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Glossary

Quick definitions for the terms you’ll meet across PalCodex.

  • .pak - an Unreal package archive. Palworld mods are usually distributed as .pak files dropped into the game’s mod folder. See Pak pipeline.
  • _P suffix - the naming convention (MyMod_P.pak) that marks a pak as a patch which overrides base game content and loads with priority.
  • IoStore (.utoc / .ucas) - Unreal’s newer container format (also called Zen). Handled with retoc; most Palworld mod work uses legacy .pak instead.
  • Cooked asset - an editor asset processed into the game’s runtime format. You mod the cooked form, not editor source. See cooked uasset basics.
  • .uasset / .uexp - the paired files that make up a cooked asset: header/structure (.uasset) and bulk data (.uexp). Always keep them together.
  • DataTable - a table of typed rows holding game values (stats, recipes, items, text). The heart of data modding.
  • .usmap (mappings) - a type-mapping file tools need to read cooked assets; build-specific. See Mappings.
  • TextData / L10n - Palworld stores localized text in TextData DataTables; translation mods ship as an L10n pak. See Translations.
  • LogicMod - a Blueprint-based mod built in the Palworld Modding Kit and cooked into a pak.
  • UE4SS - the scripting runtime that enables Lua/C++ mods.
  • PalSchema - a data-patching framework that applies JSON changes to game data.
  • Wwise - Palworld’s audio middleware; relevant to audio modding and the Palworld Modding Kit setup.
  • Cook - the process (in Unreal) of turning editor assets into the runtime/cooked form you then pack.