Managing Mods
Each mod is installed in its own folder inside the game's Mods folder, named after the mod's ID. The folder contains the mod's manifest (mod.toml) and its assemblies:
<game>/
└─ Mods/
├─ someone.betterhud/
│ ├─ mod.toml
│ └─ BetterHud.dll
└─ someone.uilib/
├─ mod.toml
└─ UiLib.dllInstalling a Mod
Mods are typically distributed as a ZIP archive containing the mod's folder, for example someone.betterhud-1.2.0.zip. Extract the archive into the Mods folder and launch the game.
Mods that support both scripting backends may be distributed as two archives, ending in -mono and -il2cpp. Download the one matching the game's backend, as described in the Installation Guide.
The log lists each loaded mod and a summary:
[Info ] [Core] Loaded Better HUD 1.2.0 (someone.betterhud)
[Info ] [Core] Loaded 2 of 2 modsLustral reports common installation mistakes in the log, such as an archive that was not extracted, a mod folder nested one level too deep (Mods/someone.betterhud/someone.betterhud/mod.toml), or a DLL placed directly in Mods.
Dependencies
Some mods depend on other mods, such as a shared library. The mod's documentation lists its dependencies. If a dependency is missing, the log names it and the required versions:
[Warn ] [Core] Not loading someone.betterhud: requires someone.uilib ^2.1.0, which is not installedInstall dependencies the same way, each in its own folder. Lustral determines the load order automatically.
Mods That Fail to Load
Before loading a mod, Lustral checks that it supports the game, the game version, the scripting backend and the installed Lustral version, and that its dependencies are present. If a check fails, the mod is skipped and the log records the reason:
[Warn ] [Core] Not loading someone.fastforward: is for BloonsTD6 55.*; the installed version is 56.3Other mods continue to load. The usual resolution is a compatible version of the mod, or an update of the game or of Lustral. To load the mod regardless, see Forcing a Mod to Load.
Disabling a Mod
To keep a mod installed without loading it, add its ID (the name of its folder) to disabled in Lustral/loader.toml:
[mods]
disabled = ["someone.betterhud"]Mods that depend on a disabled mod are also skipped. Remove the ID from the list to enable the mod again.
Removing a Mod
Close the game and delete the mod's folder from Mods. The mod's settings (Lustral/config/<id>.toml) and data (Lustral/data/<id>/) are kept for a possible reinstallation; delete them to remove the mod completely.
MelonLoader and BepInEx Mods
Mods built for other mod loaders are not compatible with Lustral. Lustral mods are identified by their mod.toml manifest.