SuperTuxKart: Tyre Mod Edition
#1
Rainbow 
The silliest and most hardcore SuperTuxKart mod is back!

STK: Tyre Mod Edition adds, among other things:
  • Tyre degradation, with 3 unique compounds
  • Tyre allocation system to control how many tyre sets can be used over the course of a race
  • Fuel
  • Pitstops
  • Tons of gameplay tweaks
  • Longer endurance races
  • More options for hardcore players as well as people looking to make competitions, including ways of controlling collectibles and powerups dynamically over the course of the race with Item Policy, as well as setting up rules that mimick some real-life competitions (NASCAR stages forced restarts, blue flags, KERS, dynamic fuel/tyre settings...)
  • It packs around 15 additional circuits including some real-life tracks. A total of 21 tracks support pit stops! (Plus a small number of add-ons)
  • High moddability for all new features

While currently only the Frankfurt Tyredeg server is available, it has full multiplayer support (both splitscreen and online) and your own servers can be hosted.

STK Tyre Mod is a hard fork of the alpha 2.X branch that takes its own design and gameplay decisions, and otherwise tracks kimden's 1.X fork for the server-side additions and the stability. Changes include new lobby commands to complement some of the new features; a different plunger mechanic; reverting some design decisions; and (currently in development) a Powerup Preview mode where you know the item each gift box provides before picking it up, leading to more skillfull gameplay.

Recently we made the 1-year anniversary release which got a ton of improvements!
More information and downloadable releases over at https://github.com/Nomagno/stk-code


   
   
   
   
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#2
Rainbow 
Some 50 minutes of exciting gameplay of the current latest code, with Mimiz and Cirno, from all three points of view! We play with an STK 0.6-inspired "Retro Skidding" setting I added recently. We do mostly sprint-style races, though there are a couple pit stops sprinkled in.
https://www.youtube.com/watch?v=fK2XFsSbE9M
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#3
Hello Nomagno,

I tried to install your mod. Do I have to copy everything into the SuperTux 1.5 folder?

When I installed, following message appeared:


---------------------------
SuperTuxKart crashed!
---------------------------
SuperTuxKart crashed!
If you continue to encounter this issue, please hit Ctrl+C to copy this error to the clipboard and report the problem to the developers on our bug tracker:
https://github.com/supertuxkart/stk-code/issues

Call stack:

stk_config.cpp:getAllData:632
stk_config.cpp:load:125
main.cpp:main:2250
crtexe.c:__tmainCRTStartup:341
crtexe.c:WinMainCRTStartup:197
BaseThreadInitThunk
RtlUserThreadStart
---------------------------
OK 
---------------------------

Have a nice evening,
Aleksej33
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#4
(11-02-2026, 07:59 PM)Aleksej33 Wrote: Hello Nomagno,

I tried to install your mod. Do I have to copy everything into the SuperTux 1.5 folder?

When I installed, following message appeared:


---------------------------
SuperTuxKart crashed!
---------------------------
SuperTuxKart crashed!
If you continue to encounter this issue, please hit Ctrl+C to copy this error to the clipboard and report the problem to the developers on our bug tracker:
https://github.com/supertuxkart/stk-code/issues

Call stack:

stk_config.cpp:getAllData:632
stk_config.cpp:load:125
main.cpp:main:2250
crtexe.c:__tmainCRTStartup:341
crtexe.c:WinMainCRTStartup:197
BaseThreadInitThunk
RtlUserThreadStart
---------------------------
OK 
---------------------------

Have a nice evening,
Aleksej33

Hello, Aleksej! Thanks for the interest
If you downloaded the Windows binaries for the august release, as I infer, it is quite outdated so I am not sure how I would go about finding out what's wrong. Apologies for that.
A new release is planned this month.

However, there is a preview from late January of 2026 available here, I very much recommending trying this one as it's got >95% of the features of the planned "official" release:
https://github.com/Nomagno/stk-code/rele...2026_01_24

Simply download and extract stk-win-tme.zip, and run the game from stk-win\stk-code\build\bin\supertuxkart.exe . Please let me know if that works.

If I'm mistaken and you're instead compiling from scratch, please PM me and we'll figure out a solution (and post it here afterwards) to not clutter the thread.

Greetings,
Nomagno
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#5
(12-02-2026, 12:04 AM)nomagno Wrote:
(11-02-2026, 07:59 PM)Aleksej33 Wrote: Hello Nomagno,

I tried to install your mod. Do I have to copy everything into the SuperTux 1.5 folder?

When I installed, following message appeared:


---------------------------
SuperTuxKart crashed!
---------------------------
SuperTuxKart crashed!
If you continue to encounter this issue, please hit Ctrl+C to copy this error to the clipboard and report the problem to the developers on our bug tracker:
https://github.com/supertuxkart/stk-code/issues

Call stack:

stk_config.cpp:getAllData:632
stk_config.cpp:load:125
main.cpp:main:2250
crtexe.c:__tmainCRTStartup:341
crtexe.c:WinMainCRTStartup:197
BaseThreadInitThunk
RtlUserThreadStart
---------------------------
OK 
---------------------------

Have a nice evening,
Aleksej33

Hello, Aleksej! Thanks for the interest
If you downloaded the Windows binaries for the august release, as I infer, it is quite outdated so I am not sure how I would go about finding out what's wrong. Apologies for that.
A new release is planned this month.

However, there is a preview from late January of 2026 available here, I very much recommending trying this one as it's got >95% of the features of the planned "official" release:
https://github.com/Nomagno/stk-code/rele...2026_01_24

Simply download and extract stk-win-tme.zip, and run the game from stk-win\stk-code\build\bin\supertuxkart.exe . Please let me know if that works.

If I'm mistaken and you're instead compiling from scratch, please PM me and we'll figure out a solution (and post it here afterwards) to not clutter the thread.

Greetings,
Nomagno

Hi Nomagno,

Yes, the mod works now Smile

About the PM - I think you have them deactivated, and I would like to ask you a few question about the mod itself.

Greetings,
Aleksej33
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#6
Rainbow 
A new release for SuperTuxKart: Tyre Mod Edition is available!

The changelog's entirely too large! This is 7.5 months of work, after all.
  • **AI CAN NOW PIT!** (they do it in their own "virtual" way)
  • **ALL STANDARD TRACKS NOW SUPPORT PIT-STOPS**
  • **TRACK OVERLAY DATABASE: thanks to it, around 80 add-ons (a number which will keep increasing) now automatically have pit stop support when installed, with no need to modify them manually**
  • **TRACKS THAT SUPPORT PIT-STOPS NOW HAVE VISUAL INDICATION AND ARE SHOWN FIRST!!**
  • **Clients now don't need to change any files to play on servers with custom powerups/custom physics**
  • Added a setting under 'interface' to spectate AIs in singleplayer instead of racing
  • Item Policy ghost mode for ghost races (TrackMania-style)
  • Can't collide with already finished players now
  • STKCLIENTPY client-side python scripting framework for batches of server commands (still prototype stage)
  • Global powerups setting: item boxes will have the powerup they contain displayed above them, instead of it being picked at random
  • *Much* easier to edit tyre characteristics in kart_characteristics.xml
  • You can now attach collectibles (nitro/bananas/item boxes/etc) to moving platforms in tracks, including to invisible ones to animate them, for instance you can now have moving bananas.
  • Item Policy UI, allowing to create/edit presets, and to load them offline from said GUI and online with the /itempolicypreset command.
  • Item Policy now allows to forbid any buttons (skid/brake/rescue/lookback/nitro) on a lap-by-lap basis for silly races
  • /config now supports all race rules (fuel, global powerups, tyre allocation, gamemode, GP on/off, difficulty...)
  • Option for server hosts to forbid CHEAT-family tyres from being used in their servers
  • All race rules are printed in the lobby
  • /tyre and /handicap commands to set them from chat
  • The PIT state now has a top speed that is independent of tyre & kart class
  • INSANELY improved TME logos by @nomagno, based on the STK EMT design by @matahina
  • Cartoon tyre theme, by @matahina , is now the default
  • General UI improvements
  • Patch by @kimden to show how many laps down each player is in the leaderboard
  • Speedometer & nitro meter visual upgrade by Crystal
  • A new setting to enable F1-style autofinish (need to edit stk_config.xml to make it back to normal): any lapped players get one more lap after the leader, they don't run the full distance
  • (Improvement requested by mimiz for Team GPs) capability to have reverse grids in GPs
  • capability to have multiple GPs active at once (with certain restrictions)
  • (coming before the end of month likely) capability to use the multiple-GP system to do different qualifying formats
  • New class: WEC Hypercar-style "Frankfurt Endurance Championship Hyperkart" with realistic handling that has been ensured to be fun to drive in almost all STK tracks. Slower than the rest of karts. This class has one member for now: the Frankfurt Endurance Championship Kartillac V-Series R, by @Cirno-del-Nueve
  • A bundled custom kart_characteristics.xml with 1.0-style physics (has to be manually swapped out with the default one to enable it)
  • A bundled custom Rebby powerup.xml by mimiz that has a more STK-style rubberbanding powerup distribution (has to be manually swapped out with the default one to enable it)
  • Better chat scrolling, implementation taken from mainline STK 1.X
  • New Kart Characteristics parameters, such as:
    •   Retro-style skidding (0.6-style)
    •   Low-grip mode for certain tyres
    •   Increasing turning then braking
    •   Speed penalty when skidding
    •   Configurable air resistance
    •   Disabling track zippers
    •   Capacity to configure which percentage of engine force gets distributed to the rear/front wheels
    •   Many more minor ones
  • Fixed kart-kart collisions
  • Fixes to Unicode support in lobby chat
  • Bug fixes & improvements to both offline and networking, special thanks to @nutzboi @kimden @matahina
  • TME now has its own configuration folder, independent from both STK 1.0 and STK 2.0
  • Experimental tyre changers to switch kart mid-race, only works offline (IDs 124,125,126,127 for light,medium,heavy,hyperkart, respectively).

Try out the silliest SuperTuxKart mod today! (Source code, Windows and Android binaries, with Linux binaries to come over the next week)
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