Unlike the resources directory, this breaks the pattern of mimicking the same location the the game already uses. This file has to be located inside of the content directory to work properly. This file will contain the basic information for the item that we are creating in addition to a reference to the graphic that we will be using for it. Next, inside of our content directory, we will need to create a new file named items.xml. We're essentially mimicking this structure so that the game knows where to find our files and pull them into the game. The reason that we have to structure the resources folders in this way is because they directly map to the folder structure that the game already uses. When done, our directory structure should look like so: - my-mod/ Inside of our resources directory we need to add a few more folders.
#BINDING OF ISAAC CONSOLE COMMANDS MODS MOD#
In our case, we're going to be creating an item - so our mod will require a folder named content a folder named resources. This new folder requires a few files and a specific folder structure to actually work correctly. ~/Library/Application Support/Binding of Isaac Afterbirth+ Mods/ WindowsĬ:\Users\YourName\My Games\Binding of Isaac Afterbirth+ Mods\ The first step to making a new mod is to navigate to your mods directory and create a new folder. In this article, we're going to take a look at The Binding of Isaac: Afterbirth+ modding API and go over the basic steps to create a simple item mod for the game.