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How To Download Mods From Steam Workshop

Steam Workshop mods

  • Installing
  • Uninstalling
  • Uploading your own mods
  • Uploading building templates

Instructions for installing mods through the Steam Workshop:

  1. Run the game while Steam is running, and open the Mods menu from the master menu. mods_menu
  2. You should see a "Browse Steam Workshop" push on top of the second listing. browse_workshop
  3. The Steam overlay will open up and evidence the Workshop. Browse items in the workshop, and when you see a mod that you like, click on the "Subscribe" button. workshop_overlay suscribe
  4. The mod should beginning downloading. Render to the game, and you should run across the modern listed in the Workshop mods list. Y'all might come across a download progress bar in the listing particular if it takes a while to download. downloading
  5. Make sure it is checked / enabled after it finishes downloading. downloaded
  6. Accept to reload when returning to the main menu, then that the downloaded mods are loaded. apply_changes

Instructions for uninstalling mods from the Steam Workshop:

If you subscribed to a mod from the Steam Workshop, you lot can uninstall information technology from within the game:

  1. Go to the Mods menu from the main menu, and find the mod you wish to uninstall.
  2. Hover over it, and click on "Unsubscribe from mod" (the red X button). Alternatively, y'all can click on "View mod in workshop" (the push button with the Steam icon) and unsubscribe from the Workshop itself. downloaded unsuscribing
  3. The mod volition exist effectively deleted from your estimator once you completely go out the game. In that location might exist empty folders left, that'southward the mode Steam handles unsubscribing.

For reference, the Workshop mods you subscribe to are downloaded inside this location: C:\Program Files (x86)\Steam\steamapps\workshop\content\253250. Since they're not in the usual Stonehearth mods folder, yous can hover over them in the Mods card and click on "Open mod folder" (the button with the folder icon), if you need to browse them. workshop_downloads

iconBear in mind that savefiles that were fabricated with that mod active will throw errors if y'all effort to load them after uninstalling it (same if you disable the mod instead of removing it).

Instructions for uploading mods to the Steam Workshop:

Workshop mods require a Steam file ID and so they must exist created from our UI in order to generate information technology. They will be automatically converted to .smod files when uploading them to the Workshop, but you'll still be able to edit your local version without needing to uncompress information technology.

  1. Become to the Mods menu from the main bill of fare, and click on the "Create New Mod" push above the third column. create_mod_button

  2. Fill up the required fields: create_ws_mod_form A title/name for your mod and a namespace. The namespace can just contain alphanumeric characters, hyphens and underscores. Spaces and other characters are not allowed. Try to keep information technology short and unique.

  3. If your mod is going to be exclusively a translation modernistic, bank check the "Is this a translation mod?" checkbox. This will add a special tag that will allow different players to continue their ain translation mods active when they join a multiplayer game, so that each histrion can play in their own language.

  4. If your mod is going to add together edifice templates, cheque the "Is this a edifice templates modern?" checkbox. This will add a special tag that volition allow you to add edifice templates to your modernistic very easily. More than instructions here.

  5. Click on "Create". This will create the modern folder and a pre-filled manifest for you. The mod will appear in the Workshop Uploads listing, and the mod folder will be automatically opened so yous can start adding content to information technology. ws_mod_just_created steam_uploads_mod

  6. The Workshop mods that y'all upload will live inside its ain folder ("steam_uploads") instead of within the "mods" folder. Don't copy them at that place because you volition get a disharmonize inside the game (having two mods with the aforementioned namespace), and yous would have to disable or remove one of them.

  7. Yous can browse your new mod in the workshop right now, but its visibility volition be hidden so that you lot tin can add content to information technology before making it public. It might take a while for Steam to update the workshop, however, and so yous might meet a blank folio for a while. first_upload_to_ws

  8. Add content to your mod.

  9. Once you're satisfied with your mod, become to the Mods bill of fare one time once more and hover over your modern in the Workshop Uploads list. Click on the "Upload mod to workshop" push (the green icon with the arrow). ws_mod_just_created

  10. A new form volition appear. update_ws_mod_form Fill up in the title (information technology'll be the proper name displayed at the Workshop, can be different than your modern'south title/inner proper noun), a description for your modernistic, change the visibility if you want to (by default it'll be Public, unlike when we created the modern), and optionally add together some custom tags (separated by commas), upload a preview image, or add some initial changelog notes. Make sure you agreed to the terms of service also earlier proceeding.

  11. Click on Upload. The mod will start uploading to Steam (a progress bar will be shown in the list, it might fill several times since the mod will be compressed earlier uploading it), and once it'due south finished, the Steam overlay will automatically open, showing your modern in the Workshop. updating_ws_mod

  12. Next time you lot alter your mod'due south content, yous tin click on the upload button from the Mods menu and change any field from that class, and the contents of the mod will go updated to the workshop.
    icon Brand sure your manifest is valid before trying to upload or update your modern to the workshop. No error messages should appear in the Mods bill of fare for your mod. Sometimes the "Invalid Steam File Id" error will announced when yous open the Mods carte du jour, merely will go abroad quickly once the game syncs with Steam.

You lot can develop your mod within the mods folder instead of the steam_uploads folder if you want, then create a new modern from the Mods carte du jour so that a Steam file ID is generated, copy paste your mod contents to that binder, and edit the machine-generated manifest to include the missing keys. But you'll have to disable or remove the one in the mods binder later on uploading it to Steam, since the game will consider it a conflict (y'all'll take two mods with the aforementioned namespace).

iconIf your modern was uploaded to the workshop equally a plain binder, and players have already downloaded information technology, they'll need to unsubscribe, restart and subscribe again in order to become the latest smod version. Otherwise their local copies won't be updated correctly.
Players tin bank check if they have plain files or a .smod past clicking on the folder icon of the respective subscribed mod in the Mods bill of fare. For edifice templates, they won't be compressed, and so that players can still meet their images in the Mods bill of fare.

Instructions for uploading edifice templates as a modern:

The mods menu includes an easy way to redistribute a pack of building templates as a modernistic. These templates mods won't be compressed when uploading them, and so that players can see their images in the Mods menu.

First create a modern equally explained to a higher place, and make sure to check the "Is this a edifice templates modernistic?" checkbox. One time information technology appears in the Workshop Uploads list, click on the "Edit this modernistic'south list of templates" button, which has an icon for editing templates. template_mod_created A new window volition appear and permit y'all cull from your existing building templates: choosing_templates icon The templates volition be copied to your mod, but they won't be deleted from the main game. If yous later decide to add other templates, or remove some of them your mod, y'all tin do so through this card likewise (only the templates from your mod volition be affected past the deletion).

Once yous click 'OK', a confirmation dialog will appear: confirm_templates In the mods list, in that location will be an arrow button at the right for the mods that have edifice templates. Clicking on it volition expand / collapse the list of templates that the modern has (which is convenient if you lot demand to see which templates are in which mod): viewing_templates viewing_sh_templates

Lastly, remember to upload your mod to the Workshop like explained in the above section (step 9 onwards). The "Building Templates" tag will appear automatically for your mod in the upload form.

The game volition collect the templates from all the mods and will evidence them in the edifice editor's template listing.

Source: https://stonehearth.github.io/modding_guide/modding_guide/essentials/managing/workshop/index.html

Posted by: mccoycoguld.blogspot.com

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