Choose the mod source for the game edition
The developer links Steam Workshop for the Steam edition and other download locations for players using a different edition. Workshop access requires the Steam version; buying a non-Steam copy does not by itself make Workshop subscription available. [1]
This guide uses the developer’s Windows PC modding reference, headed Toolkit 1.0.7 Build 170910. The reference page does not supply a publication date, so the review date does not imply these are newly introduced features. [1]
Select the new game’s mod set in the main menu
For a new town, configure the wanted mods from the main menu before starting. That main-menu selection supplies the mod set for the newly created game. It is distinct from the saved list embedded in an existing town. [1]
Steps
- Set the wanted active mods in the main menu, then start the new game. [1]
Use the existing town’s saved mod context
Loading a town restores the mod selection recorded in that save. A different main-menu selection does not replace this recorded list when the save reloads. [1]
The developer permits enabling mods during play to add buildings to an existing map, while warning that changes to original resources can produce unexpected behavior. [1]
Steps
- For an existing town, load it and enable the desired addition from the running game’s mod controls. [1]
Keep placed buildings and changed mod versions in mind
Keep the building mod enabled once its buildings are placed: the developer explicitly identifies disabling it as a crash cause. [1]
A replaced mod version also triggers a save-loading warning. Treat that warning as a compatibility signal for the particular town, rather than assuming every newer package is interchangeable with the version used when it was saved. [1]
Sources & verification
Platform and version details belong to the individual issue or guide section. A documented workaround may not resolve every case.
- Mods - Shining Rock Software official-supportRetrieved
