Modding¶
Engine components are data-driven and can be authored or shared as files. An overview to get you started.
What it is¶
Engone's engine components are built as ScriptableObjects with JSON export/import, stored
under Mods/EngineComponents/. That means the parts you choose in Engine Setup
— bases, cams, heads, intakes, turbos, and the rest — are described by data you can export, edit, and
share, rather than being hard-coded.
Why it matters¶
Data-driven parts mean the build catalog is extensible. You can author custom components to explore configurations beyond the shipped set, share builds with others, and tweak the numbers that drive the simulation — VE-shaping geometry, flow figures, RPM limits, and so on.
How to author a custom part (overview)¶
- Export an existing component to JSON from
Mods/EngineComponents/to use as a template. - Edit the values — geometry, flow coefficients, limits — keeping them physically sensible so the sim behaves.
- Import the file back so it appears in the Setup catalog.
- Test it on the dyno and confirm compatibility with the rest of the build.
This is an overview
The modding system is summarized here and will be expanded with a full field-by-field reference in a later revision. For now, treat exported files as the source of truth for the available fields.
Rule of thumb
Start from a working component and change one thing at a time. The simulation reacts to the numbers physically, so wildly unrealistic values produce wildly unrealistic engines.