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# !! EVERYTHING is CASE SENSITIVE !!
# Workshop Item Id
# (set to zero to create a new workshop item, this file will be updated with the workship item id from Steam)
0
# Upload this to Steam (YES/NO). Will be set to NO after upload!
YES
# Title. This is what will be displayed on the workshop page. Must not be
(NAME)
# Directory that contains the files. Must not be "Mod_Directory_Name_Here"
(DIR NAME)
# Visibility. Must be PUBLIC, PRIVATE or FRIENDS_ONLY
PUBLIC
# Description. Use as many lines as you like. End with END_DESCRIPTION
Description here
END_DESCRIPTION
# Change log. Use as many lines as you like. End with END_CHANGES
-
END_CHANGES
# Tags. Use semicolon seperated list
# Common tags: lotpack ; graphics ; sfx ; music ; maps ; missions ; vehicles ; scripts ; weapons ; ui
lotpack
# Preview Pictures. Tag with "PICTURE ; path/to/picture.jpg" or png or gif. One per line. Only the first is used
PICTURE ; path/to/picture.jpg
All paths are relative to the upload.txt. So if your mod is called Mod and is in the upload directory replace (DIRNAME) with Mod
mods/ModName/lots/packs/yourLotPackDir/
mods/ModName/lots/packs/yourLotPack.txt
It should load into the game as a [LotPack] on startup.
For a lotpack to be useable in MP both the client and the server should have it installed.
If not, I'll keep trying what you are stating here, but I do not understand what you mean exactly for the directory part. I thought I just needed to place the Lotpack.lot file in the same directory as the mods/upload.
----
So, if I was trying to upload "House.lot", would I place the folder as this as:
Starting from the mods folder, the one with "upload folder" and "mods.txt"
mods/House/lots/packs/House.lot/
and then under the "upload.txt" file, reference as
mods/House/lots/packs/House.lot
I'm not sure what you mean by "yourLotPackDir"
Additionally, I'm not sure where the .txt file came from, so I think I missed something.
Thank you for bearing with me on this issue, I know you have a lot to manage given the development style (single dev) and newness of the game with many people asking questions right now.
and txt is like that from lots/template/player1234/kastuk2017-9-19_12-50
# Autogenerated lot data file. Turf Version: 1.0.5
# DO NOT EDIT this file as it will modify the checksum
# You can copy paste this data to create a lot pack file. See /lots/vanilla/vanilla.txt for an example
# Hash for this lot/def file pair: a8936f83
0 ; kastuk2017-9-19_12-50 ; kastuk's Building t1 ; INDUSTRY ; 1; 1.0 ; 1.0 ; ; ; ; ; kastuk
Like that packs in lots/packs/vanilla
Your mod consists of 2 files: House.lot (the lot) and House.txt (the definition file)
It looks like this:
/mods/House/lots/packs/HousePack/House.lot
/mods/House/lots/packs/HousePack.txt
Lot packs are *packs* of lots. There's nothing wrong with making a lotpack with a singular item. This means that the .txt file will be slightly different than the one created by saving a template in-game. There is a bit of preamble that you must do to define the name of the pack, the id, etc.
House.txt:
# LotPack- the first line must contain the word "LOTPACK"
LOTPACK
#
# Lot pack name
Nikolai_Bukavs House Lotpack
# Major version id. Must be 0-255
0
# Minor version id. Must be 0-255
1
#
# Lot Pack Id string -- max 16 chars. Must be UNIQUE among lot packs
nbhouselp
# And now the definition. You can copy this form the template file
# Here I've copied the one from the post above
0 ; House ; kastuk's Building t1 ; INDUSTRY ; 1; 1.0 ; 1.0 ; ; ; ; ; kastuk
Now copy /mods/House to mods/upload/House
Edit upload.txt, change the directory field to "House" (without quotes)
That *should* upload.
The current problem is that the steam does not tell the server that workshop items exist (despite the code being the same on client/server). I think that steam prohibits two applications simultaneously accessing workshop data. I'm currently (like right now) implementing a solution that means the client loads up the mods and then tells the server where they are on your disk.
Also during the weekend I will have a crack at making an in-game mod loader as this upload.txt business is proving difficult.
https://i.imgur.com/mAQYhd0.jpg
Cost $0.00
Profit Potential $0.00
while also showing a black screen where the spinning animation would be. When I try to place it, there is no entity capable of being placed. Even after subscribing to it (my own mod, I know), upon loading the game from Steam, the game recognizes the following:
" [LotPack]" with a blank at the beginning.
Where might I be messing this part up, or what may be the cause of this issue?
" [LotPack]" - this seems very odd - its like the client can't find the directory. What is the directory structure?
Could it just be the usual workshop first-run-newly-installed-item wonkyness? Try starting the game a couple of times