Advanced Modding Guide
Posted: Mon Dec 23, 2024 4:30 am
Hi, I have written an advanced guide to modding Capitalism Lab to supplement the main modding guide on the Capitalism Lab website: https://www.capitalismlab.com/mod/.
This is an advanced guide to modding Capitalism Lab – this PDF will provide extensive details into the inner workings of modding the game along with some advice on how to align your mod in game with your creative vision as a well as how to make it better for a general audience if you publish it. This guide is written in part due to the various different problems I found when I was creating my first mod (Magitek), and so I thought it might be worthwhile to mention these common pitfalls so that you don’t waste as much time.
This is not a gameplay guide nor is an attempt to get you to create any kind of specific mod. This is just a guide on how to make the process easier in general and saving you from a lot of unnecessary frustration and to also avoid many of the problems I commonly see in a lot of other mods.
The attached guide is over 50 pages long so I have broken it down into sections to make it easier to find what you are looking for:
- Mod Theme and Creative Process
- Mod Theme and Creative Process
- Basic things to check before starting
- Helpful tools
- How to create new assets
- Images
- Checklists for adding new assets
- Modifying existing assets
- How to Set Prices, Demand and Necessity Levels of Products
- Product R&D and Obsolesce
- Gameplay Balance
- Common Errors and other problems
- DLC Compatibility
- Testing your Mod
- Creative Ideas for a new Mod
- Publishing
- Updating your mod after publishing
If you see anything I have missed anything important or if I have any information in the guide wrong please let me know.
This is an advanced guide to modding Capitalism Lab – this PDF will provide extensive details into the inner workings of modding the game along with some advice on how to align your mod in game with your creative vision as a well as how to make it better for a general audience if you publish it. This guide is written in part due to the various different problems I found when I was creating my first mod (Magitek), and so I thought it might be worthwhile to mention these common pitfalls so that you don’t waste as much time.
This is not a gameplay guide nor is an attempt to get you to create any kind of specific mod. This is just a guide on how to make the process easier in general and saving you from a lot of unnecessary frustration and to also avoid many of the problems I commonly see in a lot of other mods.
The attached guide is over 50 pages long so I have broken it down into sections to make it easier to find what you are looking for:
- Mod Theme and Creative Process
- Mod Theme and Creative Process
- Basic things to check before starting
- Helpful tools
- How to create new assets
- Images
- Checklists for adding new assets
- Modifying existing assets
- How to Set Prices, Demand and Necessity Levels of Products
- Product R&D and Obsolesce
- Gameplay Balance
- Common Errors and other problems
- DLC Compatibility
- Testing your Mod
- Creative Ideas for a new Mod
- Publishing
- Updating your mod after publishing
If you see anything I have missed anything important or if I have any information in the guide wrong please let me know.