
- #Starbound save file location 2016 mod
- #Starbound save file location 2016 windows
(Note: parameter order doesn't matter, and that each parameter is optional Starbound will load just fine without it.
#Starbound save file location 2016 mod
The metadata file contains general information about the mod, much of which will be displayed in mod's information section via the mod list on the Starbound title screen. Should these parameters be needed in a Steam upload, they will need to be manually added prior to uploading. It should be noted, however, that the uploader does not have fields for "requires", "includes", "priority" or "link", but will not harm any already contained in the file. Simply click the normal play from Steam, and select the "Launch Mod Uploader Tool" and follow along with the instructions. This will automatically generate a metadata file for you. If you are using Steam for windows, you can upload a mod using the Mod Uploader Tool. It's been suggested to either use _metadata for the filename, or name it.
#Starbound save file location 2016 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. 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:. If purchased from Steam, the location of the main Starbound directory folder typically looks like this: Steam\steamapps\common\Starbound. Once Command Prompt/Windows Powershell displays a message equivalent to this, "Unpacked assets to _UnpackedAssets in s," you can close the program and move on to creating mods. Command Prompt/Windows Powershell will do nothing until asset_unpacker.exe has finished. Type the following into Command Prompt/Windows Powershell. Shift + right-click within the folder and select Open Command Prompt/Powershell or equivalent (depends on Windows version).
Open up the main directory folder for Starbound. Changes you make to the unpacked assets will have no effect on your game.Ĭurrent as of Version 1.3.1, June 27th, 2017 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. 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.