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== Mod management == The first steps of modding is getting to know where the mods are located, how they're structured and what to do when uploading your first mod! === Mod folder location === {| class="wikitable" ! OS !! Path |- | Linux || <code>~/.local/share/Paradox Interactive/Stellaris/mod</code> |- | Windows || <code>…\Documents\Paradox Interactive\Stellaris\mod</code> |- | Mac OS ||<code>~/Documents/Paradox Interactive/Stellaris/mod</code> |} Mods from the Steam Workshop will be placed in <code>…\SteamLibrary\SteamApps\workshop\content\281990</code>, named by their Workshop ID.<br> Mods from Paradox Mods will be placed in the mod folder location, named <code>PDX_*MOD_ID*</code>. === File and folder structure === Getting the structure set up correctly when creating a mod is essential for it to run properly. This is the required structure inside the main mod folder: * <code>modname.mod</code> – Includes the information used by the Stellaris launcher * <code>modname</code> – Folder where all the modified files are placed, in the same [[#Game structure|file and folder structure]] as the game folder ** Mod contents ** <code>descriptor.mod</code> – Required for the [[Patch 2.4|new launcher]] added in patch 2.4. Ignored in the old launcher. ** <code>image.ext</code> – PNG and JPEG files are supported. With the new 2.4 launcher, must be a PNG named <code>thumbnail.png</code> <code>modname.mod</code> and <code>descriptor.mod</code> both contain the mod information that the launcher uses when displaying the mod and uploading it.<br> The 2.4 launcher prefers <code>descriptor.mod</code> and will modify <code>modname.mod</code> to match the information in <code>descriptor.mod</code>, however if the file is not found, it'll use the information in <code>modname.mod</code>. The pre-2.4 launcher ignores it.<br> The <code>path="XXX"</code> is not needed in descriptor.mod.<br> Note that folder and file names are case sensitive on Mac OS X and Linux. '''modname.mod structure'''<br> This also applies to <code>descriptor.mod</code>. {| class="wikitable" !Name !Required !Description !Example |- | <code>name</code> | '''Yes''' | Name of your mod. | <code>name="My Stellaris Mod"</code> |- | <code>path</code> | modname.mod: '''Yes'''<br> descriptor.mod: '''No''' (Ignored) | Defines which folder is the mod’s folder. It can be an absolute directory or relative to the <code>…\Documents\Paradox Interactive\Stellaris</code> directory.<br>The Paradox Launcher will automatically correct a relative path to the corresponding absolute path.<br>'''Note:''' Stellaris uses <small>(Unix)</small> slash <code>/</code> instead of <small>(Microsoft)</small> backslash <code>\</code> (or <code>\\</code>). | <code>path="mod/MyStellarisMod"</code> |- | <code>dependencies</code> | No | Specifies if the mod should be loaded after the listed mod(s), if they exist.<br>Very useful for submods or compatibility patches to make sure they overrule certain mods. | <pre> dependencies={ "My Other Stellaris Mod" "Not My Stellaris Mod" } </pre> |- | <code>picture<code> | No | Specifies the mod thumbnail used on [[Steam Workshop]]. With the new 2.4 launcher, this must be a PNG file named <code>thumbnail.png</code>. | <code>picture="thumbnail.png"<code> |- | <code>tags</code> | No | List of tags for [[Steam Workshop]]. Using tags besides the predefined ones may prevent uploading on Paradox Mods.<br>Warning: don't forget quotes for tags that contain spaces. | <pre> tags={ "Tag1" "Tag2" } </pre> |- | <code>version </code> | No | Specifies what the launcher will show as the version of the mod.<br> (Not the version of the game it’s meant for). Any string is accepted. | <code>version="v.4.5"</code> |- | <code>supported_version</code> | Recommended | Specifies what game version the mod supports.<br>The last number can be replaced with the asterisk (*) symbol to tell the launcher that mod supports any value, like 2.4.*.<br>Only the last number supports this. | <code>supported_version="2.4.1"</code> |- | <code>remote_file_id</code> | No | Property added by the launcher that includes the Steam Workshop ID. Ignore it. | <code>remote_file_id="1234567890"</code> |} The data structure is similar to the proprietary Valve Data Format.<ref>VDF is a ad-hoc file format designed by Valve to support storage of hierarchical data, which is also used by [https://developer.valvesoftware.com/wiki/SDK_Installation Steam]. Open VDF parser: https://github.com/rossengeorgiev/vdf-parser/, [https://github.com/shravan2x/Gameloop.Vdf for .NET]</ref> '''Example modname.mod file <code>SomeMod.mod</code>''' <pre> name="SomeMod" path="mod/SomeMod" dependencies={ "othermod" "another mod" } tags={ "Graphics" "Economy" "Overhaul" } picture="thumbnail.png" remote_file_id="1234567890" supported_version="2.4.*" </pre> === Adding a thumbnail === The Steam Workshop allows for a preview thumbnail picture that'll be displayed when searching for mods and as a preview picture if you haven't uploaded any, otherwise it'll be placed to the right of the preview pictures.<br> It’s recommended to make the thumbnail 512px × 512px at minimum, which is used by the workshop frontpage.<br> Additionally, the thumbnail file should be under '''1 MB''' in size, otherwise, it will not be uploaded.<br> Both JPEG and PNG are supported, and after 2.4, the image file must be named '''thumbnail.png'''. # Make sure the Stellaris launcher is closed, so that it doesn't revert your changes # Open up <code>modname.mod</code> and <code>descriptor.mod</code> files # Make sure <code>picture="thumbnail.png"</code> exists, if not, add it # Add your image file in your mod folder # Start up the launcher and update your mod # Thumbnail should now show up at the [[Steam Workshop]] mod page You can always update the thumbnail at any time by updating the mod (unless you are only a co-author). === Creating a mod === You can use the game launcher to set up a mod structure for you by following these simple steps according to your launcher of choice: {| style="text-align:center;" class="wikitable" !# !Launcher v1 (<=2.3.3) !Launcher v2 (>=2.4.0) !Launcher v???? |- |1|| colspan="3" | Launch the game |- |2|| colspan="3" | Navigate to the mods tab |- |3||colspan="2"| Click '''Mod Tools''' |Click '''Upload Mod''' |- |4||Click '''Create Mod''' | |Click '''Create Mod''' |- |5|| colspan="3" | Insert the relevant information and click '''Create Mod''' at the bottom |- |6|| colspan="3" | Navigate to the [[#Mod folder location|mod folder]] and locate your mod folder |- |7|| colspan="3" | Start modding! |} === Uploading and updating a mod === Uploading and updating a mod follows the same procedure, depending on your launcher of choice: {| style="text-align:center;" class="wikitable" !# !Launcher v1 (<=2.3.3) !Launcher v2 (>=2.4.0) |- |1||colspan="2"|Launch the game |- |2||colspan="2"|Navigate to the mods tab |- |3||colspan="2"|Click '''Mod Tools''' |- |4||Click '''Upload Mod'''||Click '''Upload a Mod''' |- |5||colspan="2"|Select your mod from the list |- |6||Click '''Fetch Info''' and wait for a response||Select mod site |- |7|| ||Insert description<sup>'''*'''</sup> |- |8||Click '''Upload'''||Click '''Upload Mod''' |- |9||colspan="2"|The launcher will now upload your changes and inform you when it’s done or if an error occurred. |- |10||colspan="2"|Navigate to the mod service of choice and locate your mod;<br>'''Steam Workshop''', visit the [https://steamcommunity.com/app/281990/workshop/ Workshop] page, and locate the "Files you've posted" button by hovering over "Your Files" on the right<br>'''Paradox Mods''', visit the [https://mods.paradoxplaza.com/ Mods] page, login, and click "My uploaded mods" in the dropdown menu that appears when hovering over your name |- |+ style="caption-side:bottom; font-size:small;"|* – The inserted description will replace the current one used on the mod page! |} Note that if you subscribe to an uploaded version of your mod while you still have the .mod file of your original mod in the mods folder, the uploaded mod will likely not work.
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