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Testing a mod

In the Creator Kit editor​

Mods from QZSim\Mods\ mount automatically in the kit editor. Check your content in Play In Editor before packaging. A mod created with Create Mods works in Play In Editor right away; a mod folder copied into QZSim\Mods by hand needs an editor restart.

The kit does not include the game's Shipping executable, so test with Play In Editor or in the game itself.

To speed up testing (jump to a day, add money or tools, open a map), use the console commands: see Testing commands.

In the game (developer test)​

Package Mods writes your mod to <output folder>\<ModName>_Windows\. Copy the contents of that folder (the .uplugin plus Content\Paks, and Config if your mod has one) into:

<game folder>\QZSim\Modio\<ModName>\

The .uplugin must be in the root of that subfolder. Then start the game. This is the full production pipeline, including validation, minus the download. This is a test step for you as the developer, not a way to distribute a mod: players get mods only through mod.io.

caution

Do not keep a local copy and a mod.io subscription of the same mod at the same time. Plugins with the same name conflict.

What to expect​

  • Install or update during a session applies immediately, with no game restart. Content already loaded into the current level is not swapped in place: return to the main menu and re-enter the campaign. If it is still stale, restart the game.
  • "Mods need an update" in the main menu means the mod is missing GameVersion or has an old one, for example it was built with an old kit. The game does not crash; it refuses to load the mod. Re-package with the current kit. Any other reason shows "Some mods were not loaded". See Packaging & publishing.
  • Test tools in a new campaign. A tool that was already auto-granted stays in that save.
  • Maps and campaigns: a mod map is opened through your campaign. Pick the campaign in the campaign list and start a new game.
  • Test dependent mods together, installed the way mod.io installs them. See Mods that use other mods.

Launch option: -nomods​

Starting the game with -nomods disables mounting of mods: the mod.io mod browser still works, but no mods are applied. Use it to check whether a problem comes from a mod.

Logs​

In the kit editor, use the Output Log (filter LogModioUGC). The released game does not write a log file.