# Engine modding > How to make mods, maps and servers for the engine, version 0.1. Mods are Luau: the server runs a mod, every client runs its client scripts. ## Files - [The API reference as one Markdown file](https://engine-modding.pages.dev/0/api.md) - [The API as JSON](https://engine-modding.pages.dev/0/api.json): every item with its side, parameters, limits and examples - [The engine's Luau types](https://engine-modding.pages.dev/0/engine.d.luau): a definition file for luau-lsp ## Concepts - [Mods and modules](https://engine-modding.pages.dev/0/concepts/mods/): What a mod is made of, which side runs each file, and how a mod sits on top of the stock mod. - [Players, NPCs and entities](https://engine-modding.pages.dev/0/concepts/entities/): What a mod gives orders to, how it tells them apart, and the ids that name them. - [Who sees what](https://engine-modding.pages.dev/0/concepts/groups/): Groups pick which players are shown a sound, a model, a value or an event, and who may run a command. - [Units and axes](https://engine-modding.pages.dev/0/concepts/units-and-axes/): Metres, seconds and radians; which way is up, forward and left; vectors and angles. - [Weapon files](https://engine-modding.pages.dev/0/concepts/weapon-files/): A weapon is a file that returns its numbers, from its damage and rate to its aim, its bash and its projectile. - [The stock mod](https://engine-modding.pages.dev/0/concepts/the-stock-mod/): The game's own modes as a mod, its modules and the helpers they share, and how to write a game mode on top of them. ## Guides - [A killstreak](https://engine-modding.pages.dev/0/guides/killstreak/): Three kills in a row give a player a rifle, play a sound and show a line on their screen. A whole feature, server and client. ## Reference - [Reference](https://engine-modding.pages.dev/0/reference/): Every function, method, field, event and value a mod reaches, by group. - [Players](https://engine-modding.pages.dev/0/reference/players/): The people playing and the server's bots. - [NPCs](https://engine-modding.pages.dev/0/reference/npcs/): Characters the server moves for the mod, such as zombies. - [Entities and models](https://engine-modding.pages.dev/0/reference/entities-and-models/): Things in the world the mod places and moves. - [Movement](https://engine-modding.pages.dev/0/reference/movement/): How players move, and how the mod changes it. - [Health](https://engine-modding.pages.dev/0/reference/health/): Hurting, healing and killing players, and explosions. - [Weapons](https://engine-modding.pages.dev/0/reference/weapons/): What players carry and how it fires. - [Sounds](https://engine-modding.pages.dev/0/reference/sounds/): Sounds are .sound files your mod names by path. - [Effects](https://engine-modding.pages.dev/0/reference/effects/): Particle effects, such as an explosion or smoke. - [Map](https://engine-modding.pages.dev/0/reference/map/): What the mapper put in the map, by the names they gave it. - [Traces](https://engine-modding.pages.dev/0/reference/traces/): Questions about lines through the world. - [Chat](https://engine-modding.pages.dev/0/reference/chat/): Lines in the chat box. - [Commands](https://engine-modding.pages.dev/0/reference/commands/): Commands players type in the chat box, as /mute, or bind to keys themselves, and the actions on the keys. - [State and events](https://engine-modding.pages.dev/0/reference/state-and-events/): How modules keep data and talk. - [Timers](https://engine-modding.pages.dev/0/reference/timers/): Doing something later, or again and again. - [Calls](https://engine-modding.pages.dev/0/reference/calls/): The server's calls to the outside. - [Settings](https://engine-modding.pages.dev/0/reference/settings/): The values a server owner sets, and the matches a server plays. - [Types](https://engine-modding.pages.dev/0/reference/types/): The types state, events, requests and commands are declared with, in the global t, on the server and in client scripts. - [Boxes and styles](https://engine-modding.pages.dev/0/reference/boxes-and-styles/): The HUD a client script draws. - [Menus](https://engine-modding.pages.dev/0/reference/menus/): Screens a client script opens over the game. ## Mapping - [Making a map](https://engine-modding.pages.dev/0/mapping/making-a-map/): Build a map in Blender and mark its spawn points, doors, lifts, triggers, ladders and clips, so a mod can use them. - [The map's file](https://engine-modding.pages.dev/0/mapping/the-map-file/): The JSONC file beside a map's glTF, with its title, its game modes, its loading screen and its fog. ## Hosting - [Running a server](https://engine-modding.pages.dev/0/hosting/running-a-server/): Start a dedicated server, open its port, keep its key safe and stop it cleanly. - [Settings](https://engine-modding.pages.dev/0/hosting/settings/): Where a server's settings come from, the engine's own settings, a mod's settings, and secrets. - [Admins and bans](https://engine-modding.pages.dev/0/hosting/admins-and-bans/): Make players admins by their identity, and kick, ban and unban players. - [Matches and the rotation](https://engine-modding.pages.dev/0/hosting/matches/): Which maps and game modes a server plays, in what order, and how admins change the match. - [The server list and downloads](https://engine-modding.pages.dev/0/hosting/server-list/): Get a server on the public list, keep a test server off it, and serve the mod's files from a mirror.