To playtest your mod, you can either load game in editor, or pack your mod and run it in actual game.

For me, Editor is less convenient, so I usually pack first and then test. You do you though.

  1. Make sure your mod only alters necessary files. Avoid including unnecessary copies of vanilla files.

  2. To quickly see how many files you’ve added to a mod, RMB on a Checked-Out resource or a New resource → Show in Explorer (Workspace): 1.

     ![image.png](attachment:0a63835c-3818-45d7-b492-41c7ddce19e9:image.png)
    
  3. From Explorer, you can quickly review everything that’s going to end up in a mod, and alter via Explorer as necessary (copy, delete, rename, whatever): 1.

     ![image.png](attachment:da0ab027-bc60-4758-8f55-adfa884c7da3:image.png)
    
  4. If you’ve messed around in Explorer, RedKit won’t update automatically. Make sure to force-refresh the Asset Browser to see recent Explorer updates:

    1. RMB → Refresh All

      image.png

  5. Go Publish → Save and Publish Mod Project

  6. Enter Name, Version and Description, then choose Next

    1. Note that they’re only truly valid if you plan to publish to Steam; otherwise, input whatever and rename later
  7. on Cook step, manually click on “Start Cooking”

    1. this initiates the process of bundling your files to a mod archive
    2. it can take a while, so give it time
    3. any errors on Cooking will prevent you from creating a mod archive via Redkit
      1. it would often try to weed out actual major errors, so check if you can fix the asset that caused it to stop
      2. occasionally, it seems to have errors on principle - if you’re positive the assets are fine, recollecting the project anew might help
      3. some assets can’t be cooked via RedKit at all, for example, vanilla Redcloth swaps
      4. for these cases, you can transfer your project to WKit and pack it there instead; more on Redkit to WKit project transfers;
  8. When it finished cooking, either proceed to the folder or let RedKit Install the mod to your game. Done!