![starbound save editor 1.0 starbound save editor 1.0](http://playstarbound.com/wp-content/uploads/2016/04/final8.png)
- #STARBOUND SAVE EDITOR 1.0 HOW TO#
- #STARBOUND SAVE EDITOR 1.0 FOR MAC#
- #STARBOUND SAVE EDITOR 1.0 MOD#
#STARBOUND SAVE EDITOR 1.0 FOR MAC#
This is the only reliable option for Mac users.
#STARBOUND SAVE EDITOR 1.0 MOD#
Linux users may use Proton to launch the mod uploader. If you subscribe to your own mod, you may copy this pak from the workshop folder for redistribution through other channels, or you may follow standard packing methods. The mod uploader included with the Steam version of Starbound will automatically pack your mod into a pak file when it uploads to the workshop. The alternative is to just put all the files into an archive for distribution which will need to be unpacked by end users to install. While optional, it is recommended to have at least have a name set in the metadata in case a companion mod ever needs to require or include your mod, and to make your mod more easily identifiable within the game log should any errors occur. If using the Steam Uploader Tool, a basic metadata file will be generated for you. If the game crashes, or your changes are not found in the game, check your starbound.
![starbound save editor 1.0 starbound save editor 1.0](https://i.ytimg.com/vi/1oDjhrJAYfQ/maxresdefault.jpg)
If you did everything right, Starbound should load your new mod the next time you run it. To pack, do exactly the same steps as mentioned above minus making a new folder 'unpacked'but when you get to step 5where you actually unpack the packed. It is highly recommended that you make a backup copy of your original, working packed. Otherwise you will have to find your Starbound assets folder and apply the file paths to these instructions. If you have purchased Starbound from Steam, then these instructions will work.
![starbound save editor 1.0 starbound save editor 1.0](https://www.solostudio.tech/wp-content/uploads/2019/10/pulley8.jpg)
Note - This step will not remove or change your packed. This means we need to unpack the assets before we can start modding. Only UTF-8 is supported, other encodings are likely to cause crashes. Do not use a word processor such as MS Word instead of a text editor. You will need a text editor that is not the Windows included notepad. All trademarks are property of their respective owners in the US and other countries.This article will show you the steps you need to take before you can start actually modding, and also the steps you can take after you are done modding, to pack and publish your mod. Note: This is ONLY to be used to report spam, advertising, and problematic harassment, fighting, or rude posts. I've tested this with a patch mod and it works.
![starbound save editor 1.0 starbound save editor 1.0](https://community.playstarbound.com/proxy.php?image=http%3A%2F%2Fi.imgur.com%2FIFDNBLu.png)
If you then add the priority parameter to said file, it will be packaged in the next and later uploads and will be recognized. If you upload a mod to the Workshop, it generated a metadata file. Maybe it's something that the Workshop itself could incorporate? The Nexus manager uses virtual sorting, so you can set which ones take priority. I wonder if Chucklefish could do anything on their side for sorting. Which will load a mod after a particular mod. Technically there is a wawy to set the load order - but it is done manually and not possible for workshop mods.įor manually installed unpaked mods - you can go into the metadata file and set "includes" parameter. I have mods that would over-write features of others, so I'd like to set the priority if possible without simply reinstalling the ones I favor. I don't think load order should be a problem for starbound. Is that doable with Starbound? Showing 1 - 6 of 6 comments.
#STARBOUND SAVE EDITOR 1.0 HOW TO#
I was wondering if there's a feature I'm not seeing or simply don't know how to utilize with workshop mods that will let me sort the load order. Home Discussions Workshop Market Broadcasts.