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Modifying the resources.assets file with a hexeditor or modifying the Assembly-CSharp.dll are the only known modding methods currently.
Thank you for your kind response.
Many of the Mac games that I possess have a mod file or a name that is very similar. It is quite easy to locate if one is familiar with basic Mac OS operations. In Steam it can either be accessed through “right clicking” over the game name in the left-hand column, choosing “properties”, then “browse local files”. Choose the “local tab”, then locate the “mod” file. If is in not present then one can go to the finder, choose the “go” tab at the top of the screen then depress the “option key” till the hidden library file shows itself, then choose “library”. From there choose “application support” and then look for the mod file contained within the game. Within the library file some mods usually require freshly zipped files, and they have to be re-zipped from the original download without the folder they came in. It can be more time consuming, but is still within the capabilities of the average Mac user.
The difficulty with UGCW is that without a mod file there is no place to put any mod. It is possible to override the base coding by allowing an application override an existing function, but unless one knows exactly where each component of the mod needs to go and what treatment, if any, is needed prior to installation, it is unlikely to be successful. This is the difficulty that average Mac users will be having here. The Steam Workshop function makes mods operate without any issues at all. It is simplicity at its best and this is why some Mac users like Steam so much. Manual placement of mods is more complex and without a mod file it is really impossible without an installation guide. Mod developers, certainly on Steam, should not really need to provide such installation guides because they, like yourself, might not possess a Mac.
As you are involved with making mods the Assembly-CSharp.dll can be located within the “contents” file (obtained through right clicking on the UGCW game icon within the Steam local files), then opening the “resources” folder, then the “data” folder, then the “managed” folder (not to be confused with an earlier managed folder). In simple display, as opposed to listed display, it is the forth icon along after applying a clean by kind function. The resources.assets can be located by opening the “contents” file, then the “resources” file, then the “data” file. It can be found as the fourth icon along after applying a clean by kind function. From this it is evident that the “data” folder controls what could be viewed as mod assets. These can be overwritten within a Mac by applying a mod file with the same name. The difficulty however is in knowing where any supplemental files needs to be placed. This is the key problem with not having a “mod” folder. Obviously there a place that will accommodate these mod files. It is just a case of knowing where so that the game can function with the mod as intended.
Once again may I thank you for your kind response and wish you well with your recent mod project. Hopefully I might have an opportunity to try it sometime.
Earthane