Modding:Creating a Workshop Mod: Difference between revisions

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Add some info about ImagePath
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(Created page with "# Create your mod as normal as a subdirectory of the save directory \Mods folder # Open the Modding Utilities from the overlay main menu # Select the steam workshop uploader #...")
 
m (Add some info about ImagePath)
 
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# Create your mod as normal as a subdirectory of the save directory \Mods folder
[[Category:Modding Resources]]{{Modding Info}}
# Open the Modding Utilities from the overlay main menu
{{cleanup|Is the bug mentioned in step 6 still relevant?}}
{{Missing info|Lacks information on the structure of workshop.json}}
#Create your mod as normal as a subdirectory of the save directory \Mods folder (see [[file locations]] for exact paths for your operating system)
#Ensure you have enabled "Enable additional overlay user interface elements" in your Options.
# Open the Modding Utilities from the Caves of Qud overlay main menu (home screen)
# Select the steam workshop uploader
# Select the steam workshop uploader
# Select your mod from the list
# Select your mod from the list
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# Click the Upload Content... button. The contents of your mod folder will be uploaded.
# Click the Upload Content... button. The contents of your mod folder will be uploaded.
# Now users can Subscribe to your mod in Steam and restart Caves of Qud and get your mod content!
# Now users can Subscribe to your mod in Steam and restart Caves of Qud and get your mod content!
==Structure of workshop.json==
The <code>workshop.json</code> configuration file contains the Steam Workshop configuration for your mod. Here's an example of what such a file might look like:
<syntaxhighlight lang="json">
{
  "WorkshopId": 2995934012,
  "Title": "Snapjaw Mages",
  "Description": "[h1]Snapjaw Mages[/h1]\n\nThis mod adds the new [b]Snapjaw Mage[/b] creature to Caves of Qud.",
  "Tags": "Creatures",
  "Visibility": "2",
  "ImagePath": "Preview.png"
}
</syntaxhighlight>
Usually you don't need to modify this file manually, and you can just use the workshop uploader tool built into the game. Nonetheless, it can be helpful to know what each of these fields mean:
* '''WorkshopId:''' an ID that uniquely identities your mod. When you first go to the workshop uploader in your game to upload your mod, you should get a screen like the one below which will automatically create a workshop ID for you.
[[File:Snapjaw_Mages_--_workshop_uploader.webp|700px]]
* '''Title:''' the name of your mod as it appears in the Steam Workshop.
* '''Description:''' your mod's description. You can format this text (e.g. bolden, italicize, add headers, etc.) by following the text formatting guidelines described [https://steamcommunity.com/comment/Recommendation/formattinghelp here].
[[File:Snapjaw Mages -- workshop uploader description.webp|500px]]
* '''Tags:''' one or more categories that your mod falls under, separated by commas (for instance, <code>"World,Settlement"</code>). You can define your own tags but if at all possible, try to use some of the same tags used by items currently in the [https://steamcommunity.com/workshop/about/?appid=333640 Caves of Qud workshop] so that it's easier for people to find your mod.
* '''Visibility:''' defines who's able to see your mod in the workshop. 0 means that the mod is private, 1 means that it's friends-only, and 2 means that it's public. You can change this by setting "Visibility" in the workshop uploader.
[[File:Snapjaw Mages -- workshop uploader visibility.webp|500px]]
* '''ImagePath:''' the path (relative to the mod directory) to the image that should be used as the preview image for the mod.
==Notes==
Inside workshop.json, if the Visibility variable is manually set to "2", the mod will always remain public. This prevents the game from making all updated mods private by default, forcing you to change visibility on the workshop page itself every time an update is pushed.
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