Installing and enabling mods
Install a ZIP
Section titled “Install a ZIP”On Windows or Android, open Mods from the title screen and choose Install
ZIP. Select a .zip file. Eclipse shows the mod’s name, version, and ID before
you confirm. If the ID is already installed, Replace mod replaces that mod’s
files; saved mod progress is kept. After installation, choose Apply & Restart
and enter Campaign. This also works for a ZIP containing one enclosing folder
around mod.toml. Each ZIP must contain one mod, including its declared
scripts/*.lua entrypoint. The installer rejects unsafe paths and symbolic links,
and limits packages to 10,000 entries, 256 MiB per file, and 1 GiB unpacked.
Older builds enforce a 512 MiB total limit; update the game before importing a
larger package such as DE128 with its upscaled map buttons.
On Android, the system file picker can select a ZIP from Downloads or another
document provider. You do not need to browse into Android/data or grant Eclipse
all-files access. Eclipse copies the chosen archive into its cache, validates it,
and installs its contents into its app-specific Mods directory. The ZIP is not
kept after installation. ZIP installation is currently available in the Unity
editor, Windows player, and Android player.
Install a folder manually
Section titled “Install a folder manually”You can still place a complete mod folder in your installation’s Mods
directory, with mod.toml directly inside that folder. The folder name must
exactly match the manifest ID. A standalone Windows installation uses Mods
beside the executable; the Unity editor uses the project root Mods folder.
A launcher-managed installation may configure a shared Mods directory outside
its version folders. Android uses Application.persistentDataPath/Mods, normally
Android/data/<package-id>/files/Mods; the ZIP installer avoids the need to
access that location from a file manager. Restart Eclipse after manually adding
or updating mod files.
The Windows Eclipse launcher keeps shared mods in <launcher folder>/Mods
when it starts the game. Incremental game updates assemble a separate game
version and leave that shared folder and saves untouched. Keep your mods there
rather than modifying files inside a launcher’s versions directory: game
updates verify and restore the published game files. Rolling back a game version
does not roll back mod files or saves.
The Mods screen lists every installed mod. A row shows a red seal while that mod is enabled and an empty ring while it is disabled; select a row to toggle it. The panel beside the list shows the focused mod’s version, ID, authors, requirements and any problems.
To give your mod a picture in that panel, put an icon.png in the mod folder,
next to mod.toml. It is optional. A square image around 256 × 256 pixels works
best; any PNG is scaled to fit a 150 × 96 box without stretching. If there is no
icon.png, a preview.png (such as the sheet the character importer writes) is
used instead. Icons are read from installed folders only.
Toggle the installed mods, then choose Apply & Restart. The game saves and reloads to the title screen, where a short Mods updated note lists what was enabled and disabled; enter Campaign to load the new selection. Back discards unapplied changes. In game, open the main Menu and choose Return to Title to reach the mod list again.
Enabling a mod also enables its dependencies. Disabling a dependency disables the mods that require it. Core remains enabled. Unmet requirements appear under Details, and must be resolved before applying. New mods default to enabled; selections persist across launches without moving or deleting mod folders. Mod-owned saved progress is retained while a mod is disabled.
Community mods (mod.io)
Section titled “Community mods (mod.io)”Players can also browse and install mods from Project Eclipse on mod.io without leaving the game. The browser is off by default: turn on Options > Mod settings > Community mods (mod.io), and a Community mods button appears at the top of the Mods screen. No mod.io account or login is needed. Definitive Edition ships with the game and is never listed there.
The browser lists mods that have a downloadable file. You can search by name, sort by Popular, Newest, Recently updated or Top rated, and open Details for the description, author, version, size and tags. View on mod.io opens the mod’s page, where you can rate or report it. Community mods are made by players, not by the Eclipse or Definitive Edition team.
Install downloads the mod’s ZIP, checks its size and checksum, and installs it exactly like Install a ZIP, with the same safety limits. Choose Apply & Restart on the Mods screen to load it. Remove deletes the mod’s folder.
| Situation | What happens |
|---|---|
| The mod needs a different Eclipse core version | It is not installed; the message names the version it needs. |
The mod names no core version |
It installs, with a note that it may not work. |
The mod ships movesets/ files |
It installs, with a note that online versus is off while it is enabled. |
| A mod with the same ID is already installed by hand | It is not installed; remove the existing mod first. |
Updates
Section titled “Updates”While the opt-in is on, Eclipse checks installed community mods once per launch, when the title screen first opens, and installs newer files automatically. A mod that is already loaded in this session cannot be replaced while running: its update is downloaded now and installed the next time the game starts, before mods load. Only mods installed through the browser are updated; a hand-installed mod with the same ID is never touched.
Eclipse remembers which mods came from mod.io in .eclipse-modio/installs.json,
beside (not inside) the Mods folder. Deleting a mod’s folder by hand also stops
its updates.
Publishing to mod.io
Section titled “Publishing to mod.io”Upload one mod per mod.io entry, as a ZIP laid out like any
installable ZIP (mod.toml at the root or inside one folder).
Give the file a version on mod.io, and declare the Eclipse core range your mod
was made for in mod.toml, so players are told when it will not work:
[[dependencies]]id = "core"version = ">=2.0 <3.0"Keep the same mod id in every file you upload: an update whose mod.toml has a
different ID is refused. Mods that change movesets work offline; online versus
support for them is planned.
If a mod does not appear or cannot load, follow Troubleshooting.