Ostranauts Modding: Setup Guide & Data Modding Tips - Mods

Ostranauts Modding: Setup Guide & Data Modding Tips

Learn how to install, create, and manage Ostranauts mods. Covers BepInEx setup, JSON data modding, loading order, and troubleshooting.

2026-08-08
ostranauts Wiki Team
Quick Guide
  • Ostranauts modding uses two main systems: JSON data mods and BepInEx C# plugins
  • Data modding requires editing JSON files in the StreamingAssets folder structure
  • BepInEx plugins enable code injection for advanced features like hotkeys and UI tweaks
  • Loading order is critical: always keep "core" first, then add your mods sequentially
  • Always back up your base game files before installing or creating any mods

Ostranauts Modding Overview

Ostranauts supports a flexible modding ecosystem that allows players to customize nearly every aspect of the game. Whether you want to add new items, modify ship designs, or inject custom C# code for advanced UI features, the game provides two distinct pathways for modifications.

Video Highlights:

  • Step-by-step BepInEx installation and configuration
  • How to properly set up the loading order for data mods
  • Manual installation of plugins like Speed Hotkeys and Floor & Walls
  • Using the Configuration Manager to verify mod functionality

The two primary modding approaches serve different purposes. Data modding (JSON modding) is the most accessible entry point, requiring no programming knowledge. BepInEx modding, on the other hand, allows for deeper modifications through compiled C# code.

Mod TypeDifficultyRequirementsBest For
Data (JSON) ModsBeginnerText editor (Notepad++)New items, ships, interactions, conditions
BepInEx PluginsIntermediate to AdvancedBepInEx framework, C# knowledgeHotkeys, UI changes, code injection, new mechanics
Start with Data Mods

If you are new to Ostranauts modding, begin with JSON data mods. They require no programming experience and use the same data structure as the base game. You only need a text editor like Notepad++ to get started.

Installing BepInEx and Plugin Mods

BepInEx is a Unity framework that enables code injection for Ostranauts. Many popular community mods—such as Speed Hotkeys, Editor History, and Floor & Walls visibility toggles—rely on this framework to function.

Required Downloads

Before installing any BepInEx-based mods, you need two core components:

ComponentVersionPurpose
BepInEx5.4.23Core framework for code injection
Configuration Manager8.3In-game UI to manage mod settings (press F1)
Version Compatibility Matters

Do not use BepInEx 6.0. The current working version for most Ostranauts mods is 5.4.23. Using the wrong version can cause mods to fail silently or crash the game on startup.

Plugin Installation Locations

BepInEx plugins go into a different folder than JSON data mods. Understanding this distinction is essential:

Mod TypeDestination FolderHow to Verify
BepInEx PluginsOstranauts_Data/plugins/Press F1 in-game for Configuration Manager
Data ModsOstranauts_Data/Mods/Check Options > Files > Mods in-game
Astral AdaptationsOstranauts_Data/Mods/Add to loading_order.json under "core"
First Launch Requirement

After placing BepInEx files in the game folder, you must launch Ostranauts at least once. This initial launch generates the additional folders (like plugins/) that your mods need. Without this step, the folder structure will not exist.

Data Modding Fundamentals

Data modding is the most accessible way to modify Ostranauts. All base game data lives in the StreamingAssets folder, organized into over 30 different data types. By creating your own mod folder with a matching structure, you can add or override game content without touching the original files.

Core Data Types

FolderContentsCommon Use Cases
items/Item definitions (tools, equipment, objects)Add new tools, weapons, or decorative items
cooverlays/Display names and descriptionsRequired for every item to show tooltips
interactions/Character actions and behaviorsCreate new social actions, animations, or tasks
conditions/Status effects and game statesAdd emotional states, buffs, or debuffs
ships/Ship templates and designsCreate custom starter ships or NPC vessels
condtrigs/Condition trigger eventsDefine what happens when conditions are met
Never Edit StreamingAssets Directly

Do not modify files in the StreamingAssets folder. Always create a separate mod folder. Direct edits to base game files will be overwritten by updates and can cause unpredictable behavior.

Ostranauts Naming Conventions

The game uses a prefix system for all JSON fields. Understanding these prefixes helps you read and write mod data correctly:

PrefixTypeExampleDescription
strStringstrNameText value (names, descriptions)
nIntegernColsWhole number (grid columns, counts)
fFloatfZScaleDecimal number (scale, duration)
bBooleanbEnabledTrue or false flag
aArrayaSocketAddsList of values
mapMap/DictionarymapModeSwitchesKey-value pair collection
Browse Base Game Files for Examples

The best way to learn data modding is to study existing game files. Open the StreamingAssets/data/ folder and examine how items, interactions, and conditions are structured. Copy the format and modify values for your own mods.

Creating Your First Mod

1

Set Up the Mod Folder

Navigate to Ostranauts_Data/Mods/ and create a new folder for your mod. Inside it, create a mod_info.json file with metadata (name, author, version, game version), and subfolders matching the StreamingAssets structure (e.g., data/items/, data/cooverlays/, images/).

2

Write Your JSON Data

Create JSON files in the appropriate data subfolders. For a new item, place the definition in data/items/my_items.json and a matching COOverlay in data/cooverlays/my_overlays.json. Every item needs a corresponding COOverlay with the same strName to display names and tooltips correctly.

3

Update loading_order.json

Open Ostranauts_Data/loading_order.json and add your mod folder name to the aLoadOrder array, after "core". The folder name must match exactly—this field is case-sensitive. If the file does not exist, launch the game once with the Mods button to generate it.

4

Test In-Game

Launch Ostranauts and watch the loading screen for mod messages. Go to Options > Files to confirm your mod shows a green "Loaded" status. Use the Ship Editor to find new items, or open the debug console with the backtick key and type UNLOCKDEBUG to spawn items for testing.

Adding vs Overriding

To add new content, use unique strName values that do not exist in the base game. To override existing content, use the same strName as the item you want to replace. Later mods in the loading order take priority over earlier ones.

Sample mod_info.json Structure

FieldPurposeExample
strNameDisplay name of your mod"My Cool Mod"
strAuthorCreator name"YourName"
strGameVersionCompatible game version"1.3.1"
strModVersionYour mod's version number"1.0.0"
strNotesBrief description"Adds new decorative items"

Troubleshooting Common Issues

Even well-structured mods can encounter problems. Use this reference table to diagnose and fix the most frequent issues modders face.

ProblemLikely CauseSolution
Mod doesn't appearFolder name mismatch in loading_order.jsonVerify exact case-sensitive match between folder and array entry
Item has no nameMissing or mismatched COOverlayCreate a COOverlay entry with the same strName as the item
JSON syntax errorMissing comma, extra comma, or unclosed bracketValidate with JSONLint or VS Code JSON extension
Sprite is missingImage file not in images/ folder or wrong filenameEnsure strImg matches filename without .png extension
BepInEx mods not workingWrong BepInEx version or missing first launchUse version 5.4.23, launch game once after installing framework
Game crashes on startupConflicting overrides or invalid JSONCheck output_log.txt in AppData/LocalLow/Blue Bottle Games/Ostranauts/
Check Log Files for Errors

Ostranauts generates detailed log files at C:\Users\<YourName>\AppData\LocalLow\Blue Bottle Games\Ostranauts\output_log.txt. Search for "Error" or "Exception" entries, and look for your mod name or JSON file names to pinpoint loading issues.

Recommended Tools

Notepad++

  • Lightweight text editor
  • JSON syntax highlighting
  • Free and widely used
  • Great for quick edits

Visual Studio Code

  • Full IDE with JSON validation
  • Extension marketplace
  • Built-in error detection
  • Git integration for versioning

JSONLint

  • Online JSON validator
  • No installation needed
  • Catches syntax errors instantly
  • Useful for quick checks
Test Incrementally

Add one item or change at a time. If something breaks, you will know exactly which modification caused the issue. This approach saves hours of debugging compared to adding everything at once.

Best Practices and Distribution

Modding Best Practices:

  • Use descriptive names (ItmPlushBearBrown, not ItmStuff01)
  • Test one change at a time to isolate issues
  • Study base game data files in StreamingAssets for examples
  • Version your changes using Git or GitHub backups
  • Document everything in mod_info.json strNotes field
  • List compatible game version to help users avoid conflicts

Distribution Channels

Once your mod is ready, you can share it through several platforms:

PlatformFormatAudienceNotes
ThunderstoreBepInEx plugin wrapperBroad modding communityRequires plugin wrapper for JSON mods
GitHubRepositoryDevelopers and advanced usersBest for open-source collaboration
Nexus ModsZip fileGeneral gaming audiencePopular destination for game mods
Discord/ForumsDirect downloadOstranauts communityFastest way to get feedback
Manual Installation for Users

If you distribute mods manually, include clear instructions: download and extract the mod folder, place it in Ostranauts_Data/Mods/, add the mod name to loading_order.json, and launch the game. Simple instructions reduce support requests.

Frequently Asked Questions

Q: What is the difference between data mods and BepInEx plugins in Ostranauts?

Data mods use JSON files to add or modify game content like items, ships, and interactions. They go in the Mods folder and require no programming. BepInEx plugins are compiled C# code that inject new functionality like hotkeys or UI changes. They go in the plugins folder and require the BepInEx framework.

Q: Which BepInEx version should I use for Ostranauts modding?

Use BepInEx version 5.4.23. Version 6.0 is not compatible with most current Ostranauts mods and can cause them to fail. Always check the mod author's requirements page for the specific version they recommend.

Q: Why does my modded item appear in game but has no name or description?

Every item needs a matching COOverlay entry in the data/cooverlays/ folder. The COOverlay must have the same strName as your item, plus strNameFriendly and strDesc fields. Without it, the game cannot display human-readable text for the item.

Q: How do I override an existing base game item instead of adding a new one?

Use the same strName as the base game item you want to replace in your mod's JSON file. The game loads mods after core data, so your definition takes priority. Be cautious, as overriding base game content can conflict with other mods that modify the same item.