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- Starbound how to install mods from steam workshop mod#
- Starbound how to install mods from steam workshop windows#
Starbound how to install mods from steam workshop windows#
(Note: Windows generally takes issue with any file that starts with a period. metadata and is placed at the root of a mod's folder. The metadata file can be named either _metadata or. It's an entirely optional JSON file that contains a set of entirely optional parameters. modinfo file as of version 1.0 (Cheerful Giraffe, released July 22nd, 2016). The Starbound/mods folder is where you're going to place. unpackedĪfter it finishes, you can find the unpacked resources at ~/.steam/steam/steamapps/common/Starbound/unpacked. ~/Library/Application\ Support/Steam/SteamApps/common/Starbound LinuxĬd ~/.steam/steam/steamapps/common/Starbound/linux/ &. In Finder, press Command+Shift+G (or select Go > Go To Folder in the menu bar), then paste in the following path:.Open Steam, right-click Starbound, click "properties", and select "Local Files", then "Browse Local Files".There are two ways to get to this folder: The command above will navigate to the directory of the Starbound game files, run the built-in asset_unpacker, and store the unpacked files in the game file directory. It'll take a minute or two for the script to run, depending on the speed of your computer. If the terminal seems to freeze up, that's ok. Open Terminal and paste in the following:Ĭd ~/Library/Application\ Support/Steam/SteamApps/common/Starbound/ &. (The following assumes Starbound was installed from Steam) This third string can be changed to whichever location or name you prefer. Where you want the unpacked assets to be dumped.
Starbound how to install mods from steam workshop mod#
The location of Starbound assets, or Mod assets, to be unpacked.The location of asset_unpacker.exe, which is the program that does all of the unpacking.The text typed into Command Prompt/Windows Powershell are three directory locations:.
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Note - This step will not remove or change your packed.pak file, but simply extract its content for use as reference material. This means we need to unpack the assets before we can start modding. pak format which improves loading times and eases mod distribution. See external links below.įurious Koala introduced a. Only UTF-8 is supported, other encodings are likely to cause crashes.Īlternative sources for getting started in modding include the Official Chucklefish Forums, the Unofficial Modding Ebook, the third-party program ModPakHelper that can be used for both unpacking and packing assets, a video, and some more. Do not use a word processor such as MS Word instead of a text editor. You will need a text editor that is not the Windows included notepad.exe, as it does not support UNIX line endings.
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This article will show you the steps you need to take before you can start actually modding, and also the steps you can take after you are done modding, to pack and publish your mod.