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Assets for the game — images, sounds, even the game codes are packed into '''Modules'''.
+Modules in Terrarum is divided into two categories: the Internal Module and the User Module.
+
+== The Internal Modules ==
+Internal Modules comprises the "base game" of your own game that are not expected to be modified by the end user. When your game is packaged (e.g. via AppImage), the Internal Modules become read-only.
+
+Internal Modules are stored under /assets/mods/.
+
+== The User Modules ==
+User Modules are "mods" for your game, and can be modified by the end user.
+
+User Modules are stored under /Modules/.
+
+== Configurations Generated by Modules ==
+Modules' default config must be found under /default.json. Any config changed by the user will be stored onto the /config.json, along with the engine's base config.
+
+The user config will have a key with : prepended: for example, if the module basegame contains config key gameplay_max_crafting, the user-modified config will be named as basegame:gameplay_max_crafting on the /config.json.
+
== Loading Modules ==
* [[Modules:Load Order|Module Organisation]], aka Load Order
* [[Modules:How to Get Started|The Entry Point]]
@@ -18,4 +35,4 @@ Assets for the game — images, sounds, even the game codes are packed into '''M
== Other Documentations ==
* [[Developer:RAW|Creature RAW]]
-* [[Developer:Faction|Faction]]
\ No newline at end of file
+* [[Developer:Faction|Faction]]