Mortar 0.3.14 · October 28, 2026

Make your own mods

A Develop tab that makes, builds, tests and publishes your own mods, sources you can switch off, a Play menu per game in the tray, and a long list of fixes.

Make your own mods
Develop Make your own mods Start a mod from the game's template, build as you edit, test it in several copies of the game and publish it to Thunderstore.
Pick your sources
Browse Pick your sources Turn a site off for a game and Browse leaves it out; known-broken mods are marked, with a mod to use instead.
Play from the tray
Tray Play from the tray Recent profiles sit under a Play menu for each game.

What changed in 0.3.14

New

Develop

  • A new Develop tab for making your own mods, with grid and list views and a filter
  • New mod is a step by step wizard: pick the kind of mod, name it, say what it does, choose a license and its dependencies, and Mortar makes the project from the game's template and its own development profile
  • New mod picks your GitHub account from the ones you are signed in to, checks the name is free, and warns when no installed .NET SDK fits the template
  • Suit and sound mods need no SDK: their project adds your files instead of building
  • New mod can start the development profile with the open profile's mods
  • Add an existing project folder or clone one from GitHub; a project you did not make runs nothing until you trust it
  • Each project card shows the mod's icon, version, build state, when it was last built, whether its files changed since, and its git branch and unpushed work
  • Build, or Build on save to rebuild as you edit; build errors read plainly
  • Test starts the game with your mod, one copy for client-only mods and two or more for multiplayer, laid out in a grid on screen, with the copies meeting in one game for Lethal Company
  • Test copies keep their own saves, so a test never writes your real game's saves
  • Start for debugging opens the game with its debugger listening
  • Release drafts what changed since the last version, then tags and publishes it, through GitHub when the project has one
  • Upload to Thunderstore packs and publishes a mod with your team's token, kept in the system keyring, and can upload the latest release again after an interrupted upload
  • Pack warns while a mod still carries the template's icon
  • Dependencies are required or optional, added from Browse or the wizard, and changed later in Edit details
  • Game code searches the game's code, shows any type as C# or IL side by side, finds where a method is used, and copies a hook for it
  • Open in editor opens a project in VS Code, VSCodium or Rider, whichever is installed
  • A card shows your mod's start-up time and frame cost from its last measured run, and Show log opens its own log in the Console
  • Remove from list can also move the project's folder to the trash, warning first about unpushed or uncommitted work
  • Mods you develop group under In development in Mods, and updates are not offered for them
  • The Updated column shows when a mod in development was last built

Mods

  • Disable asks about the mods that need the one you switch off and the libraries only it needed; Undo switches them all back
  • A switched off mod's config is set aside and comes back when you switch it on again; removing a mod sets its config aside too, so Undo or adding it again brings it back
  • A mod's update badge opens Update review on that mod
  • A mod's menu groups its version actions and its organising actions, with Update in all profiles beside Skip
  • Update review and the patch-day sweep warn about mods on the game's known-broken list
  • Extra mods folders install their mods into a profile you pick per folder, and again whenever the folder changes

Browse

  • Mods known to be broken are marked in Browse and import previews, with the reason and a mod to use instead, and adding one asks first
  • A known-broken mod's working replacement installs in its place and counts for mods that need the original
  • Preferred source can turn a source off for a game, so Browse leaves it out
  • Card stats are small icons, and a possible re-upload is a warning mark with its note in the tooltip

Play

  • Play can start SteamVR or the ALVR dashboard before the game, per game or per profile
  • The Sims 4's DirectX 9 build counts as the game running

Config

  • The config editor marks settings the host enforces or recommends through ConfigSync, and shows the host's value while you are in a game
  • Save host's values keeps the host's ConfigSync values as your own once the game closes

Console

  • Right-click a line to copy it or hide messages like it, from one object or from every object
  • Each game's known noisy messages are hidden by default, and you can show any of them again
  • The levels a game's Console opens with are ticked one by one
  • Copy takes the whole line with its method and object, and right-clicking a selection copies every selected message
  • Hidden messages are listed by where they come from, in a section of their own

Settings

  • A game's settings page switches between every profile's values and the open profile's own, showing each override beside the game's value
  • A setting another one makes moot is disabled and says what to change first

Saves

  • A save's missing mods line can be dismissed until the mods it wants change
  • A backup's Keep forever is its own pin button

Tray

  • Recent profiles sit under a Play submenu per game

Changed (12)

  • Built on Wails 3.0
  • Edit profile has tabs; a profile's overrides, loader options and startup options are edited on the game's settings page instead
  • Dialogs, menus and the sidebar are regrouped and tidied, and the sidebar fits a short window without scrolling
  • The Play menu's copies section is gone: Develop's Test starts linked copies, and Instances in a game's Play settings still starts several
  • Touch ripples are off unless you turn them on
  • Removing or switching off a mod takes its files out of the game at once instead of at the next launch
  • Many screens, menus and dialogs redraw far less, and History and notifications load older entries as you ask for them
  • What is new for a Mortar update shows formatted text
  • In-game performance measuring shows one clear state and live results
  • Notifications show the latest changes with All changes for the rest, and History draws the newest entries first
  • Config sits above Mods in the sidebar, every badge on the rail wears the accent colour, and a profile's notes render as Markdown
  • Load order items read Load earlier and Load later

Fixed (36)

  • A catalog fetched after Mortar starts reaches saves, Problems, the tray and the game list
  • Every Browse page shows each mod once and fills the screen
  • A custom download folder is safe: Mortar clears only its own finished downloads there, never your other files
  • Switching games or profiles quickly no longer shows the previous one's runs, reports, versions or profiles
  • Moving a folder to the trash works across drives
  • A failed catalog check never falls back to a cached catalog older than the one Mortar ships with
  • Nested mods sit beneath the mod that needs them even when it is in another group
  • Several copies of a game each keep their own log, so their errors count
  • On Linux a Steam game started directly, for several copies or a debug start, runs through Proton in Steam's prefix
  • Merging profiles carries Thunderstore packages, and a merge that fails takes back what it added
  • Cleanup never offers to remove a mod you develop, built or published, and no longer counts toward the Problems badge
  • Profiles added, renamed or deleted from the command line, a share or sync show in the window and the tray at once
  • A missing Thunderstore requirement links to its page and can be added in one click
  • Duplicates found after a run open the same chooser as Problems, and each copy names where it came from
  • Moving the data folder keeps profiles you moved to another folder
  • The backup before Play or an update holds the profile's own saves, never another profile's
  • Removing a mod keeps its settings for Undo, and a mod named BepInEx never takes the loader's own settings with it
  • A damaged Nexus cache file no longer stops Mortar from starting
  • FOMOD installers packed in a subfolder or naming files in another letter case install
  • Heroic's GOG games are found, and so are games and Steam libraries behind a symlink
  • Find the cause no longer blames a framework when one of its content packs crashes the game
  • All sources sorted by downloads or by updated no longer skips mods or shows empty pages
  • Play from a Steam shortcut no longer waits forever when the graphics question is due
  • Bug reports and diagnostics files write your home folder as ~
  • Command palette actions work from Settings and the other full pages
  • The Flatpak finds r2modman and Gale profiles in their usual folders
  • Find the cause asks before it starts relaunching a crashed game
  • Removing a custom game, unpairing a computer and restoring over saves ask first
  • A retried LAN transfer updates the profile you chose, and a sender that goes silent is retried
  • Edit profile keeps what you typed when a save is refused
  • Config cleanup spares a config an enabled mod still uses
  • Backups reuse the newest one while your saves have not changed
  • A SMAPI installer runs only when it matches the hash GitHub publishes
  • Imported settings, packs and shared profiles can no longer set programs, folders, launch prefixes or turn protection off, and shared changes carry text and data files only
  • Signed catalogs and lists cannot be rolled back to older ones, even after clearing the cache
  • Nearby sharing checks and limits what other computers send, and your Nexus key stays out of logs

Downloads and checksums for 0.3.14 · Every release