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http://wiki.playstaxel.com/Code_Based_Mod
Looks to be pretty cut to the bone, but I would assume it works as described. Not terribly helpful or friendly though, based on the text found on that page:
Considering this game has been in development for "nearly four years", it shouldn't matter if it was released today. It certainly seems as if there hasn't been much consideration put into the modding side, but it still stands that there is a way to do it.
Basically, it seems like it works quite well, but I can't imagine it's like some games (such as ARK) that boasted a nearly full modding suite on early access launch. Which it isn't bad, but it will somewhat hinder it. I think if the game's team took the modders already making leaps and asked them directly to work on things/attempt new mod types, we could probably see very quickly what's possible.
Hell, people that thing up things like the sprinkler seems like they should be asked to "test bed" potential new features/items that could be retroactively included into the game. That'd likely require cooperation between the devs and the creator, but I know many modders love the idea of being able to contribute to the game and "feature boost" titles like this that do have more long-term development plans. Smaller mod-originated features can stave off the "development crawl" that happens for titles, delivering a "flow" that at least doesn't trickle off.
Based on the code-mod wiki page and the fact that the DLLs are not obfuscated it would seem that the capabilities for full game modding are there, it would just be a heavy workload for someone to undertake "for fun." As much as I'm willing to take that dive, the cost of the game is a tad prohibitive which is why my aim was to get information beforehand.