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Your organization's own mods

Your organization can build mods for its own servers: your loot settings in db/types.xml, your events, your changes to cfggameplay.json. They belong to the organization, not to a person, and every server of the organization can install them.

Organization mods replace the former custom mods of a server.

Whereโ€‹

  • Organization -> Mods lists your organization's mods. Create one there; it opens on the workbench, the same one creators use.
  • To install one on a server: Server Admin -> Mods -> Marketplace, filter Own mods. It is installed like any other mod and sits in the same load order as your marketplace mods, see Mods in admin view.

A new organization mod is private: other organizations do not see it. Switching it to public in its store entry lists it in the marketplace for every server on its maps.

How they differ from creator modsโ€‹

Organization mods work like creator mods โ€” the same files, config fields, versions, changelog and test server โ€” with these differences:

  • No access list: every server of the organization may install them.
  • No team of their own: everyone in the organization with the rights below works on them. To let an outside modder help, invite them into the organization and give them only these rights.
  • No price.
  • The draft can run on every server of the organization, so any of them can be your test server.

Access rightsโ€‹

RightAllows
org.mods.viewSeeing the organization's mods and opening them read-only
org.mods.editChanging them: files, config fields, store entry
org.mods.publishPublishing a draft โ€” it reaches every server of the organization that has the mod on auto-update

Organization admins have them. Whoever could edit custom mods on one of the organization's servers before was put into an organization group Mods holding all three. Installing an organization mod on a server needs the usual mod rights of that server.

What happened to your custom modsโ€‹

Every custom mod of a server was moved over automatically:

  • it became a mod of the server's organization, published as version 1
  • it is installed on its server with auto-update on, so every version you publish reaches the server
  • its configuration values and its expiry date became its instance; a custom mod that was switched off is installed but switched off
  • it was put after your marketplace mods in the load order, as before, so your server files stay the same โ€” you can reorder it now
  • its old transfer logs were not carried over

Custom mods of a faction or a player that placed objects became placements on the Modding tab, see Modding: objects for factions, players and the server. Any other faction or player custom mod became an organization mod like the server's.

With AIโ€‹

The AI Companion and connected AI apps work on your organization's mods with your organization rights: read and search them, edit files and config fields, check the draft for problems, preview it and publish it. With the right to read server files, they can start a file as a copy of a mission file of your server, see File safety model.