So, RCT3 mods worked by modifying assets using 3rd party (and unsupported at that) importers. Planet Coaster modding could work exactly the same way - it just relies on someone reverse engineering our resource format in the same way they did for RCT3. If anyone has any questions about the resource format they can post here and we'll do our best to answer the questions.
Of course, this isn't very helpful. As we've said before, we'll have more to say about modding "soon". Adding mod support to a game is very, very complicated. Especially so given how Planet Coaster has to be written in order to remain performant. It's also worth pointing out how much more complicated the authoring process is in Planet Coaster compared to RCT3. So, we're working on it - give us some time and we'll be able to tell you more.
Cheers
Andy
I don't think you're supposed/allowed to do that. PC's game files are 1) encrypted and 2) are Frontier's property and attempting to reverse-engineer it in any form may put you in legal trouble with them, unless you are an experienced mod developer/programmer and is hired by them to make such.
Oh, i didnt know that
I used to make "mods" for games a few years ago but it was mainly swapping a 512x512pixel .png to a different 512x512px .png file etc. So I thought I could do something similar with Planet Coaster. For example change the coaster crash fireworks and overwrite it with the regular explosion effect. I think this is a form of "modding" so i'm wondering how I would do this with Planet Coaster?
You guys should check out the dev response in this thread. Andy describes, somewhat, what is allowed via mods for PC. Andy specifically talks about reverse-engineering the files in his post.