


Anyhow, I don't know much about this mod tools or how they work, however, I did discover that the most important part of the file directory installed by the "swbattlefrontiimodtools.exe" is the Microsoft Word documents within the "documentation" folder. Workshop's intent is to use the Steam interface for mod management, not in game.Hey yall, Valameir here. This is something Workshop can't really do. The Mod.IO website UI is secondary to its real purpose, which is an API to provide direct mod management in game. In this way a game can use Mod.IO to support mod management for ALL versions of a game, but also fill the vanity needs of Steam modders.Įdit: it should be noted that Mod.IO is not intended to replace Workshop.
#Modtools code mods#
The only thing Mod.IO doesn't have, is the vanity ability to showcase your mods on your Steam profile.īut in saying that, Mod.IO has an easy way to support Workshop, so that Steam users of whatever game can use Workshop for mod management.
#Modtools code plus#
Plus it has the benefit of supporting non-Steam versions of the game. Mod.IO has the same functionality that Workshop does.

I have looked more into it more since my previous text and I'll admit, the safety part was assumed, but after researching more, mod.io still looks like a downgrade compared to ModDB and Steam workshop.

Well, no more association than they have with Steam, GOG, Gamepass, and consoles. Oh, and in case you feel inclined to copy paste this rumor as well, no, they are NOT partnered with Epic. The team may be small, but their reputation and history is solid for almost 20 years.ĭo 2 minutes of research before copy pasting crap. Mod.io is owned by the same company that owns and operates ModDB, IndieDB, and they used to own and operate Desura (an old digital distribution platform like Steam). If this is true, than Mod.io can not be trusted with your information. Looking forward to seeing all the mods you make,įound this on The Steam version of this thread.
#Modtools code how to#
Once all that is set up, you're good to go, though you should always start your Humankind modding projects through the Tools in your Steam Library so that your project will provide you with the tools to easily import game data and upload your mod to mod.io.įor more on how to use the modding tools, please check out the Modding Guidelines and the Modding Tools Basics blog. These tools use the Unity Editor, so when you launch them for the first time, they will walk you through installing the Unity Hub and Editor and activating a (free) unity license. Everyone who owns Humankind on Steam will now find the Humankind Mod Tools in the Tools category of their Steam library. If you are more interested in making your own mods than playing with them, you may want to take a look at our dedicated tools. Additionally, the game does not save mod loadout after quitting, so you will need to manually turn your mods back on before you start or load a game. modifying the same culture), as their changes my conflict and the game does not check compatibility between mods. However, please be careful about using multiple mods that affect the same game elements (e.g. Once you've subscribed to a couple of mods, you can activate them from the Mod Screen by simply ticking the checkbox in front of their name, and they will be added to the list at the top of the screen. Don't forget to let modders know you liked their work by giving it a thumbs up!) If you are already subscribed to many mods or maps, you can switch that browser to your collection view to easily manage which mods you are subscribed to (And even rate them from here. Then you can pull up a mod browser right there in the game, and subscribe to any mod that strikes your fancy. If you're looking for new mods or maps to try, just use your Steam or mod.io account to connect to mod.io from the Mods or Map Editor screens. Thanks to mod.io integration in Humankind, finding, managing, and playing with mods is easy! Please keep in mind that these tools are unfinished and we are still testing them, so not all functionalities are available yet, and you may into errors while making mods or playing with them. With the Fabius Maximus Update, we are taking the first step for this: We are releasing a beta version of the mod tools, and have integrated mod.io into the game to make mod management easy. Since the release of Humankind, many of our players have been eagerly waiting for modding support to be added to Humankind.
