Mods
Modding
Mods add to or change Probably Stolen. They come from the Mods folder or the Steam Workshop and are switched on in the Mods screen of the main menu.
- Folder and Workshop
- Sources
- Mods screen
- Switch on in
- After a restart
- Changes apply
- On each computer
- Approval
Where mods go
A folder named Mods inside the game folder, with one folder per mod. The game creates it empty on first launch.
Subscribed Workshop mods load like mods in the Mods folder. A mod in the Mods folder wins over a Workshop copy of the same mod.
How the game loads them
Shows every mod as Active or Inactive, with a search box, Open Mods Folder and Unsubscribe for Workshop mods.
Active mods load in list order. Auto-Sort Mods reorders them so each one loads after the mods it depends on.
Review and enable shows what a mod asks for before it loads. Approval holds for that computer; an update that asks for nothing new stays approved.
The game scans a mod before enabling it. A mod that uses more than it declares, or carries code files it does not list, cannot be enabled.
The developers keep an online list that can mark a mod as verified, block it, or pause all mod loading.
Show Mod Name in Item Tooltips and Show Mod Name in Conversation Recorder mark what a mod added.
Mods are made by other players, not by Questing Goose Studio or tinyBuild. A mod can contain code that runs with the same access to your computer as the game itself. The game checks mods before activation, but cannot make them safe. Only activate mods from authors you trust. You use mods at your own risk. Questing Goose Studio and tinyBuild are not responsible for any damage, data loss or other harm caused by a mod, and cannot support problems that occur while mods are active.
What a mod can ask for
A mod that runs code lists what it needs. The game shows these texts before you approve it:
Permissions
- Files
- Read and write files anywhere on this computer
- Internet
- Access the internet
- Other programs
- Start other programs or open links
- Runtime code
- Load or generate code at runtime
- System libraries
- Call native system libraries
- Engine internals
- Reach into system and engine internals through reflection
What can be modded
Code mods can add items, starting scenarios, starting perks, difficulties, network upgrades, appraisal items, after-hours locations and events, loot, books and papers, and new options and key binds.
Files a mod can bring
Pictures in png or jpg, replacing or adding art by file name.
Item pictures in png or jpg, drawn as pixel art.
Pictures in png or jpg for books and papers.
One csv file per language, with one text per line.
Sound clips in wav, ogg or mp3.
json files that add to, remove from or reweight what crates and tables can hold.
json files for new books and papers, each with its pages and, if wanted, its own item.
Making a mod
Each mod folder holds a manifest.xml. It gives the mod's ID, its code files and what it asks for. Name, author, version, description, supported game versions and required mods are optional. A mod with a missing required mod still loads, with a warning.