palettes/
palette 0.png
The Character Editor manages the JSON files. You normally edit sprites and animation data through the editor alone. Hand-editing is possible, for particular cases.
Level files¶
Levels commonly use paired files:
level 1.json: gameplay layout, waves, spawns, walls, and scroll limits.level 1 - art.json: visual scene data and background layers.level 1 - cutscenes.json: optional cutscene data for that level.presentation.json,ending.json, and similar files: non-gameplay presentation sequences.
Use the Level Editor for these files. It keeps the level data, visual data, and referenced art aligned.
Exported mod package¶
Exported mods live in Mods:
Mods/
My Mod.cne
The exported .cne is what players copy, upload, and share. The game auto-detects the mods present in Mods folder when it starts.
Related pages¶
- Pack Layout and Conventions for the exact naming and resolution rules.
- Asset Requirements
- Testing and Exporting
- Package, Export, and Share