Starbound Workshop Mods Location

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Starbound Workshop Mods Location 6,2/10 8270 votes

Can you be more specific, like the type of mod or the specific mod in mind? If it's a code mod (dll) that doesn't ship with source, sure, just decompile it (various.net decompilers out there, ILSpy,JustDecompile,dotPeek), change source to your liking and recompile, it's easy enough though, if not familiar with the process it might not be what you had in mind. Assets you can edit in the asset editor and save as your own custom version.In either case I wouldn't go re-sharing the result without coordinating with the original author, who in the first case is likely to just add your requested feature anyway if asked.

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  • The quickest and easiest way to make it so that your Steam Workshop mods are available on the servers you may host. Starbound - Steam Workshop Mods on Servers. Top 5 Starbound Vehicle Mods.
  • Right-click on starbound.exe and select Properties. Select the Compatibility tab and tick Run this program as an administrator. Also in compatibility mode tick Run this program in compatibility mode for: Select Windows 7 and repeat the same steps for starboundopengl.exe and launcher/launcher.exe.

Click to expand.Ah. Ok so the ones dl'd from the steam workshop are buried in Steamsteamappsworkshopcontent255710directory named after workshopID so in your case 411095553 you should see teraformtool.dll.decompile, export to a project and either make your change, and probably give it at least a slightly different name and recompile. However in the case of your new version this copy you want to place in drive:UsersusernameAppDataLocalColossal OrderCitiesSkylinesAddonsModsNameOfTheModnewdllfilename.dll. Disableunsubscribe from original, enable yours from the list and try it out.Btw in the source change mcostMultiplier in the InGameTerrainTool class from 500 to whatever you want (maybe 1 or 2) or I guess you could just change the updatecash function modifying whatever cost is submitted to like 0 or you could change where mtotalcost is calculated; personally I'd just tweak the modifier. You might want to just ask the author to make that available in a setting file verse being hard coded.BTW thanks for reminding me of this mod, I'm actually about to do the above for myself later when I try it out cause x500 seems insane. I'm not going to make a habit out of this but here you goInside the zip is the mod folder place it in drive:UsersusernameAppDataLocalColossal OrderCitiesSkylinesAddonsMods (assuming windows)inside the folder are 2 files, the dll and the.xml config file which you can open in notepad etc and change the MoneyModifer value to whatever you want, it defaults to 1 (original was 500). Note if the author updates the mod you're not going to get the changes, all I changed was the default value and added a class that gets called to loadcreate the configuration file, as well as tweak the namenamespace (you'll see my initials tacked on to the end in the list) to not be confused with the original.

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Server: irc.freenode.netEach week hosts a Build of the Week thread (BotW) with the build topic changing weekly.High quality posts have a chance of being featured in the Starbound Dev Blog!Chucklefish Games:.Filter Posts. You can find your workshop files easily. The location depending on your Steam install location.Steamsteamappsworkshopcontent211820Within there are numbered folders. The numbers correspond to the IDs found in Workshop URLs. For example -will be downloaded to -Steamsteamappsworkshopcontent22416Your options are -.

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copy those into starboundmods. make a folder junction that causes starboundmods to point towards Steamsteamappsworkshopcontent22416 (or vise versa). edit starboundwin64sbinit.config to add your workshop folder.Option 1 requires you do re-copy once mods update. So while that is the most simple initially, it can become a hassle. I actually think where they download is just part of how Steam's workshop API works. But I think they should include that location ( Steamsteamappsworkshopcontent22416 ) in sbinit.config so it isn't tied to Steam actively running (plus not glitching, not running in 'offline mode), etc).sbinit.config can be edited, but I'm also annoyed that everything is contents.pak. That one isn't on Steam.

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That's just how their uploader is programmed. It could easily look at the mod name within metadata (which the uploader is already loading and writing to) and name the.pak file accordingly. One extra line of code?.