Guides1.0–1.0.0.12

Probably Stolen Mods: Steam Workshop Install Guide

For the full-release Steam version, the documented Probably Stolen mods flow is: subscribe in Steam Workshop, launch the game, open Mods, activate the subscribed item, and restart the game. A mod subscribed to while the game is already running may not appear until the next launch. These steps come from the Workshop-linked, developer-reviewed guide; they were not reproduced in-game on version 1.0.0.12 during this research.

Official Probably Stolen key art; illustrative artwork that does not show the Mods menu or an installation result.
Official Probably Stolen key art; illustrative artwork that does not show the Mods menu or an installation result. · Steam

Install a mod from Steam Workshop

The official 1.0 announcement confirms support for Steam Workshop, a modding API, and mod localization. For a normal Workshop installation, follow this order:

  1. Open the game's Steam Workshop and subscribe to the item you want.
  2. If the game was open when you subscribed, close and launch it again so the item can appear.
  3. Open the Mods panel from the main menu.
  4. Find the subscribed item. The developer-reviewed guide says a new subscription initially appears as inactive.
  5. Select Activate.
  6. Restart the game before expecting the mod to run.

If the Workshop item is still downloading, let Steam finish. The guide says another restart may be required after the download completes. Subscription alone is therefore not the last step: activation and restart are part of the documented flow.

Troubleshoot a mod that does not appear

Work through the checks in order instead of repeatedly subscribing to the same item.

Confirm the subscription and download

Check that Steam still shows the item as subscribed and that its download has completed. If you subscribed while Probably Stolen was running, restart once before deciding that the mod is missing.

Check the Mods panel and restart state

A listed but inactive item still needs Activate. After activating it, restart before judging whether the mod loaded.

Read warnings before enabling again

The guide says changes to a mod can cause it to require another review, especially when requested permissions change. If the menu shows a review or permission warning, inspect it rather than treating it as a generic failure and repeatedly forcing the mod on.

Check the author's current requirements

A mod can depend on another mod or a particular game/API version. Use the Workshop description and the author's documentation to check dependencies and recent updates. The site has not tested individual Workshop items, so this page does not label any specific mod as compatible with 1.0.0.12.

Understand the 1.0 security-update history

Compatibility claims need a patch number. The official 1.0.0.6 security update warned that some mods could break and require an update from their authors. The later 1.0.0.12 notes improved the warning shown when activating a new mod and said that the additional security changes in that particular update did not affect existing mods.

Those statements do not conflict: they describe different updates. The 1.0.0.12 note does not turn every old or future mod into a permanent compatibility guarantee, and it does not erase the breakage risk documented for 1.0.0.6.

If a mod stopped working after an update, first check whether its author has published a compatible version. A menu warning about permissions or changes is useful diagnostic information; it is not evidence that the base game or every other mod is broken.

Demo mods are not full-release mods

The official release announcement warns that mods built for the Demo probably will not work with the full game. Do not copy a Demo mod into the release build and assume that a matching folder name makes it compatible.

Look for an author update that explicitly targets the release version and its current API. This matters even when the mod's concept is simple: the underlying manifest, API calls, or permission checks may have changed between Demo and 1.0.

Manual installation is a separate path

The repository linked from the game's Workshop documents a manual layout under the game directory:

Mods/<mod-id>/
  manifest.xml
  <mod DLL>

Its README then directs the user to activate the mod in the main-menu Mods panel and restart. This is a manual author/documentation path, not a reason to unpack an ordinary Workshop subscription by hand.

The README's example manifest still uses 0.46 in its <GameVersions> field. Treat that as an example from the documentation, not as a valid 1.0.0.12 compatibility declaration to copy unchanged. Manual installation is most appropriate when a mod author specifically distributes and documents a local build.

Remove or disable a mod cleanly

The Workshop-linked guide describes Unsubscribe Selected in the Mods panel. A mod that is already running does not fully stop until the game restarts, so close and relaunch the game before deciding whether removal worked. If a mod author documents extra cleanup for saved data or dependencies, follow that mod-specific guidance rather than deleting unrelated game files.

What this guide verifies—and what it does not

The full release officially supports Workshop, its modding API, and localization. The install and troubleshooting sequence above is documented by the development repository that the game's Workshop links through Learn More. That guide discloses AI assistance, developer review, and the possibility of errors.

No mod was installed or run during this research, and the exact 1.0.0.12 screens were not independently reproduced. The page therefore explains the documented player workflow and official patch limits without claiming first-hand compatibility testing.

FAQ

Does Probably Stolen support Steam Workshop?

Yes. Steam Workshop, a modding API, and mod localization were announced as full-release features.

Why is a subscribed mod not active?

The documented workflow requires more than subscribing: launch or relaunch the game, open Mods, activate the item, and restart. Also wait for the Workshop download to finish.

Can I use a mod made for the Demo?

Do not assume so. The developer explicitly warned that Demo mods probably would not work with the full release. Look for a release-compatible update from the mod author.

Did 1.0.0.12 guarantee that every mod works?

No. Its notes say the additional security changes in that update did not affect existing mods. That statement is limited to that update and does not guarantee individual or future compatibility.

Sources