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For creators

Guides for people who make mods: textures, testing, versioning, permissions, tools and the modding pipelines of each game.

For creators

Handling Bug Reports as a Mod Author

Pick one channel, pin a report template, sort reports into not-the-mod, real bugs and requests, reproduce with the exact version, batch fixes, say no without guilt, post patch-week status lines and credit your helpers.

BeamNG.drive

How to Make BeamNG Mods: Blender, JBeam, Editor

What a vehicle mod's folder contains, a typical vehicle workflow from mesh to tuning, building maps in the World Editor with navigation graphs, what 0.40 changed for modders, and publishing with your name in the files.

Farming Simulator 25

How to Make FS25 Mods: GIANTS Editor Guide

The Developer Network, the editor and exporter, what i3d, i3d.shapes and the vehicle XML do, a typical vehicle workflow, scripts after patches 1.24 and 1.25, maps, and ModHub versus your own release.

Euro Truck Simulator 2 and ATS

How to Make ETS2 Mods: SCS Blender Tools

How SCS's official tools fit together, what an SCS mod is made of from manifest.sii to def, materials and FMOD banks, a typical accessory workflow, developer mode, the material system changes, and publishing.

For creators

How to Ask Permission to Reupload a Mod

When you need to ask and when you do not, how to find the real author, what to write, keeping the answer, accepting a no, why silence is not permission, and why paid mods are off the table.

For creators

Mod Versioning and Changelogs: A Simple System

MAJOR.MINOR.PATCH adapted for mods, the version fields in manifest.sii and modDesc.xml, file names, a changelog format people read, why game versions are not mod versions, and patch-week status lines.

Assetto Corsa

Best Free Tools for Mod Authors

Blender, GIMP, Krita, Paint.NET, texconv, Audacity, FMOD Studio, VS Code, 7-Zip and Git, then the official and community tools for BeamNG, ETS2 and ATS, FS25, GTA V and Assetto Corsa.

For creators

Mod Testing Checklist Before Release

Test the zip, not the folder, in a clean game; keep the log clean; check every configuration, light, sound and part; look from a distance; measure performance; clean the archive; get a second pair of eyes.

For creators

How to Make a Lite Version of Your Mod

Work on a copy, find the big textures, resize from the sources with the same names and formats, trim configurations carefully, test the zip, and describe the difference in one line.

For creators

Textures for Modders: DDS, BC7 and Mipmaps

BC1, BC3, BC4, BC5 and BC7 explained, the arithmetic that turns twelve 4K maps into 200 MB, why mipmaps are not optional, where the resolution should go, and why recompression costs quality.

For creators

How to Write a Mod Description That Gets Downloads

Uploaders are paid on finished downloads, and the description decides them. The title formula, the three-sentence opener, concrete features, known issues, a dated changelog, honest credits, your own screenshots, and what to leave out.

For creators

Mod Licences Explained: Permission and Reuploads

Who owns a mod, what silence means, the usual phrases from 'do not reupload' to 'free to share', conversions as derivative works, what uploaders confirm here, and why credit is the minimum but not a substitute for permission.