Mod Release
Prepare
Change version(s) in SubModule.xml
Test
Run several years with Better Time mod to make sure there are no crashes.
Assets
Make whole mod folder backup!
Exporting the Module via the Modding Tools packs Assets/AssetSources/RuntimeDataCache into AssetPackages/pack0.tpac
Delete folders:
- Assets
- AssetSources
- RuntimeDataCache
- GUI/SpriteParts
- SceneEditData
Test in the real game!
SubModule.xml
DependedModuleMetadatas
<DependedModuleMetadatas>
<DependedModuleMetadata id="Native" order="LoadBeforeThis" version="1.1.0"/>
<DependedModuleMetadata id="SandBoxCore" order="LoadBeforeThis" version="1.1.0"/>
<DependedModuleMetadata id="Sandbox" order="LoadBeforeThis" version="1.1.0"/>
<DependedModuleMetadata id="StoryMode" order="LoadBeforeThis" version="1.1.0"/>
</DependedModuleMetadatas>
Nexus
Header image
Header image size: 1536x438
Primary image
For primary image to show properly, aspect ratio is important. Resized image is 236x133, so use these sizes:
1180 x 665
1416 x 798
1652 x 931
1888 x 1064
2124 x 1197
2360 x 1330
Steam
Preparing Your Module For Publishing
Why some modders don't like Steam:
- They don't earn money from downloads on Steam Workshop
- In order to publish on Steam Workshop it's necessary to launch up the scene editor and do a whole bunch of extra steps
- Auto updates look convenient at first glance but they are forced-fed and can brick hundreds of hours worth of saves easily
- Nightmarish standard folder structure, based on workshop ID number instead of names. It's absolute garbage to backup/maintain a complex list
- You have to pick your image right there; you can't leave it blank and you can't change it later
- Unable to have multiple versions of your mod