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Managing Mods

Felix edited this page Jul 22, 2026 · 1 revision

Managing Mods

Installing

Click Install, pick one or more mod files (the picker is filtered to the game's real mod extensions), and they're copied into the right place in your mods folder. Downloads from mod sites that come as .zip currently need to be extracted first — zip extraction is on the roadmap.

Enable / disable

Every mod has a switch. Disabling renames the file with a .disabled suffix so the game's loader skips it — nothing is ever deleted, and flipping the switch back restores the original name. This is perfect for debugging a broken game: disable everything, re-enable in halves until you find the culprit.

Removing

Remove deletes the mod file from the mods folder. This cannot be undone from inside the app, so keep backups of hard-to-find mods.

Thumbnails & details

.package files are parsed to extract embedded artwork and a content breakdown (CAS parts, textures, tuning…). Click a mod to see its details. Mods without embedded artwork get a colored placeholder.

Conflicts

Enabled mods that share a file name are badged as conflicts — duplicate installs are the most common real-world problem (e.g. the same CC downloaded twice with the same name). The stats bar shows a live conflict count. Deeper, resource-level conflict detection is on the roadmap.

Search & filters

The library has full-text search over file names, category filters (Package/Script/Object/…), grid and list layouts, and live Total/Enabled/Disabled/Conflicts stats.

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