Skip to content

.patch asset

Description

This type of asset allows you to apply changes to assets located in any other mod, including the base game content.

How it works

Every .patch asset consists of a list of commands.

Each command defines which operation should be applied to what asset, and also specifies arguments specific to that command.

An example patch that adds custom made peyotes to the desert biome from the base game:

{
    "Commands": [
        {
            "Command": "Add",
            "TargetAssetUri": "base/desert.biome",
            "Path": "Plants",
            "Values": [
                {
                    "Uri": "plants-o-plenty/peyote.plant",
                    "Probability": 0.02
                }
            ]
        }
    ]
}

Available commands

Add

Adds provided values to a collection at the path.

Argument Description
TargetAssetUri : string The URI of the target asset.
Path : string JsonPath to a collection (or collections) where values should be added.
Values : array Values to add.

Set

Sets provided value to a property at the path.

Argument Description
TargetAssetUri : string The URI of the target asset.
Path : string JsonPath to a property (or properties) which value should be set.
Value : any Value to be set.

Remove

Removes value at the path.

Argument Description
TargetAssetUri : string The URI of the target asset.
Path : string JsonPath to a value (or values) which should be removed.

Merge

Merges provided object with an object at the path (as described here).

Argument Description
TargetAssetUri : string The URI of the target asset.
Path : string JsonPath to an object (or objects) where provided object should be merged.
Value : object Object to be merged.
ArrayHandling : string One of the values described here.
Optional (default: "Concat")
NullValueHandling : string One of the values described here.
Optional (default: "Merge")

Optional flag

Sometimes, you might want to alter assets which presence is not known in advance. Luckily, since 0.78, each command supports the new Optional flag. When set to true, in case the target asset was not found, a command will be just skipped without failing.

Debugging

You can actually see how target assets look after all patches are applied to them. To do so, open the Settings window while holding SHIFT, then navigate to Misc tab and toggle Write patched assets setting (at the bottom).

Now, every time you load or start a new game with your mod enabled, the game will write target assets in their final form (with all patches applied) to <original_filename>.patched.json.

Don't forget to remove those files before publishing your mod, and disable this option after debugging is completed to avoid the additional performance cost.

Advanced path examples

Pro Tip

You can use online JSONPath evaluators like https://jsonpath.com/ to test complex pathes.

Find a property of an object in an array by index:

ItemsPerDay[0].CountMultiplier

Find a property of all objects in an array:

ItemsPerDay[*].CountMultiplier

Find a property of an object in an array which has specific property value:

ItemsPerDay[?(@.Uri=='base/tv.item')].CountMultiplier

ItemsPerDay[?(@.CountMultiplier>0.5)].CountMultiplier


Last update: July 26, 2023