Viscera Cleanup Detail

Viscera Cleanup Detail

Custodial community content
Find and share community-made content! Use the included UnrealEd to craft your own messed up space stations!
Learn More
 This topic has been pinned, so it's probably important
BlackEagle  [developer] 10 Dec, 2018 @ 2:40am
Getting your Mods back on Steam Workshop
Greetings all.

As you're probably aware, due to the changes made in Version 1.1, your existing Mods on VCD's Steam Workshop will no longer be accessible to subscribers.


While this is a rather unfortunate side effect, it is in a good cause.
Subscribers should have less trouble downloading your mods, and you'll have less work to do to upload new ones.

Fear not if you are worried about subscribers on your existing workshop items. This will remain unchanged, as nothing on the Workshop page will actually change, only how the files associated with your mod are accessed.

So in the interests of getting your mods back on the workshop as smoothly as possible, here is a step by step guide on what you need to do.


Preparing your Mod files

At this point, it would be hoped that you still have all your original mod files.
If you do, then you just need to arrange them correctly. They may already be depending on how neat you are.

Firstly, make sure that have a folder somewhere outside of VCD where you keep your mod files neatly prepared for uploading. Something along these lines.
  • \MyVCDMods\MyFirstMod\UDKGame\Content\Mods\MyFirstMod\MyFirstMap.udk
  • \MyVCDMods\MyFirstMod\UDKGame\Content\Mods\Localization\INT\MyFirstMap.int
  • \MyVCDMods\MyFirstMod\UDKGame\Config\MyFirstMap.ini

  • \MyVCDMods\MySecondMod\UDKGame\Content\Mods\MySecondMod\MySecondMap.udk
  • \MyVCDMods\MySecondMod\UDKGame\Content\Mods\Localization\INT\MySecondMap.int
  • \MyVCDMods\MySecondMod\UDKGame\Config\MySecondMap.ini


By now you should notice a distinct separation between your two mods.
  • \MyVCDMods\MyFirstMod
  • \MyVCDMods\MySecondMod

Maintaining this folder structure will keep you sane and make it easy to upload as well as find your way around. You need simply copy the files from the game's install folder, where you keep them while creating and testing levels.

The last thing you will need to note, is that the new RUST tool, or perhaps Steam to be exact, may only update and upload your mod if at least one of the files has changed from the now inaccessible one on Workshop. All this really requires is that you open one of your files for a given mod and re-save it. It should then upload and make the mod available once more.


Using the new RUST Mk2 Tool

*NOTE: Be sure to have the Steam Client running, and you logged in to the correct account before launching RUSTUGC.exe*

You'll find the tool under the "RUSTUGC" folder, and the new RUSTUGC.exe

The new tool has a number of improvements over the old system.
For one, RUST Scripts are done away with in favour of an interface.
This means you can now select an image file to upload as your preview from anywhere on your computer.
Similarly, you only need to select a single folder to upload to Steam. Any sub folders there will be included. This is what makes the folder structure mentioned above so important.

The first thing you may notice about the new tool, is that it lists all of your existing mods.
Yes, even the ones now no longer accessible. It can access all the mod's existing info like description, title, tags, etc.

You need simply click on your desired workshop item(Usually by name as it displays the mod's Title), and fill in the correct Content folder(the "\MyVCDMods\MyFirstMod" folder being the right example).

The preview image field can be left blank if you wish to leave the existing image as is.

When you are ready to upload, simply click on the Submit Update button.
Include an optional Update Note. This will appear in the workshop item's "Change Notes" tab on Steam.

Your mod will be begin to upload and be submitted to Steam.
At the top of the interface you will see some information about what it's up to, as well as a progress bar for uploading, how glorious!


Conclusion

That's pretty much all there is to it.
Unfortunately for some of you, this may mean uploading a lot of mods all over again.
Regrettably, there isn't much we can do to prevent this.


If you would like more info on the tool itself and what all the elements do, or if you are looking to upload a new mod, or your first ever mod, then be sure to check out this Steam Workshop Publishing Guide v2.0
Last edited by BlackEagle; 20 Dec, 2018 @ 12:09am
< >
Showing 1-15 of 61 comments
cannonf0dder 33 10 Dec, 2018 @ 2:49am 
Thanks for putting this up so fast. Note to add, the rust file isn't the rust\rust.exe.
It's the new RustUGC\RustUGC.exe
Though it is mentioned in the new guide, just not here.

Also it looks great, much better and a hell of a lot more streamline. Much needed update thanks.
Last edited by cannonf0dder; 10 Dec, 2018 @ 2:50am
BlackEagle  [developer] 10 Dec, 2018 @ 2:56am 
Ah, quite right.
Well spotted.
cannonf0dder 33 10 Dec, 2018 @ 5:42am 
ok so, 1st map updated using the tool. Was so much easier. One little thing though.
After uploading the update, the workshop page ( spooky house map ) Shows it's updated, has the update notes added in the ugc, all that stuff etc, but upon completion the Rust ui read failed.
So it seems the upload was good, but I got an error message back after it finished.
Log:
Log: UpdateItem() 1546005308
Log: Update Content folder: C:\Users\mik\Desktop\vcd backups\Creepyhouse
Log: Update submitting...
Log: Updating 1546005308...
Preparing Config
Log: Updating 1546005308
Preparing Content
Log: Updating 1546005308..
Uploading Content
Log: Updating 1546005308
Committing Changes
Log: OnSubmitItemUpdate()
Log: SubmitItemUpdate 1546005308 success
Log: Updating 1546005308...
ERROR
Log: Saved upload details to UploadItems.cfg
Log: SteamAPI_Shutdown()
Log: Log closed at 13:36:26 - 10/12/2018
Log: Log run time: 0 Hours, 14 Minutes, 49 Seconds
Ok: Log closed.

By the looks of the log here, I'd guess it ( without my input ) tried to update again as it was finished. note the Success line followed by the updating line. Both id's are for the same map, so it's not trying to go down my list or anything like that.

As I said It seems to have worked fine, but tosses in that little error at the end.

Edit:2nd map updated, didn't get the error. must have been a one off.
Last edited by cannonf0dder; 10 Dec, 2018 @ 6:11am
A JANITOR 99 10 Dec, 2018 @ 5:49am 
hi guys thanks for the update
a few questions=
MyVCDMods\MyFirstMod
is MyFirstMod the content folder for selected map?
is My2ndMod the content folder for next map and so forth
not MyVCDMods folder

also if your marked as contributor for other creators maps thier map name is in my list of existing workshop items mod to update list=ill be carful not to upload one of enexes maps etc

also fodder my game downloaded a workshop content too
i not checked it yet
ima run another update on my map to confirm it right file paths

i have 30 maps to update lol
Last edited by A JANITOR; 10 Dec, 2018 @ 5:52am
cannonf0dder 33 10 Dec, 2018 @ 5:55am 
Yeah so for each map you need a file system
so for say pool of death. you want a folder "PoolofDeath"
in that folder you keep the original file setup, udkgame\config and udkgame\content with the mod and localization folders as per normal.
so You'll end up with a new folder for each map, each containing the udkgame/etc.. folders.
A JANITOR 99 10 Dec, 2018 @ 5:55am 
started level editor=1st run after game update

is it safe to ignore these load warnings=

StaticMesh Env_Hor_Base_01.Meshes.Deco.S_Env_Hor_Plate_02_shard1 in GP_Horror_Archetypes
StaticMesh Env_Hor_Base_01.Meshes.Deco.S_Env_Hor_Plate_02_shard2 in GP_Horror_Archetypes
StaticMesh Env_Hor_Base_01.Meshes.Deco.S_Env_Hor_Plate_01_shard1 in GP_Horror_Archetypes
StaticMesh Env_Hor_Base_01.Meshes.Deco.S_Env_Hor_Vase_01_shard1 in GP_Horror_Archetypes
StaticMesh Env_Hor_Base_01.Meshes.Deco.S_Env_Hor_Vase_02_shard1 in GP_Horror_Archetypes
StaticMesh Env_Hor_Base_01.Meshes.Deco.S_Env_Hor_Glass_03_shard1 in GP_Horror_Archetypes
StaticMesh Env_Hor_Base_01.Meshes.Deco.S_Env_Hor_Vase_03_shard1 in GP_Horror_Archetypes
StaticMesh Env_Hor_Base_01.Meshes.Deco.S_Env_Hor_Vase_01_shard2 in GP_Horror_Archetypes
StaticMesh Env_Hor_Base_01.Meshes.Deco.S_Env_Hor_Glass_02_shard1 in GP_Horror_Archetypes
StaticMesh Env_Hor_Base_01.Meshes.Deco.S_Env_Hor_Vase_02_shard2 in GP_Horror_Archetypes
StaticMesh Env_Hor_Base_01.Meshes.Deco.S_Env_Hor_Vase_03_shard2 in GP_Horror_Archetypes
StaticMesh Env_Hor_Base_01.Meshes.Deco.S_Env_Hor_Glass_01_shard1 in GP_Horror_Archetypes
StaticMesh Env_Hor_Base_01.Meshes.Deco.S_Env_Hor_Plate_01_shard2 in GP_Horror_Archetypes
Last edited by A JANITOR; 10 Dec, 2018 @ 5:57am
A JANITOR 99 10 Dec, 2018 @ 5:58am 
Originally posted by cannonf0dder:
Yeah so for each map you need a file system
so for say pool of death. you want a folder "PoolofDeath"
in that folder you keep the original file setup, udkgame\config and udkgame\content with the mod and localization folders as per normal.
so You'll end up with a new folder for each map, each containing the udkgame/etc.. folders.
ok so

MyFirstMod the content folder for selected map?
My2ndMod the content folder for next map and so forth
not MyVCDMods folder
folder structure is normal

this correct?
Last edited by A JANITOR; 10 Dec, 2018 @ 5:59am
cannonf0dder 33 10 Dec, 2018 @ 5:58am 
yeah
A JANITOR 99 10 Dec, 2018 @ 5:59am 
thanks
cannonf0dder 33 10 Dec, 2018 @ 6:00am 
not just the content folder though, you want the whole file structure, udkgame\config too, and the content\localization
A JANITOR 99 10 Dec, 2018 @ 6:02am 
already got that setup
just ran another update and it didnt add another change note
no fail though=it said updated item
anyhow i run it a few times=somethings seems glitchy but not sure
Last edited by A JANITOR; 10 Dec, 2018 @ 6:03am
cannonf0dder 33 10 Dec, 2018 @ 6:10am 
I'm probs making it sound more confusing than it is. I'm bad at explaining stuff.

Basically before update we had C;\steam etc...\viscera\udkgame\etc..

Now you just want to make a new folder to keep all your maps, and a new folder for each map.
so as an exapmle, c:\vcdmaps\map1, c:\vcdmaps\map2 and so on.

Within the "map1" fodler, you keep the pervious structure as it was before.
So the map goes in c:\vcdmaps\map1\uddkgame\content\mods\map1\map1.udk
The INT file would be in c:\vcdmaps\map1\uddkgame\content\mods\localisation\int\map1.int
and the ini goes in c:\vcdmaps\map1\uddkgame\config\map1.ini

Then in the rust ucg, you highlight "map1" and the content folder selected should be C:\vcdmaps\map1

Hopefully that makes a little more sense.
A JANITOR 99 10 Dec, 2018 @ 6:15am 
year i already got that setup:)
open editor save map exit editor start tool submit update
updated item but it not add change note number
file structure i have=
C:\Users\scott\Desktop\A JANITORS STUFF
C:\Users\scott\Desktop\A JANITORS STUFF\Cemetary
C:\Users\scott\Desktop\A JANITORS STUFF\Cemetary\UDKGame
C:\Users\scott\Desktop\A JANITORS STUFF\Cemetary\UDKGame\Config ini here
C:\Users\scott\Desktop\A JANITORS STUFF\Cemetary\UDKGame\Content
C:\Users\scott\Desktop\A JANITORS STUFF\Cemetary\UDKGame\Content\Mods udk and upk
C:\Users\scott\Desktop\A JANITORS STUFF\Cemetary\UDKGame\Content\Mods\Localization
int file there

Cemetary as content to upload?
C:\Users\scott\Desktop\A JANITORS STUFF\Cemetary
that is the setup for 1st map folder
second map folder have same structure
is file tree correct
Last edited by A JANITOR; 10 Dec, 2018 @ 6:17am
cannonf0dder 33 10 Dec, 2018 @ 6:17am 
Yeah looks good to me.
Workshop page shows the 10th update with the notes in there too.
A JANITOR 99 10 Dec, 2018 @ 6:19am 
10th update with the notes in there too

i see 4 updates after running update a few times and it didnt add any change notes???
i smell a bug so i restart steam to see if i see 10 changes to temple of death and not 4????
< >
Showing 1-15 of 61 comments
Per page: 1530 50