The mod screen will tell you about potential conflicts, but not all conflicts are game breaking. I recommend that, once you start using mods, play a game until you feel it is complete, then update all your mods and add new ones, then start a new game. While it is possible to add mods to a preexisting save game or update the mods in the game, that can lead to trouble with crashing games, so I don't do it (one reason I don't use the workshop which likes to update automatically). Activating mods is on a game-by-game basis, so you need to activate mods every time you start a new game. If you use large mods (Such as Colonial Charter or Megamod) or a large number of mods Banished will take longer to load-perhaps much longer-so be ready for that. Before starting a new game you will need to activate the mod in the mod screen. Once you moved your mod into this folder Banished will recognize the mod the next time you start the program. What the original Banished install puts in this folder are four files: data0.pkg. \Program Files (x86)\Steam\steamapps\common\Banished\WinData. Your downloaded mod will need to be moved to the folder (normally). rar compressed files, so you will need 7-Zip or some similar file compression utility. The one difference in using those is you have to download and install them yourself. There are numerous free to use mods on World of Banished and all Colonial Charter and Megamod files are on Black Liquid's website.