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	<updated>2026-04-14T09:59:36Z</updated>
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	<entry>
		<id>https://qubicagame.com/index.php?title=Creating_a_Mod&amp;diff=11</id>
		<title>Creating a Mod</title>
		<link rel="alternate" type="text/html" href="https://qubicagame.com/index.php?title=Creating_a_Mod&amp;diff=11"/>
		<updated>2025-12-18T04:31:56Z</updated>

		<summary type="html">&lt;p&gt;Shishkabob: /* Other folders */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mods are a core part of Qubica and are extremely easy to make with the power of Lua.&lt;br /&gt;
&lt;br /&gt;
== Locating the local mods folder ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Local mods folder location&lt;br /&gt;
|-&lt;br /&gt;
! Windows&lt;br /&gt;
|-&lt;br /&gt;
| C:\Users\YOUR_USERNAME\AppData\LocalLow\Tomahawk Interactive\Qubica\mods\&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Local mods are stored here.&lt;br /&gt;
&lt;br /&gt;
== Creating the mod&#039;s folder structure ==&lt;br /&gt;
In your local mod&#039;s folder, create a folder with the name of your mod, this name won&#039;t be shown to the end-user. enter the folder and create &amp;lt;code&amp;gt;mod.json&amp;lt;/code&amp;gt;, this contains the metadata about your mod.&lt;br /&gt;
&lt;br /&gt;
The contents of &amp;lt;code&amp;gt;mod.json&amp;lt;/code&amp;gt; should look something like:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;json&amp;quot;&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
    &amp;quot;name&amp;quot;: &amp;quot;Indestructible Item&amp;quot;,&lt;br /&gt;
    &amp;quot;description&amp;quot;: &amp;quot;All items now have infinite durability!&amp;quot;,&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An icon for your mode can also be placed in this folder under &amp;lt;code&amp;gt;icon.png&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These are the only files that Qubica looks for in the root folder of your mod, however several other folders are check here.&lt;br /&gt;
&lt;br /&gt;
=== Other folders ===&lt;br /&gt;
* &amp;lt;code&amp;gt;assets/&amp;lt;/code&amp;gt; - Should contain you mod&#039;s textures, models, and sounds&lt;br /&gt;
* &amp;lt;code&amp;gt;data/&amp;lt;/code&amp;gt; - Definitions for blocks, items, clothes and crafting recipes.&lt;br /&gt;
* &amp;lt;code&amp;gt;scripts/&amp;lt;/code&amp;gt; - Contains your Lua code.&lt;br /&gt;
* &amp;lt;code&amp;gt;binary/&amp;lt;/code&amp;gt; - The only folder accessible through the Filesystem API.&lt;br /&gt;
&lt;br /&gt;
== Defining a block ==&lt;br /&gt;
Blocks are defined in &amp;lt;code&amp;gt;your_mod_folder/data/blocks.json&amp;lt;/code&amp;gt;. Create this file if you haven&#039;t yet.&lt;br /&gt;
&lt;br /&gt;
Example of &amp;lt;code&amp;gt;blocks.json&amp;lt;/code&amp;gt;:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;json&amp;quot;&amp;gt;&lt;br /&gt;
[&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;id&amp;quot;: &amp;quot;qubica:dirt&amp;quot;,&lt;br /&gt;
		&amp;quot;name&amp;quot;: &amp;quot;Dirt&amp;quot;,&lt;br /&gt;
		&amp;quot;texture&amp;quot;: &amp;quot;textures/blocks/dirt.png&amp;quot;,&lt;br /&gt;
		&amp;quot;textureRotation&amp;quot;: 3,&lt;br /&gt;
		&amp;quot;health&amp;quot;: 5,&lt;br /&gt;
		&amp;quot;toolCategories&amp;quot;: [&amp;quot;shovel&amp;quot;]&lt;br /&gt;
	},&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;id&amp;quot;: &amp;quot;qubica:stone&amp;quot;,&lt;br /&gt;
		&amp;quot;name&amp;quot;: &amp;quot;Stone&amp;quot;,&lt;br /&gt;
		&amp;quot;texture&amp;quot;: &amp;quot;textures/blocks/stone.png&amp;quot;,&lt;br /&gt;
		&amp;quot;textureRotation&amp;quot;: 3,&lt;br /&gt;
		&amp;quot;health&amp;quot;: 8,&lt;br /&gt;
		&amp;quot;toolCategories&amp;quot;: [&amp;quot;pickaxe&amp;quot;]&lt;br /&gt;
	}&lt;br /&gt;
]&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reminder that the &amp;lt;code&amp;gt;texture&amp;lt;/code&amp;gt; field is relative to your mod&#039;s assets folder.&lt;br /&gt;
&lt;br /&gt;
=== Redefining a block ===&lt;br /&gt;
Blocks can also have the data modified by mods. This is done by simply defining a block with the same ID as an already existing block.&lt;br /&gt;
&lt;br /&gt;
Example of a mod making a dirt block indestructible:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;json&amp;quot;&amp;gt;&lt;br /&gt;
[&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;id&amp;quot;: &amp;quot;qubica:dirt&amp;quot;,&lt;br /&gt;
		&amp;quot;health&amp;quot;: -1&lt;br /&gt;
	}&lt;br /&gt;
]&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notice how only the health field is defined here, only fields redefined will replaced/added to the block&#039;s data.&lt;br /&gt;
&lt;br /&gt;
== Texture replacements ==&lt;br /&gt;
Textures for blocks and items can be easily replaced by mods of a high priority, they just need to be placed in the same location, or have their &amp;lt;code&amp;gt;texture&amp;lt;/code&amp;gt; field redefined to point to it&#039;s new location.&lt;br /&gt;
&lt;br /&gt;
=== Hotloading ===&lt;br /&gt;
Once a texture has been loaded in game, it can be hotloaded, which allows you to see your changes instantly.&lt;br /&gt;
&lt;br /&gt;
== Qubica is a mod ==&lt;br /&gt;
Qubica itself uses the same system for defining objects and loading textures as mods do, this allows you to easily replace data, textures, and add your own code.&lt;br /&gt;
&lt;br /&gt;
== Mod Examples ==&lt;br /&gt;
Examples of different types of mods are available in the Qubica&#039;s install folder, including Qubica itself.&lt;/div&gt;</summary>
		<author><name>Shishkabob</name></author>
	</entry>
	<entry>
		<id>https://qubicagame.com/index.php?title=Creating_a_Mod&amp;diff=10</id>
		<title>Creating a Mod</title>
		<link rel="alternate" type="text/html" href="https://qubicagame.com/index.php?title=Creating_a_Mod&amp;diff=10"/>
		<updated>2025-12-18T01:07:38Z</updated>

		<summary type="html">&lt;p&gt;Shishkabob: /* Locating the local mods folder */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mods are a core part of Qubica and are extremely easy to make with the power of Lua.&lt;br /&gt;
&lt;br /&gt;
== Locating the local mods folder ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Local mods folder location&lt;br /&gt;
|-&lt;br /&gt;
! Windows&lt;br /&gt;
|-&lt;br /&gt;
| C:\Users\YOUR_USERNAME\AppData\LocalLow\Tomahawk Interactive\Qubica\mods\&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Local mods are stored here.&lt;br /&gt;
&lt;br /&gt;
== Creating the mod&#039;s folder structure ==&lt;br /&gt;
In your local mod&#039;s folder, create a folder with the name of your mod, this name won&#039;t be shown to the end-user. enter the folder and create &amp;lt;code&amp;gt;mod.json&amp;lt;/code&amp;gt;, this contains the metadata about your mod.&lt;br /&gt;
&lt;br /&gt;
The contents of &amp;lt;code&amp;gt;mod.json&amp;lt;/code&amp;gt; should look something like:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;json&amp;quot;&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
    &amp;quot;name&amp;quot;: &amp;quot;Indestructible Item&amp;quot;,&lt;br /&gt;
    &amp;quot;description&amp;quot;: &amp;quot;All items now have infinite durability!&amp;quot;,&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An icon for your mode can also be placed in this folder under &amp;lt;code&amp;gt;icon.png&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These are the only files that Qubica looks for in the root folder of your mod, however several other folders are check here.&lt;br /&gt;
&lt;br /&gt;
=== Other folders ===&lt;br /&gt;
* &amp;lt;code&amp;gt;assets/&amp;lt;/code&amp;gt; - Should contain you mod&#039;s textures, models, and sounds&lt;br /&gt;
* &amp;lt;code&amp;gt;data/&amp;lt;/code&amp;gt; - Definitions for blocks, items, clothes and crafting recipes.&lt;br /&gt;
* &amp;lt;code&amp;gt;scripts/&amp;lt;/code&amp;gt; - Contains your Lua code.&lt;br /&gt;
* &amp;lt;code&amp;gt;data/&amp;lt;/code&amp;gt; - Definitions for blocks, items, clothes and crafting recipes.&lt;br /&gt;
* &amp;lt;code&amp;gt;binary/&amp;lt;/code&amp;gt; - The only folder accessible through the Filesystem API.&lt;br /&gt;
&lt;br /&gt;
== Defining a block ==&lt;br /&gt;
Blocks are defined in &amp;lt;code&amp;gt;your_mod_folder/data/blocks.json&amp;lt;/code&amp;gt;. Create this file if you haven&#039;t yet.&lt;br /&gt;
&lt;br /&gt;
Example of &amp;lt;code&amp;gt;blocks.json&amp;lt;/code&amp;gt;:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;json&amp;quot;&amp;gt;&lt;br /&gt;
[&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;id&amp;quot;: &amp;quot;qubica:dirt&amp;quot;,&lt;br /&gt;
		&amp;quot;name&amp;quot;: &amp;quot;Dirt&amp;quot;,&lt;br /&gt;
		&amp;quot;texture&amp;quot;: &amp;quot;textures/blocks/dirt.png&amp;quot;,&lt;br /&gt;
		&amp;quot;textureRotation&amp;quot;: 3,&lt;br /&gt;
		&amp;quot;health&amp;quot;: 5,&lt;br /&gt;
		&amp;quot;toolCategories&amp;quot;: [&amp;quot;shovel&amp;quot;]&lt;br /&gt;
	},&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;id&amp;quot;: &amp;quot;qubica:stone&amp;quot;,&lt;br /&gt;
		&amp;quot;name&amp;quot;: &amp;quot;Stone&amp;quot;,&lt;br /&gt;
		&amp;quot;texture&amp;quot;: &amp;quot;textures/blocks/stone.png&amp;quot;,&lt;br /&gt;
		&amp;quot;textureRotation&amp;quot;: 3,&lt;br /&gt;
		&amp;quot;health&amp;quot;: 8,&lt;br /&gt;
		&amp;quot;toolCategories&amp;quot;: [&amp;quot;pickaxe&amp;quot;]&lt;br /&gt;
	}&lt;br /&gt;
]&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reminder that the &amp;lt;code&amp;gt;texture&amp;lt;/code&amp;gt; field is relative to your mod&#039;s assets folder.&lt;br /&gt;
&lt;br /&gt;
=== Redefining a block ===&lt;br /&gt;
Blocks can also have the data modified by mods. This is done by simply defining a block with the same ID as an already existing block.&lt;br /&gt;
&lt;br /&gt;
Example of a mod making a dirt block indestructible:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;json&amp;quot;&amp;gt;&lt;br /&gt;
[&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;id&amp;quot;: &amp;quot;qubica:dirt&amp;quot;,&lt;br /&gt;
		&amp;quot;health&amp;quot;: -1&lt;br /&gt;
	}&lt;br /&gt;
]&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notice how only the health field is defined here, only fields redefined will replaced/added to the block&#039;s data.&lt;br /&gt;
&lt;br /&gt;
== Texture replacements ==&lt;br /&gt;
Textures for blocks and items can be easily replaced by mods of a high priority, they just need to be placed in the same location, or have their &amp;lt;code&amp;gt;texture&amp;lt;/code&amp;gt; field redefined to point to it&#039;s new location.&lt;br /&gt;
&lt;br /&gt;
=== Hotloading ===&lt;br /&gt;
Once a texture has been loaded in game, it can be hotloaded, which allows you to see your changes instantly.&lt;br /&gt;
&lt;br /&gt;
== Qubica is a mod ==&lt;br /&gt;
Qubica itself uses the same system for defining objects and loading textures as mods do, this allows you to easily replace data, textures, and add your own code.&lt;br /&gt;
&lt;br /&gt;
== Mod Examples ==&lt;br /&gt;
Examples of different types of mods are available in the Qubica&#039;s install folder, including Qubica itself.&lt;/div&gt;</summary>
		<author><name>Shishkabob</name></author>
	</entry>
	<entry>
		<id>https://qubicagame.com/index.php?title=Creating_a_Mod&amp;diff=8</id>
		<title>Creating a Mod</title>
		<link rel="alternate" type="text/html" href="https://qubicagame.com/index.php?title=Creating_a_Mod&amp;diff=8"/>
		<updated>2025-12-18T00:25:54Z</updated>

		<summary type="html">&lt;p&gt;Shishkabob: Shishkabob moved page Create a Mod to Creating a Mod: Misspelled title&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mods are a core part of Qubica and are extremely easy to make with the power of Lua.&lt;br /&gt;
&lt;br /&gt;
== Locating the local mods folder ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Local mods folder location&lt;br /&gt;
|-&lt;br /&gt;
! Windows&lt;br /&gt;
|-&lt;br /&gt;
| C:\Users\shishkabob\AppData\LocalLow\Tomahawk Interactive\Qubica\mods\&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Local mods are stored here.&lt;br /&gt;
&lt;br /&gt;
== Creating the mod&#039;s folder structure ==&lt;br /&gt;
In your local mod&#039;s folder, create a folder with the name of your mod, this name won&#039;t be shown to the end-user. enter the folder and create &amp;lt;code&amp;gt;mod.json&amp;lt;/code&amp;gt;, this contains the metadata about your mod.&lt;br /&gt;
&lt;br /&gt;
The contents of &amp;lt;code&amp;gt;mod.json&amp;lt;/code&amp;gt; should look something like:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;json&amp;quot;&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
    &amp;quot;name&amp;quot;: &amp;quot;Indestructible Item&amp;quot;,&lt;br /&gt;
    &amp;quot;description&amp;quot;: &amp;quot;All items now have infinite durability!&amp;quot;,&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An icon for your mode can also be placed in this folder under &amp;lt;code&amp;gt;icon.png&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These are the only files that Qubica looks for in the root folder of your mod, however several other folders are check here.&lt;br /&gt;
&lt;br /&gt;
=== Other folders ===&lt;br /&gt;
* &amp;lt;code&amp;gt;assets/&amp;lt;/code&amp;gt; - Should contain you mod&#039;s textures, models, and sounds&lt;br /&gt;
* &amp;lt;code&amp;gt;data/&amp;lt;/code&amp;gt; - Definitions for blocks, items, clothes and crafting recipes.&lt;br /&gt;
* &amp;lt;code&amp;gt;scripts/&amp;lt;/code&amp;gt; - Contains your Lua code.&lt;br /&gt;
* &amp;lt;code&amp;gt;data/&amp;lt;/code&amp;gt; - Definitions for blocks, items, clothes and crafting recipes.&lt;br /&gt;
* &amp;lt;code&amp;gt;binary/&amp;lt;/code&amp;gt; - The only folder accessible through the Filesystem API.&lt;br /&gt;
&lt;br /&gt;
== Defining a block ==&lt;br /&gt;
Blocks are defined in &amp;lt;code&amp;gt;your_mod_folder/data/blocks.json&amp;lt;/code&amp;gt;. Create this file if you haven&#039;t yet.&lt;br /&gt;
&lt;br /&gt;
Example of &amp;lt;code&amp;gt;blocks.json&amp;lt;/code&amp;gt;:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;json&amp;quot;&amp;gt;&lt;br /&gt;
[&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;id&amp;quot;: &amp;quot;qubica:dirt&amp;quot;,&lt;br /&gt;
		&amp;quot;name&amp;quot;: &amp;quot;Dirt&amp;quot;,&lt;br /&gt;
		&amp;quot;texture&amp;quot;: &amp;quot;textures/blocks/dirt.png&amp;quot;,&lt;br /&gt;
		&amp;quot;textureRotation&amp;quot;: 3,&lt;br /&gt;
		&amp;quot;health&amp;quot;: 5,&lt;br /&gt;
		&amp;quot;toolCategories&amp;quot;: [&amp;quot;shovel&amp;quot;]&lt;br /&gt;
	},&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;id&amp;quot;: &amp;quot;qubica:stone&amp;quot;,&lt;br /&gt;
		&amp;quot;name&amp;quot;: &amp;quot;Stone&amp;quot;,&lt;br /&gt;
		&amp;quot;texture&amp;quot;: &amp;quot;textures/blocks/stone.png&amp;quot;,&lt;br /&gt;
		&amp;quot;textureRotation&amp;quot;: 3,&lt;br /&gt;
		&amp;quot;health&amp;quot;: 8,&lt;br /&gt;
		&amp;quot;toolCategories&amp;quot;: [&amp;quot;pickaxe&amp;quot;]&lt;br /&gt;
	}&lt;br /&gt;
]&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reminder that the &amp;lt;code&amp;gt;texture&amp;lt;/code&amp;gt; field is relative to your mod&#039;s assets folder.&lt;br /&gt;
&lt;br /&gt;
=== Redefining a block ===&lt;br /&gt;
Blocks can also have the data modified by mods. This is done by simply defining a block with the same ID as an already existing block.&lt;br /&gt;
&lt;br /&gt;
Example of a mod making a dirt block indestructible:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;json&amp;quot;&amp;gt;&lt;br /&gt;
[&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;id&amp;quot;: &amp;quot;qubica:dirt&amp;quot;,&lt;br /&gt;
		&amp;quot;health&amp;quot;: -1&lt;br /&gt;
	}&lt;br /&gt;
]&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notice how only the health field is defined here, only fields redefined will replaced/added to the block&#039;s data.&lt;br /&gt;
&lt;br /&gt;
== Texture replacements ==&lt;br /&gt;
Textures for blocks and items can be easily replaced by mods of a high priority, they just need to be placed in the same location, or have their &amp;lt;code&amp;gt;texture&amp;lt;/code&amp;gt; field redefined to point to it&#039;s new location.&lt;br /&gt;
&lt;br /&gt;
=== Hotloading ===&lt;br /&gt;
Once a texture has been loaded in game, it can be hotloaded, which allows you to see your changes instantly.&lt;br /&gt;
&lt;br /&gt;
== Qubica is a mod ==&lt;br /&gt;
Qubica itself uses the same system for defining objects and loading textures as mods do, this allows you to easily replace data, textures, and add your own code.&lt;br /&gt;
&lt;br /&gt;
== Mod Examples ==&lt;br /&gt;
Examples of different types of mods are available in the Qubica&#039;s install folder, including Qubica itself.&lt;/div&gt;</summary>
		<author><name>Shishkabob</name></author>
	</entry>
	<entry>
		<id>https://qubicagame.com/index.php?title=File:Qubica-wiki-icon.png&amp;diff=7</id>
		<title>File:Qubica-wiki-icon.png</title>
		<link rel="alternate" type="text/html" href="https://qubicagame.com/index.php?title=File:Qubica-wiki-icon.png&amp;diff=7"/>
		<updated>2025-12-18T00:24:01Z</updated>

		<summary type="html">&lt;p&gt;Shishkabob: Protected &amp;quot;File:Qubica-wiki-icon.png&amp;quot; ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite) [Upload=Allow only administrators] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Shishkabob</name></author>
	</entry>
	<entry>
		<id>https://qubicagame.com/index.php?title=File:Qubica-wiki-icon.png&amp;diff=6</id>
		<title>File:Qubica-wiki-icon.png</title>
		<link rel="alternate" type="text/html" href="https://qubicagame.com/index.php?title=File:Qubica-wiki-icon.png&amp;diff=6"/>
		<updated>2025-12-18T00:23:45Z</updated>

		<summary type="html">&lt;p&gt;Shishkabob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Shishkabob</name></author>
	</entry>
	<entry>
		<id>https://qubicagame.com/index.php?title=File:Qubica-icon.png&amp;diff=5</id>
		<title>File:Qubica-icon.png</title>
		<link rel="alternate" type="text/html" href="https://qubicagame.com/index.php?title=File:Qubica-icon.png&amp;diff=5"/>
		<updated>2025-12-18T00:19:14Z</updated>

		<summary type="html">&lt;p&gt;Shishkabob: Protected &amp;quot;File:Qubica-icon.png&amp;quot; ([Edit=Allow only administrators] (indefinite) [Move=Allow only administrators] (indefinite) [Upload=Allow only administrators] (indefinite))&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Shishkabob</name></author>
	</entry>
	<entry>
		<id>https://qubicagame.com/index.php?title=File:Qubica-icon.png&amp;diff=4</id>
		<title>File:Qubica-icon.png</title>
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		<updated>2025-12-18T00:17:23Z</updated>

		<summary type="html">&lt;p&gt;Shishkabob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Shishkabob</name></author>
	</entry>
	<entry>
		<id>https://qubicagame.com/index.php?title=Creating_a_Mod&amp;diff=3</id>
		<title>Creating a Mod</title>
		<link rel="alternate" type="text/html" href="https://qubicagame.com/index.php?title=Creating_a_Mod&amp;diff=3"/>
		<updated>2025-12-18T00:05:37Z</updated>

		<summary type="html">&lt;p&gt;Shishkabob: Created page with &amp;quot;Mods are a core part of Qubica and are extremely easy to make with the power of Lua.  == Locating the local mods folder ==  {| class=&amp;quot;wikitable&amp;quot; |+ Local mods folder location |- ! Windows |- | C:\Users\shishkabob\AppData\LocalLow\Tomahawk Interactive\Qubica\mods\ |}  Local mods are stored here.  == Creating the mod&amp;#039;s folder structure == In your local mod&amp;#039;s folder, create a folder with the name of your mod, this name won&amp;#039;t be shown to the end-user. enter the folder and cr...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mods are a core part of Qubica and are extremely easy to make with the power of Lua.&lt;br /&gt;
&lt;br /&gt;
== Locating the local mods folder ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Local mods folder location&lt;br /&gt;
|-&lt;br /&gt;
! Windows&lt;br /&gt;
|-&lt;br /&gt;
| C:\Users\shishkabob\AppData\LocalLow\Tomahawk Interactive\Qubica\mods\&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Local mods are stored here.&lt;br /&gt;
&lt;br /&gt;
== Creating the mod&#039;s folder structure ==&lt;br /&gt;
In your local mod&#039;s folder, create a folder with the name of your mod, this name won&#039;t be shown to the end-user. enter the folder and create &amp;lt;code&amp;gt;mod.json&amp;lt;/code&amp;gt;, this contains the metadata about your mod.&lt;br /&gt;
&lt;br /&gt;
The contents of &amp;lt;code&amp;gt;mod.json&amp;lt;/code&amp;gt; should look something like:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;json&amp;quot;&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
    &amp;quot;name&amp;quot;: &amp;quot;Indestructible Item&amp;quot;,&lt;br /&gt;
    &amp;quot;description&amp;quot;: &amp;quot;All items now have infinite durability!&amp;quot;,&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
An icon for your mode can also be placed in this folder under &amp;lt;code&amp;gt;icon.png&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These are the only files that Qubica looks for in the root folder of your mod, however several other folders are check here.&lt;br /&gt;
&lt;br /&gt;
=== Other folders ===&lt;br /&gt;
* &amp;lt;code&amp;gt;assets/&amp;lt;/code&amp;gt; - Should contain you mod&#039;s textures, models, and sounds&lt;br /&gt;
* &amp;lt;code&amp;gt;data/&amp;lt;/code&amp;gt; - Definitions for blocks, items, clothes and crafting recipes.&lt;br /&gt;
* &amp;lt;code&amp;gt;scripts/&amp;lt;/code&amp;gt; - Contains your Lua code.&lt;br /&gt;
* &amp;lt;code&amp;gt;data/&amp;lt;/code&amp;gt; - Definitions for blocks, items, clothes and crafting recipes.&lt;br /&gt;
* &amp;lt;code&amp;gt;binary/&amp;lt;/code&amp;gt; - The only folder accessible through the Filesystem API.&lt;br /&gt;
&lt;br /&gt;
== Defining a block ==&lt;br /&gt;
Blocks are defined in &amp;lt;code&amp;gt;your_mod_folder/data/blocks.json&amp;lt;/code&amp;gt;. Create this file if you haven&#039;t yet.&lt;br /&gt;
&lt;br /&gt;
Example of &amp;lt;code&amp;gt;blocks.json&amp;lt;/code&amp;gt;:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;json&amp;quot;&amp;gt;&lt;br /&gt;
[&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;id&amp;quot;: &amp;quot;qubica:dirt&amp;quot;,&lt;br /&gt;
		&amp;quot;name&amp;quot;: &amp;quot;Dirt&amp;quot;,&lt;br /&gt;
		&amp;quot;texture&amp;quot;: &amp;quot;textures/blocks/dirt.png&amp;quot;,&lt;br /&gt;
		&amp;quot;textureRotation&amp;quot;: 3,&lt;br /&gt;
		&amp;quot;health&amp;quot;: 5,&lt;br /&gt;
		&amp;quot;toolCategories&amp;quot;: [&amp;quot;shovel&amp;quot;]&lt;br /&gt;
	},&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;id&amp;quot;: &amp;quot;qubica:stone&amp;quot;,&lt;br /&gt;
		&amp;quot;name&amp;quot;: &amp;quot;Stone&amp;quot;,&lt;br /&gt;
		&amp;quot;texture&amp;quot;: &amp;quot;textures/blocks/stone.png&amp;quot;,&lt;br /&gt;
		&amp;quot;textureRotation&amp;quot;: 3,&lt;br /&gt;
		&amp;quot;health&amp;quot;: 8,&lt;br /&gt;
		&amp;quot;toolCategories&amp;quot;: [&amp;quot;pickaxe&amp;quot;]&lt;br /&gt;
	}&lt;br /&gt;
]&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Reminder that the &amp;lt;code&amp;gt;texture&amp;lt;/code&amp;gt; field is relative to your mod&#039;s assets folder.&lt;br /&gt;
&lt;br /&gt;
=== Redefining a block ===&lt;br /&gt;
Blocks can also have the data modified by mods. This is done by simply defining a block with the same ID as an already existing block.&lt;br /&gt;
&lt;br /&gt;
Example of a mod making a dirt block indestructible:&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;json&amp;quot;&amp;gt;&lt;br /&gt;
[&lt;br /&gt;
	{&lt;br /&gt;
		&amp;quot;id&amp;quot;: &amp;quot;qubica:dirt&amp;quot;,&lt;br /&gt;
		&amp;quot;health&amp;quot;: -1&lt;br /&gt;
	}&lt;br /&gt;
]&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Notice how only the health field is defined here, only fields redefined will replaced/added to the block&#039;s data.&lt;br /&gt;
&lt;br /&gt;
== Texture replacements ==&lt;br /&gt;
Textures for blocks and items can be easily replaced by mods of a high priority, they just need to be placed in the same location, or have their &amp;lt;code&amp;gt;texture&amp;lt;/code&amp;gt; field redefined to point to it&#039;s new location.&lt;br /&gt;
&lt;br /&gt;
=== Hotloading ===&lt;br /&gt;
Once a texture has been loaded in game, it can be hotloaded, which allows you to see your changes instantly.&lt;br /&gt;
&lt;br /&gt;
== Qubica is a mod ==&lt;br /&gt;
Qubica itself uses the same system for defining objects and loading textures as mods do, this allows you to easily replace data, textures, and add your own code.&lt;br /&gt;
&lt;br /&gt;
== Mod Examples ==&lt;br /&gt;
Examples of different types of mods are available in the Qubica&#039;s install folder, including Qubica itself.&lt;/div&gt;</summary>
		<author><name>Shishkabob</name></author>
	</entry>
	<entry>
		<id>https://qubicagame.com/index.php?title=Main_Page&amp;diff=2</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://qubicagame.com/index.php?title=Main_Page&amp;diff=2"/>
		<updated>2025-12-17T19:43:54Z</updated>

		<summary type="html">&lt;p&gt;Shishkabob: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;strong&amp;gt;Welcome to the Qubica Wiki!&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
* [https://store.steampowered.com/app/2360800/Qubica/ Steam Page]&lt;br /&gt;
* [https://www.reddit.com/r/qubica/ Reddit]&lt;br /&gt;
* [https://discord.gg/Md7uE8SqcG Discord]&lt;br /&gt;
* [https://www.kickstarter.com/projects/tomahawkinteractive/qubica-a-25d-sandbox-adventure-inspired-by-the-blockheads Kickstarter]&lt;/div&gt;</summary>
		<author><name>Shishkabob</name></author>
	</entry>
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