Getting started
Overview
RustTD6's own mod format: plain files, built on your computer, loaded by the native client.
Mods are authored in files, not an in-game editor. You describe what you want in a Python
script (or any language that writes JSON), build it once into a mod.json manifest, and RustTD6
compiles that into its native simulation. Optional event scripts written in Rhai add real running code and
custom in-match UI.
How a mod runs
- Author. Write
mods/<id>/mod.pyusing the SDK (tools/modsdk.py). - Build.
python tools/modsdk.py build mods/<id>/mod.pywritesmod.json. Your script runs only when you build it. - Load. In the client, open Mods, press Reload Mods and enable it. The manifest is validated and compiled into native data.
- Play. Start a new local game. Edit, rebuild and reload as often as you like, with no client restart.
What you can change
- New towers cloned from existing ones, with their own stats, projectiles, upgrades, shop position and models
- New bloons, edits to rounds and round groups, and new or changed modes
- Any existing native field through JSON Pointer paths (
set,copy,insert,remove) - Text and visibility of existing menu nodes
- Event scripts: cash, lives, spawning, popups, custom UI, entity queries and behaviour interceptors
This is not a MelonLoader compatibility layer: BTD6 MelonLoader mods do not run in RustTD6, and no DLLs are injected. Never bundle or redistribute extracted BTD6 content in a mod.
Where mods apply
Content mods apply to every local game. Official events bypass local content mods. In private co-op rooms the host's room mod set replaces each player's local selection.