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Puck
  • Welcome!
  • GETTING STARTED
    • Development environment setup
    • Using the Puck API
    • Testing your mod
    • Development optimizations
  • PUBLISHING
    • SteamWorkshopUploader
    • Publishing to the Steam Workshop
  • Puck API
    • Singletons
    • Harmony
    • Referencing the source
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  1. PUBLISHING

Publishing to the Steam Workshop

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Last updated 9 days ago

In order to ship your mod and upload it to the Steam Workshop, we need to fill out a submission form and package the contents of the mod. Let's cover the steps to do so.

  1. Open the SteamWorkshopUploader and validate that the App ID is displaying the value present in the steam_appid.txt file. It should read 2994020.

  2. On the bottom left, enter a name for your mod and click on Create Item.

    This will generate a new directory called MyPuckMod within SteamWorkshopUploader's WorkshopContent directory. This is where we'll be placing our mod files. Another file called MyPuckMod.workshop.json will also be generated in the WorkshopContent directory, which is the JSON representation of the form we will fill out in the next step. You will not be modifying this file directly, just note that it's there. This is how SteamWorkshopUploader remembers your mod submissions.

  3. Fill out the details of your mod.

    Preview image filename: Image Steam will use to display your item in the Steam Workshop. Your mod's preview image should be placed in the WorkshopContent directory. For the sake of simplicity, let's re-use the existing Example.png file already present in WorkshopContent. Title: Title of your mod which will be displayed in the Steam Workshop. Description: Full description of your mod. This should describe and show off how your mod operates along with any usage instructions. You can use BBCode tags to better format your description. Tags: Tags relevant to your mod. At the time of writing, the supported tags are B202, Mod, Resource Pack, Server-sided and Client-sided. You can supply multiple tags, and you should separate them with a comma (for example B202, Mod). Visibility: Visibility should be set to Public always, otherwise mods will fail to download on dedicated game servers, where a valid Steam account is not present.

  4. If you've been following along this page from the GETTING STARTED section, you'll remember we built our project and got a MyPuckMod.dll. Move this file into the WorkshopContent\MyPuckMod directory. This directory can contain any files required for your mod to operate properly, including other .dll files, though the only requirement is that any other .dll files NOT be present in the root directory of your mod. For such cases, create sub-directories and place additional .dlls there.

  5. Returning back to SteamWorkshopUploader, enter a change note and hit Submit MyPuckMod!

    In case you encounter an error You need to accept Steam Workshop legal agreement for this game before you can upload items!, head over to https://steamcommunity.com/workshop/workshoplegalagreement/ and click on Accept at the bottom right and try submitting your mod again. In case of no failures, you should see a SUCCESS! message printed after your mod contents have uploaded.

  6. Head over to Puck's Workshop and your mod should be present there.

In order to update your mod, you should: 1. Replace the contents of your mod in WorkshopContent\MyPuckMod with the updated files. 2. Enter a change note & hit Submit MyPuckMod.

Congratulations! You just uploaded your mod to the Steam Workshop. It's available and ready for use.

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