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✅ Safe Edits

This page helps new modders choose first experiments that are less likely to break the database.

No edit is guaranteed safe. Always validate and test.

For a broader explanation of distributed balance, rare components, objectives, tech tree data, and visual attachments, see Modding Risk Map.

Best First Edits

These are good learning targets because they usually preserve entity identity and component structure.

Edit Risk Why
Change a construction cost amount Low to medium Keeps the same building and resource GUID
Change a unit recruitment cost amount Low to medium Keeps the same unit and resource GUID
Change build menu sort order Low to medium Affects UI ordering without changing dependencies
Trace a resource, recipe, or building without editing Low Builds understanding before changing anything
Compare two similar entities Low Helps reveal local patterns

Good examples:

Medium-Risk Edits

These can work, but require more tracing.

Edit Risk What To Check
Replace one cost resource with another existing resource Medium Target must be a valid resource and available in game
Change recipe input/output resource Medium Production chain, storage, UI, and availability
Change worker count Medium Building employment and unit availability
Change production timing hints Medium Building AspectProduction/Efficiency and in-game pacing
Change unit combat strength Medium Encounter balance and objective behavior
Add a copied decoration variant Medium New GUID, build menu, placement, assets

Useful validation:

powershell -NoProfile -ExecutionPolicy Bypass -File scripts\validate_database.ps1
powershell -NoProfile -ExecutionPolicy Bypass -File scripts\generate_catalog.ps1

High-Risk Edits

Avoid these until you can trace references confidently.

Edit Risk Why
Change existing GUIDs High Breaks references across the database
Delete entities High Other packages or maps may reference them
Remove components High Systems may expect the component to exist
Change inheritance/template links High Can affect many derived entities
Replace or Unload a core/dlc entity in a shipped overlay High Destructive + last-loaded-wins across mods; prefer additive Incremental/Template. Run pagonia-patcher validate-mod — its authoring advisor flags this
Change terrain blocking or grid size High Can break placement and saves
Change objective triggers or rewards High Can block campaign/map progression
Replace mesh, icon, texture, or audio paths High Asset may be missing or incompatible
Change tags without tracing them High Tags are often used by systems, objectives, and UI

A Safe Editing Routine

Use this every time:

  1. Pick one target entity.
  2. Search every GUID you plan to touch.
  3. Change one value only.
  4. Run validation.
  5. Regenerate the catalog if relevant.
  6. Test in a new save or test map.
  7. Write down old value, new value, file, and result.

What Validation Can Catch

The validation script catches many reference mistakes:

  • duplicate entity GUIDs
  • unresolved non-null GUID references
  • building production recipe links pointing to non-recipes
  • recipe resources pointing to non-resources
  • construction costs pointing to non-resources
  • employment fields pointing to non-unit entities
  • recruitment costs pointing to non-resources

It cannot prove that a mod is fun, balanced, save-safe, or visually correct.

Good First Mod Ideas

Idea Difficulty
Make a single building slightly cheaper Beginner
Make one worker require one extra tool Beginner
Move a building within a build menu group Beginner
Trace Bakery -> BreadRecipe -> resources Beginner
Make one production building slightly faster Intermediate
Add a copied decoration variant Intermediate
Change a combat unit cost Intermediate
Change campaign objective requirements Advanced

Stop And Reconsider If

  • validation errors appear
  • a GUID target is not the entity type you expected
  • the entity is abstract or inherited
  • the change affects campaign/map files
  • the change touches DLC and core at the same time
  • you need to edit more than one system to make it work

That does not mean the mod is impossible. It means it is no longer a first experiment.