Streets of Rogue

Streets of Rogue

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The Ultimate Custom Content Guide
By Abbysssal
This very detailed guide will teach you how to make your own:
  • Custom Characters;
  • Chunks and Chunk Packs;
  • Levels and Campaigns;
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█████ CUSTOM CHARACTERS
1. Creating a new custom character
START GAME > Home Base:
Go to the top Elevator and use it (E):
Then select any empty custom character slot:
Here you will see a Character Creation screen:
Use 2 red arrows to navigate through the menus:
You can complete the following steps in any order.
2. Basic Info
Enter your custom character's name:
Enter your custom character's description (optional):
3. Appearance
Use the red arrows to customize your character:
Or, you can click "Randomize" to randomize everything. It's actually really fun. This way you can come up with new character ideas.

Want to use your own colors? Or even make some body parts transparent? Try ECTD! (the last step in this chapter)
4. Attributes
Use the red arrows to set your character's stats to any integer between 1 and 4!

Wow, imagine the amount of possible combinations... It's 256. But if you use ECTD, then it's approximately 340 undecillions. (the last step in this chapter)
5. Special Ability
You can select any of the available abilities:

Do you want your character to have a Tutorial ability "Cry Profusely"? Or a "Werewolf Lunge" that's only available during a transformation? Try ECTD! (the last step in this chapter)
6. Traits
Here you can select default non-upgraded traits:

Do you want to use upgraded versions of traits? Or use some unavailable ones, like "Upper-Crusty" or "Invisible"? Or special ability upgrades? Try ECTD! (the last step in this chapter)
7. Items
Here you can select default in-game items:
Want to use some un-implemented items, like "Plasma Sword", "Laser-Blazer" or "Rubber Bullets Mod"? Try ECTD! (the last step in this chapter)
8. Big Quest
Here you can select any Big Quest for your character:

Well... ECTD has nothing to offer about Big Quests. But still, try it! (the last step in this chapter)
9. ECTD Mod
Normal Character Creation screen doesn't have a lot of traits and items. If you want to create really unique characters, try ECTD:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2093706214
With ECTD you can:
  • Set Strength/Endurance/Accuracy/Speed to any value in range ±2147483647;
  • Add any items, like Grenades, Plasma Sword or Laser Blazer;
  • Add any traits, ability upgrades and upgraded traits;
  • Set unavailable abilities, for example WerewolfLunge or TutorialAbility;
  • Set colors of body parts (+ custom colors R,G,B,A) or even make them transparent;
█████ CHUNKS
1. Create a new chunk
START GAME > Custom Content > Level Editor!
Go to the Chunk Mode:
Click "Yes":
Then select your chunk's size. I recommend starting with 1x1:
Enter your chunk's name (you can change it later):
Ok, so there are 2 modes: "Select" mode and "Draw" mode:
In "Select" mode you can select objects (using the appropriate tool) and edit their settings (Right Mouse Button - cancel selection):
In "Draw" mode you can draw objects (using the appropriate tool):
Let's add a description to the chunk. It affects some objects settings, NPCs behavior and chunk generation in levels. For example, Caves and Farms will spawn only in Park. Drug Dens won't spawn in Downtown, and etc.
Small 1x1 chunks also have Special Type.
With type "Dead End" the chunk will spawn with walls on the left, top and right. With "Tunnel" - walls will be on the left and right. With "Wall to 1 side" - a wall will be on the top. With "Corner" - walls will be on the left and top. With "None" the chunk can spawn anywhere.
Now you know the basics of the Level Editor!
2. Building walls
A chunk needs walls, right? Then select a tool "Walls", click on the box "Name" and select a wall that you need:
If you chose a randomly-selected type of walls, then enter any positive integer in a box "Multiple in Chunk ID". This way, all walls that have the same ID will be of the same type:
Now we can build the walls using the Left Mouse Button (and remove walls using the Right Mouse Button):
3. Placing objects
Now let's place some objects. Select the tool "Objects", click on the box "Name" and select an object:
And place them on the Left Mouse Button (remove on the Right Mouse Button):
To rotate objects, use parameter "Direction". If direction is not defined, the game will choose (if the object is near a wall, then the game will rotate it in the opposite direction from the wall):
You can also set the object's spawn chance. For example, 75% chance:
If you want this object to be a target for quests (Steal, Destroy, Use and others), then check the box "Important":
"Owned by" ID determines the owner of this object. Set it to 0 (default) if you want the ID to be the same as the ID of the floor under the object:
Some objects have extra variables, like Chests, Safes, Doors and etc:
P.S.: When placing doors and windows, they must be rotated towards their room!:
Now, let's place some objects:
4. Laying the floor
Floors determine ownership of objects and walls in the game. Let's select tool "Floors 1", click on the box "Name" and select needed floor type (Do not select bathroom tiles, carpets, water, pits and conveyor belts just yet):
Set the "Owned By" ID to 0 if you want this territory to not belong to anyone; otherwise, set it to any positive integer:
And place the floor:
Don't forget to place the floor under the walls too! If you don't do that, the floor will look like this:
Now let's place the additional floor types (like carpets, bathroom tiles, water, pits and conveyor belts). Select tool "Floors 2", click on the box "Name" and select needed floor type:
If it's a randomly selected floor type, make sure that the Multiple in Chunk ID is not 0 and is different for every rug/disposal:
If 2 floors was not enough for your chunk, use "Floors 3". Controls are similar:
5. Spawning NPCs
Select tool "NPCs", click on the box "Name" and select a character:
Place NPCs on the left mouse button (remove on right mouse button):
You can also set NPC's Direction, Importance (whether they will be used for quests) and Inventory, just like with objects:
"Protects property" determines how characters will react to the player being on their territory. "Hostile" - NPC will attack the player; "Annoyed" - NPC will ask the player to leave, if the player doesn't leave, NPC will attack the player; "No" - NPC will not do anything (use for public places):
"Default Goal" determines what the NPC will do by default, until they get a new goal (for example, attack someone or check the noise). NPC will revert to its default goal if it has nothing else to do:
"Talk" property determines what the NPC will say when interacted with:
"Spawn Chance". Basically, it works like it should, except that if the difficulty 2 and 3 chances are both zero, difficulty 1 chance is used instead:
6. Creating prisons
To create prisons, select the floor that you want to use and set its Prison ID to any positive integer:
And now just put any NPC with Owner ID equal to 0 on the prison territory and they will automatically become prisoners:
And don't forget about the doors! They must be rotated towards the inside of the prison:
P.S.: Each prison cell must have its own Prison ID! Otherwise, when you open one cell, all cells will open simultaneously.


Forbidden territories work similarly. Once the player enters the forbidden territory (prison) they will be attacked by the owner of that prison.
7. Dropping items
Select tool "Items", click on the box "Name" and select an item:
Place items on the left mouse button (remove on right mouse button):
You can set the amount of items spawned:
"Owned By" ID determines the owner of that item. If the owner sees you pick up that item, they will attack you. If set to 0, takes the ID of the floor under it:
8. Patrolling territories
Select tool "Patrol Points", click on the box "Name" and place on the left mouse button (remove on right mouse button):
Then grab the "Select" tool and set patrol points' order. After reaching the last point in the patrol route, the NPC will go to the first point and repeat the route:
Before, it was possible to set NPC's Patrol ID, but now they will probably take the closest patrol route.
Don't forget to set NPC's Default Goal to "Patrol".
9. Let there be light!
Without the light your chunk will look very grim and dark. That's why you need to place some lights! Select tool "Light", click on the box "Name" and select a lighting type:
By the way, I recommend setting light size to 1, because 2 is just too much:
And place the lights on the left mouse button (remove on right):
Let's see the difference:
You can also use other settings:
10. Finishing the job
File > Save - saves your chunk to a file. You should do this frequently (just in case the game crashes or something):
Chunks are saved to this folder:
"C:\Users\<your-username>\Documents\Streets of Rogue\Chunks"

Now you can share your chunks with friends and create chunk packs together!

Want to publish your chunks on Steam Workshop?
Read the next chapter "CHUNK PACKS".
█████ CHUNK PACKS
1. Creating a new chunk pack
START GAME > Custom Content > Level Editor!
Go to the Chunk Pack Mode:
Click "Yes":
Let's give our chunk pack a name:
2. Adding chunks to the pack
Click on the button "Chunks":
And select chunks that you want to include in the chunk pack:
If you did some changes to the chunks after adding them to the pack, then click "Refresh Chunks" and "Refresh Campaigns":
3. And that's it. It's that easy.
File > Save - saves your chunk pack to a file:
Chunks are saved to this folder:
"C:\Users\<your-username>\Documents\Streets of Rogue\Chunks"
After saving a chunk pack, you can delete the chunks used in it, because the chunks are saved in the chunk pack's file. You can extract them later using "Extract Chunks":

Now you can share your chunk packs with friends and create levels together!

Want to publish your chunk packs on Steam Workshop? Read the next step.
4. Sending to the Workshop
Select the chunk pack that you want to publish and click "Submit to Workshop":
Type the name that will be displayed in the Steam Workshop:
You can also set your chunk pack's thumbnail. Just put .png, .jpg or .gif image in the directory "C:\Users\<username>\Documents\Streets of Rogue\ChunkPacks\<chunk-pack-name>":
P.S.: Keep in mind that you won't be able to edit the thumbnail!
The only way to change it is to republish the chunk pack!

If you're updating an existing chunk pack, unselect this parameter:
Agree to the terms of service:
And confirm our actions:
(or cancel if you changed your mind)
Now do whatever you usually do with Steam Workshop items. If you don't know what to do, then find a guide. I'm sure that someone more talented than me already made a guide about that.
█████ LEVELS
1. Creating a new level
START GAME > Custom Content > Level Editor!
Go to the Level Mode:
Click "Yes":
Enter your level's file name:
Then enter the name that will be displayed when a player enters the level:
Here are all settings that you can use:
"District" determines some generation features. For example, Gangsters and Canals will spawn only in Downtown, and Caves will spawn only in Park:
"Disaster" determines the disaster that will be happening on this level:
"Mutator" determines unique mutators for this level:
"Features" determines unique objects that will be generated on the level. Press "District Defaults" to set default objects for the current district:
"Music" determines the music track that will play on the level. You can also press "Play" to listen to the track:
"Difficulty" determines what weapons NPCs will spawn with, loot that will spawn in containers, and spawn chances for some objects:
"Allow Teleport" determines whether the player will be able to teleport on the level using the map.
"Random Layout" determines whether the level will be generated automatically.
"Random Quests" determines whether quests on the level will be generated automatically.
2. Building chunks
P.S.: If you enabled "Random Layout", skip this step.

Load the chunk that you want to use: ("Load File" - for custom chunks, "Load Prefab" - for default chunks)
And put it somewhere on the map:
If needed you can rotate the chunk in any direction:
"Rotation" rotates the chunk 90° counterclockwise.
"Direction X" flips the chunk from side to side (mirrors by Y axis).
"Direction Y" flips the chunk from top to bottom (mirrors by X axis).
And now just place chunks:
3. Handing out quests
P.S.: If you enabled "Random Layout/Quests", skip this step.

Select a chunk that you want to set a quest in:
Then click on the box "Mission" and select a quest:
After setting a quest, the chunk will be highlighted with an yellow outline:
4. Finishing work
File > Save - saves your level to a file. You should do this frequently (just in case the game crashes or something):
Levels are saved to this folder:
"C:\Users\<your-username>\Documents\Streets of Rogue\Levels"

Now you can share your levels with friends and create campaigns together!

Want to publish your levels on Steam Workshop?
Read the next chapter "CAMPAIGNS".
█████ CAMPAIGNS
1. Creating a new campaign
START GAME > Custom Content > Level Editor!
And we're already here. Let's give our campaign a name:
Here you can see the campaign parameters:
"Level List" determines the loading order of levels:
"Mutators" determines mutators that will be active on all levels:
"Chunk Packs" determines what chunk packs will be used in level generation, if "Random Layout" is enabled:
"Exclude standard chunks" determines whether only custom chunks will be used:
"Player 1", "Player 2", "Player 3", "Player 4" determines whether players will be able to choose their characters (custom characters can also be selected):
2. Done!
File > Save - saves your campaign to a file:
Campaigns are saved to this folder:
"C:\Users\<your-username>\Documents\Streets of Rogue\Campaigns"
After saving a campaign, you can delete the chunk packs, characters and levels used in it, because they are saved in the campaign's file. You can extract them later using "Extract Levels", "Extract Chunk Packs" and "Extract Custom Characters":

Now you can share your campaigns with friends and play them together!

Want to publish your campaigns on Steam Workshop? Read the next step.
3. Sending to the Workshop
Select the campaign that you want to publish and click "Submit to Workshop":
Type the name that will be displayed in the Steam Workshop:
You can also set your campaign's thumbnail. Just put .png, .jpg or .gif image in the directory "C:\Users\<username>\Documents\Streets of Rogue\Campaigns\<campaign-name>":
P.S.: Keep in mind that you won't be able to edit the thumbnail!
The only way to change it is to republish the campaign!

If you're updating an existing campaign, unselect this parameter:
Agree to the terms of service:
And confirm our actions:
(or cancel if you changed your mind)
Now do whatever you usually do with Steam Workshop items. If you don't know what to do, then find a guide. I'm sure that someone more talented than me already made a guide about that.
█████ LINKS
The end
If you have any questions, ask them in the official Streets of Rogue Discord server!:
https://discord.com/invite/streetsofrogue
15 Comments
Big pile of flesh 25 Aug, 2023 @ 8:52pm 
i have a question that may or may not be important theres a pink square in the bottem corner of my chunk editor and any items in my chunks are also pink squares


this might not be important but do you know how i fix it and also delete chunks because i have too many?
NormireX 25 Aug, 2023 @ 2:43pm 
@Ted Yeah I already made sure of that but after reloading the game it started working. Not sure why it didn't work previously but it finally started working. Thanks for the reply though.
Ted Bunny 25 Aug, 2023 @ 1:57pm 
NormireX, make sure they have the same owner ID as the walls, floors, and door. I'm not sure which in particular is responsible for it, but one of those should cover it. Also, make sure the door's direction is pointed towards the interior of the building.
NormireX 24 Aug, 2023 @ 3:35am 
How in Chunk mode can you get NPCs to answer doors when knocking on them? I have tried various things but can't seem to get it working.
mage2051 29 Mar, 2022 @ 5:04am 
this is simple promotion of ECTD
sirenderboy 12 Mar, 2022 @ 10:41am 
The best way to emulate the specific quest in my experience is to

1. Set random quests to OFF in the toolbar

2. Only set the desired chunk to have any "important" objects. That way, the game will only designate that chunk to have a quest.

If you're using the prefab chunks this will be harder to do though.
Sorto 3 Aug, 2021 @ 9:17pm 
Awesome guide! Question. When building a level how do you force it to use a specific quest?
Abbysssal  [author] 5 Apr, 2021 @ 12:32am 
> You can also set your chunk pack's preview image. Just put .png, .jpg or .gif image in the directory "C:\Users\<username>\Documents\Streets of Rogue\ChunkPacks\<chunk-pack-name>":
> P.S.: Keep in mind that you won't be able to edit the preview image!
> The only way to change it is to republish the chunk pack!

Isn't that all? 🤔 Well, I guess I should change "preview image" to "thumbnail" to make it clear.
sirenderboy 4 Apr, 2021 @ 11:02am 
Yes to below
Ted Bunny 3 Apr, 2021 @ 3:46pm 
Request: Specifics on how to upload content thumbnails, and what limitations there are on those uploads.