Probably Stolen mods can be managed from the Mods option on the title screen. Use Steam Workshop for a subscribed mod or Open Mods Folder for a manual package, restart so the game detects it, then activate the entry and restart again. Installation, activation and successful behavior in a save are three separate checks.
The full-release game has its own mod manager and updated mod-safety mechanisms. An older playtest mod that requires an external loader is not automatically compatible with the release build. Read the mod's supported game versions and installation method before copying files or enabling it alongside a working setup.
Open the built-in mod manager

Launch the game and stay on the title screen. The Mods option appears there alongside the other main-menu choices, so you do not need to enter a save first. Open it to inspect the installed entries, active state and controls for adding or removing mods.
The manager separates ACTIVE and INACTIVE entries. A newly detected mod can be installed correctly while remaining inactive. That distinction is the first thing to check when a subscription or copied folder appears to have changed nothing in the game.
Selecting an entry shows details including its author, mod version, supported Game Versions, Capabilities and description. Read those fields together. A familiar title is not enough to confirm that a particular download is the right version for your current game.
The manager also presents permission information when relevant. Review the requested capabilities as part of deciding whether to activate that specific mod. A mod that only changes a label and one that requests powerful capabilities are different decisions even if both appear in the same list.
Install through Steam Workshop
The Workshop route begins with a subscription, then continues inside the game's manager. Subscribing and activating are different actions, so complete the whole sequence before looking for the mod's effect in a save.
- Open Mods from the title screen.
- Choose Steam Workshop and locate the intended mod.
- Subscribe to the correct entry.
- Close and restart the game.
- Return to Mods and find the detected entry under INACTIVE.
- Select it, review the details and activate it.
- Restart again before checking its effect.
If you subscribed to several entries, use the manager's search box to find the exact one you intended to enable. Do not assume every item in the inactive list belongs to the most recent subscription.
After activation, check that the entry moved to ACTIVE. That confirms the manager's state, but it does not by itself prove that every feature works in every save. The final check belongs to the behavior described by the mod and the version it supports.
Install a manual mod package
Manual installation uses the Mods folder opened through the game's own control. This avoids guessing a folder path from an older guide or confusing the release game's folder with another installation.
Open Mods, select Open Mods Folder and place the downloaded mod folder there according to the creator's instructions. Restart the game so it can detect the new entry, then return to the manager and complete activation. A manual package still needs the same distinction between presence on disk and active state.
Check the package's required installation method before moving files. A built-in-manager package and a legacy external-loader DLL are not interchangeable formats merely because both are called mods. Follow the instructions for the exact package and game version you obtained.
If a manual mod does not appear, inspect the folder structure and the creator's instructions before repeatedly copying more files into the directory. Then restart and check the inactive list again. Installing multiple copies makes it harder to identify which entry the game has detected.
Review versions and capabilities before activation

The manager's detail panel helps distinguish several kinds of mismatch. Game Versions describes the game's supported builds, while Mod Version identifies the mod release. A larger mod version number does not prove compatibility with a different game build.
| Detail | What it tells you |
|---|---|
| Name | Which entry you selected |
| Author | Who created the mod |
| Mod Version | Which release of the mod is installed |
| Game Versions | Which game builds the package targets |
| Capabilities | What actions or permissions it requests |
| Description | What behavior you should expect after activation |
If the manager asks for additional approval, read the prompt for the selected entry. Do not infer permission requirements from another mod you enabled earlier. Approval on your computer is an activation state, not a guarantee that the mod's code is harmless or that its gameplay features are compatible with every other active entry.
The latest verified game snapshot includes mod-safety changes. That makes launch-era instructions worth checking against the actual interface you see. Use the current manager's state and the creator's supported-version information rather than assuming an older screenshot captures every present control.
Verify one visible change at a time
Start by identifying a specific behavior from the mod description. A label change, an added panel and a gameplay balance modification require different observations. “The game launched” is not a complete check for a mod whose feature only appears in a particular interface.
Confirm the entry is ACTIVE and that you restarted after activation. Then inspect the relevant part of the game. If the expected change is missing, review the mod's instructions and version requirements before changing unrelated settings.
When troubleshooting several mods, disable one relevant entry at a time and restart as required. This makes it easier to connect a behavior change with the modification responsible for it. Changing the entire active list at once may remove a symptom while leaving its cause unclear.
The Auto-Sort Mods control can arrange the active list, but do not treat sorting as proof that every combination is supported. The creator's dependencies and compatibility notes still matter. An orderly list and a functioning set of modifications are different checks.
Distinguish convenience tools from gameplay changes
Mod descriptions cover different goals. Some organize information, while others alter the underlying production or progression experience. Choose from the behavior you want to change rather than treating every listed mod as a general improvement.
For example, Rat Genetic Renamer describes automatically naming newborn rats according to genetics and user-defined thresholds. Rat Colony Optimizer describes scoring, tinting and sorting colony animals, with optional sandbox automation. Their stated features overlap in the general area of rat management but are not identical.
Those examples also illustrate why version checks matter. A playtest-era description that names MelonLoader is historical compatibility information for that package. It is not evidence that the current release's built-in manager can load the same file unchanged.
Read optional modes separately from the main feature. A tool's information display and its sandbox automation can have very different effects on a run. Decide which behavior you intend to use, then verify that setting rather than assuming all advertised options are active or appropriate by default.
Treat legacy loader instructions as version-specific
Some earlier mods were built for the playtest and required MelonLoader. Full-release compatibility cannot be inferred from their download availability or a claim that they worked in an older build. The game and loader versions are part of the requirement.
Reported tests with game version 100-REV3 found problems with MelonLoader 0.7.3 and 0.6.6. Those results describe the tested combinations, not every future loader release. They do provide a reason to avoid assuming that a playtest installation procedure is the default path for today's built-in mod system.
If an external loader prevents launch, address that loader installation according to its own removal instructions. Keep the game's Mods folder distinct from loader-specific files. Removing the folder used by the built-in manager is not the same operation as removing an incompatible external loader.
Before trying a legacy package, confirm that its creator has a release-compatible version or explicitly supported installation method. If neither is established, leaving that package inactive is clearer than repeatedly reinstalling an unsupported combination and calling the failure a missing activation step.
Disable, unsubscribe or remove deliberately
To disable an active entry, select it, choose Deactivate and restart. This changes whether the manager loads the mod. For a Workshop entry, Unsubscribe Selected changes your subscription. These actions serve different purposes.
If you only want to compare behavior with and without the modification, deactivation is the direct manager control. If you no longer want the Workshop item subscribed, use unsubscription as well. Check the resulting list after restarting rather than assuming a click has already changed the running game.
For a manually installed package, follow its removal instructions and keep unrelated mods distinguishable. Do not remove every mod simply because one entry misbehaves. Identify the package, its files and its manager state so that the change you make matches the problem you are solving.
Diagnose a missing or inactive mod
A new entry that never appeared calls for a detection and installation-path check. An entry under INACTIVE calls for activation. An ACTIVE entry with no visible feature calls for a restart, supported-version check and review of where its behavior should appear.
A game that fails before reaching the title screen is a different symptom from a visible inactive entry. Review external loaders or the most recent package change instead of looking for an activation button you cannot reach. Return to a usable setup, then add and verify one compatible modification at a time.