Because it's super quick and easy for people to install mods we have a few rules relating to the content of your mods if you want it to be "officially" approved and shown in-game - and mainly these rules are in place because they would effect the game overall due to being accessible to the player (and this is a kid friendly game).
You also have to remember that (fingers crossed) mods should be available on console too and they are extremely zealous about what content gets approved on their platform, so we have to be too.
Obviously none of this stops you creating your own mod and distributing it yourself, that's absolutely fine! You can submit your mods to the global Mod List with the Mod Submission Form!
However mods that are not "official" will be visible flagged to the player as a heads-up due to security reasons (some asshole might make some asshole mod for example because people suck)
Approval Rules
1. Follow good practice in your mod code and keep an eye on performance - bad performing mods will not be approved
2. Try and keeps things similar to the base game in terms of style and feel
3. Mods should work out the box for both new games and existing ones
4. Keep things kid friendly - no gore, extreme violence or NSFW content
5. No crytpo or NFT nonsense
6. TNgineers have the final say on all approvals
7. Have fun!
Login
To upload mods you first need to create a mod.io account. You then need to verify by email, using the same email you created your mod.io account with.
Once you enter your email you'll get a 5 digit code. Enter this code to finally log in! Once logged in your access token will be saved in the cache so you can skip this step next time.
Rules
Because it's super quick and easy for people to install mods we have a few rules relating to the content of your mods if you want it to be "officially" approved and shown in-game - and mainly these rules are in place because they would effect the game overall due to being accessible to the player (and this is a kid friendly game).
You also have to remember that (fingers crossed) mods should be available on console too and they are extremely zealous about what content gets approved on their platform, so we have to be too.
Obviously none of this stops you creating your own mod and distributing it yourself, that's absolutely fine! You can submit your mods to the global Mod List with the Mod Submission Form!
However mods that are not "official" will be visible flagged to the player as a heads-up due to security reasons (some asshole might make some asshole mod for example because people suck)
Approval Rules
1. Follow good practice in your mod code and keep an eye on performance - bad performing mods will not be approved
2. Try and keeps things similar to the base game in terms of style and feel
3. Mods should work out the box for both new games and existing ones
4. Keep things kid friendly - no gore, extreme violence or NSFW content
5. No crytpo or NFT nonsense
6. TNgineers have the final say on all approvals
7. Have fun!
Submission Checklist
1. Filled out your mod.io page to provide a mod thumbnail (showing actual mod gameplay) and additional media
2. Provide a description on mod.io that will explain to players how they can use your mod (this is shown in-game when clicking a mod)
3. Provide a 22x22px mod icon within your zip folder to use in the mod list in-game
4. Provide a 317x66px mod banner within your zip folder to use in the mod description in-game
5. Remove api_set_devmode() from your code (or comment it out)
6. Your zip should have your mod.lua at the root, you should NOT be zipping the folder your mod is in
Create Mod
Here you can upload a new mod to mod.io - this is just the mod "wrapper" and not your actual mod code. Your Mod ID needs to match the name you use in your register() hook, as that is what your mods folder will be called when downloaded. Your Mod ID must be lowercase and unique across all mods!
Mod ID
Name
Summary
Action
My Mods
Here you can view your mods and upload new versions for them. A version is the actual finished .zip folder of your mod, where the mod.lua file is at the root of the zip.