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Steam News7 December 20257mo ago

Dev blog #7

Mod support is finally here! You can modify any entity or genetic code in game and even add your own with no programming skills required. It's as simple as dropping a png, a sound file or a json in the right folder.

Full notes

Full Swarmdustry update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes3 additions1 change0 removals
  • UI and audio
  • Workshop
addedYou can modify any entity or genetic code in game and even add your own with no programming skills required. It's as simple as dropping a png, a sound file or a json in the right folder. I will be putting up some barebones documentation on discord and steam discussions when this update is ready to go live.
changedFor mod users, you can use the in game modding UI to manage and order your mods. Any mods you subscribe to from Steam's workshop should be available to you, but you can also install them manually offline if you need to.
addedFor modders, you can modify or add any entity, tech, texture or sound. You also have access to dev mode to better debug your mods and upload to steam's workshop straight from in game.
addedThe current implementation does however lack 2 advanced features: localization and assembly loading. There is no localization yet because the base game itself doesn't even have localization yet. As for assembly loading, since this is made with Unity, it's pretty straightforward to add support for it. However, you wouldn't have access to the base game's API because, well, it needs to be exposed in some... presentable manner first. This is a bigger piece of advanced work that I'm not sure there is going to be much demand for at this point. So for now, we should be okay with 80%. We'll tackle the remaining 20% at a future date.

Swarmdustry changes

addedYou can modify any entity or genetic code in game and even add your own with no programming skills required. It's as simple as dropping a png, a sound file or a json in the right folder. I will be putting up some barebones documentation on discord and steam discussions when this update is ready to go live.
changedFor mod users, you can use the in game modding UI to manage and order your mods. Any mods you subscribe to from Steam's workshop should be available to you, but you can also install them manually offline if you need to.
addedFor modders, you can modify or add any entity, tech, texture or sound. You also have access to dev mode to better debug your mods and upload to steam's workshop straight from in game.
addedThe current implementation does however lack 2 advanced features: localization and assembly loading. There is no localization yet because the base game itself doesn't even have localization yet. As for assembly loading, since this is made with Unity, it's pretty straightforward to add support for it. However, you wouldn't have access to the base game's API because, well, it needs to be exposed in some... presentable manner first. This is a bigger piece of advanced work that I'm not sure there is going to be much demand for at this point. So for now, we should be okay with 80%. We'll tackle the remaining 20% at a future date.

Mod support is finally here!

You can modify any entity or genetic code in game and even add your own with no programming skills required. It's as simple as dropping a png, a sound file or a json in the right folder. I will be putting up some barebones documentation on discord and steam discussions when this update is ready to go live.

This first implementation should probably support around 80% of modding use cases.

For mod users, you can use the in game modding UI to manage and order your mods. Any mods you subscribe to from Steam's workshop should be available to you, but you can also install them manually offline if you need to.

For modders, you can modify or add any entity, tech, texture or sound. You also have access to dev mode to better debug your mods and upload to steam's workshop straight from in game.

The current implementation does however lack 2 advanced features: localization and assembly loading. There is no localization yet because the base game itself doesn't even have localization yet. As for assembly loading, since this is made with Unity, it's pretty straightforward to add support for it. However, you wouldn't have access to the base game's API because, well, it needs to be exposed in some... presentable manner first. This is a bigger piece of advanced work that I'm not sure there is going to be much demand for at this point. So for now, we should be okay with 80%. We'll tackle the remaining 20% at a future date.

This is a pretty big update, so it will be in internal testing for a while before it's made live to our playtesters.

As always, thanks for reading and happy gaming everyone!

Source

Steam News / 7 December 2025

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