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The two example mods in Workshop are testmod and chainsaw. First one is mostly interesting to modders, it has a few checks and examples inside. The other one is better: it adds a chainsaw into the game with custom fx, attached skill, event art and a little minigame with save persistence. The source code for both is included with them, you can do what you want with it. The mod support is in no way exhaustive, more like a sketch of the supported approaches. If you have any questions, or need any new event bus/registry additions, do not hesitate to ask in the new Modding section of the Steam discussions for the game. Events are especially trivial to add.
Actually, even before I started working on rival cults and cult base, I spent a week or two working on region map image generation. Now it looks way neater than the old tiled one. Note that now you can see the unknown region tiles darkened but without location markers so that the map is not fully dark when you start the game. You'll also notice that there are woods and mountains on the map. I don't have support for these yet in the game but at some point I'll implement that, base uninhabited area will be different for plains/wood/mountains. And hopefully even with highway going through it. And maybe since we'll have highways, then... Nah, nevermind that.
Another neat visual change, LOS in area mode is now drawn smoothly with lines instead of tile by tile. AI/player vision still works with tiles, so there's no "partially visible" state for anything. This took faster than I thought. It also has a minor bug in some cases, I'll get to it soon.
Again, I've got something to show: inventory actions list was compacted visually so that each item takes one row. At some point the game will have unique item icons, so that might be reworked again. Stay tuned. 
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