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Load a mod

Nightinggale edited this page Jul 2, 2019 · 1 revision

How to load a mod

How to add the mod to the ingame mod menu

Steam

Just subscribe to the mod you want to use.

Manual install

If you or the mod isn't on Steam, then manual installation will be needed. First step is to locate your mod folder. Windows: \Documents\Klei\OxygenNotIncluded\mods Mac: ~/Library/Application Support/Klei/Oxygen Not Included/mods Linux: ~/.config/unity3d/Klei/Oxygen Not Included/mods

This folder can have up to 3 subfolders.

  • steam
  • local
  • dev

Steam should normally not be touched, though it's possible you can find config files for mods in there. Local is the one to use for mods downloaded from the net while dev is for the mods you create yourself.

The difference between local and dev is that if a mod crashes, local will disable the mods while dev will not. If mods aren't disabled automatically, then you have to edit or remove mods.json to remove a crashing mod if you can't reach the main menu.

You should install each mod in a folder, like mods/local/modA/modA.dll

Using mods

Once the game can see the mods, you can click on the mod menu in main menu. Here you can enable or disable mods as you like.

You can drag-n-drop mods to change the order they are loaded in. At the time of writing, load order have very little impact, but it can do stuff like change the order which modded buildings are added to the build menu or similar. If load order becomes important later, the affected mods should tell you as such requirements will always be mod specific.

Removing mods

If you don't want to use a mod anymore, uncheck it in the mod menu. You can remove it from local too if you never want to use it again.

Savegame issues

Sometimes a mod alters the savegame format. If so, then adding or removing the mod can cause issues. The main issue is if there is data in the savegame, which the game doesn't know what means because the mod is the decoder for it. Adding new data is usually easier.

Generally speaking, adding a new building is safe. Removing a mod will remove the buildings added by said mod. Removing a component from a building while keeping the building might break the savegame. It's up to the mod creator to avoid savegame pitfalls and to inform the player of any possible issues.

Example

The Coal Generator Delivery Fixes removes one slider and adds 3 sliders to the coal generator. Modifying the existing building isn't an option because either adding or removing the mod will cause existing buildings to lose a saved slider value, hence breaking savegames.

What it does instead is removing the existing coal generator from the build menu and research screen. It then adds a new building to those locations and it will use the same name and graphics, making the illusion that the building is still present. The result is that when loading a savegame, the existing coal generators will still be there and be of the old type, but newly created coal generators will have the new sliders.

Removing the mod will cause all the new buildings to vanish, but the base game coal generators will still be there unchanged and they will be restored in the research screen and build menu.

This means with a bit of clever thinking during code design, the mod went from "can't add/remove in existing savegames" to "can't cause load errors when added or removed in existing savegames" and it only has limited tradeoffs. However this example does show that two nearly identical solutions for the player have very different rules when it comes to savegames meaning the question if a mod is savegame friendly is very mod specific and not always possible to predict based on gameplay. It's the duty of the mod creator to inform of any issues.

Savegames issues in my mods

Unless stated otherwise, my mods should be safe to add and removing will remove the added buildings (sensors are buildings in this context), but should otherwise be safe to remove. I do consider savegame issues for every single mod I release.