Publishing to the Steam Workshop
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.
Open the SteamWorkshopUploader and validate that the App ID is displaying the value present in the
steam_appid.txt
file. It should read2994020
.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'sWorkshopContent
directory. This is where we'll be placing our mod files. Another file calledMyPuckMod.workshop.json
will also be generated in theWorkshopContent
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.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 existingExample.png
file already present inWorkshopContent
. 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 areB202
,Mod
,Resource Pack
,Server-sided
andClient-sided
. You can supply multiple tags, and you should separate them with a comma (for exampleB202, Mod
). Visibility: Visibility should be set toPublic
always, otherwise mods will fail to download on dedicated game servers, where a valid Steam account is not present.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 theWorkshopContent\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.dll
s there.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 onAccept
at the bottom right and try submitting your mod again. In case of no failures, you should see aSUCCESS!
message printed after your mod contents have uploaded.Head over to Puck's Workshop and your mod should be present there.
Congratulations! 👏 You just uploaded your mod to the Steam Workshop. It's available and ready for use.
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