Launch `CORE-Manager.exe` or `CORE-Manager.elf` and type in the path to your Godot project ***(replace backslashes with regular slashes on Windows)***. Click on `Install` and wait until it's finished.
**Note: If you are updating CORE, click on `Update` instead.**
Create a new GDScript file at `res://init.gd` (can be anything else, but you need to change the `core_initscript` variable accordingly!) and write this into it:
Now replace `<your_script_name>` with the file path of your script (preferably with `.gd` and without `res://`) and save it under the path you specified in the `core_initscript` variable.
1. These messages are printed anyway as CORE's logger implementation is not loaded at that point in time
2. That log messages comes from your init.gd!
3. tldr we enabled diagnostic messages "too fast". if we delayed the config reload by half a second, we wouldn't have seen that message.
If your project returns about the same output then CORE has been successfully installed. If not, look for your error [here](/troubleshooting/). For a quick start guide, [click here](/quickstartguide/)
## YOLOing the install
Do you want to play with fire? Do you like to live at the edge of what's possible? Or are you just a Arch Linux or Gentoo user? If yes, here's a guide on how to manually install and update CORE.
### Note
This install method is **only recommended for devs experienced with CORE, Godot 4 and Git**. We are not responsible if you mess up something and break your project!
### Installing CORE
1. Create your Godot Project and open the project folder in a terminal
2. Execute `git clone https://git.staropensource.de/StarOpenSource/core.git CORE` (even if you're planning/using a git repository already! Do NOT use git submodules!)
3.`cd` into the CORE folder and copy `config.gd.example` and rename it to `config.gd`. You may edit it to your liking now.
4. Create your init script at `[project root]/init.gd` (or some other path, update it in `config.gd` accordingly) and write this into it:
```gdscript
extends Node
@onready
var core = get_node("/root/CORE")
@onready
var logger = core.get_module("Logger")
func _ready() -> void:
logger.info("init.gd","init.gd loaded.")
core.welcome()
core.exit_safely()
```
5. Go back to Godot and set your startup scene to `res://CORE/coreinit.tscn`
6. Launch your project, you should see something like this in your console:
```text
coreinit -> "Fixing" busy setting up children issue
coreinit -> Bootstrapping CORE
coreinit -> Checking CORE requirements
coreinit -> Loading modules
coreinit -> Constructing modules
coreinit -> Injecting modules
coreinit -> Updating dependency references
coreinit -> Applying configuration to base modules