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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

Mods folder

A folder named Mods inside the game folder, with one folder per mod. The game creates it empty on first launch.

Steam Workshop

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

Mods screen

Shows every mod as Active or Inactive, with a search box, Open Mods Folder and Unsubscribe for Workshop mods.

Load order

Active mods load in list order. Auto-Sort Mods reorders them so each one loads after the mods it depends on.

Approval

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.

Safety check

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.

Trust list

The developers keep an online list that can mark a mod as verified, block it, or pause all mod loading.

Mod names in game

Show Mod Name in Item Tooltips and Show Mod Name in Conversation Recorder mark what a mod added.

Warning shown in game

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

Textures

Pictures in png or jpg, replacing or adding art by file name.

Item art

Item pictures in png or jpg, drawn as pixel art.

Paper art

Pictures in png or jpg for books and papers.

Translations

One csv file per language, with one text per line.

Sounds

Sound clips in wav, ogg or mp3.

Loot tables

json files that add to, remove from or reweight what crates and tables can hold.

Paper books

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.

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