it might be because the tools already made and distributed are not completed. are not really explained. and as far as i can tell... you need more program knowledge than ive ever seen to mod a game in this game. (art editor, imagine editor, model editor, art and model viewers, xml, c++ although its optional for the most part, sometimes not..., map editor, sounds, animations... etc) .... and if you cant do one or two(god help if its more) of these things... you have to hook up with someone on the forum... which... ya. most likely not going to happen.
its alot for even the highly interested people.... to mod with. esp when some of the tools made to help, really dont work or have any explaination of things, or are simply unfinished.
I totally understand. The resources there are, you have to learn to use. Most of the successful modders came here with a prerequisite knowledge of some of the programs necessary. But I mostly learned them all, which is a lot, I admit. That's why I stuck to XML for a while. The map editor could use a LOT of work, which is why I proposed a brand new one. Unfortunately, there are fewer than optimal amounts of coders here, so these things take time.
I also appreciate you pointing this out. It reminds me of what it was like for me 18 months ago.
I'll help you though, as I got some spare time:
Custom 1=Grass
Custom 2=Hanged/Impaled
Custom 3=Statues
Custom 4=Big Stone
Custom 5=Non-walkable 'none' object
You only have to look at the tileset.xml for that info. I wrote it on a note card and taped it to my desk until I memorized it. That's why I like maps which are for forest tileset.