Steam Workshop Instructions

 

Workshop_header1

 

 

Creating

1

You can find a template mod in the game’s installation folder: path_to_game/mods/data_modtemplate
Read the file path_to_game/mods/data_modtemplate/filesystem_mount.xml for more information.

2

Create a new folder in that same location. Rename it to your liking (e.g. path_to_game/mods/myMod123)

The folder name should be similar to your mod’s name, so that it’s easily identifiable once downloaded (also it should be unique between the existing Workshop mods).

3

Delete everything inside it except mod.xml and filesystem_mount.xml. The folder must contain at least the mod.xml file to be a valid mod. You should only add what files you need in order to avoid conflicts with other mods.

4

Fill in the required info in path_to_game/mods/myMod123/mod.xml. Edit filesystem_mount.xml to add new levels/sounds/whatever.

The information in mod.xml will show up in Steam. Choose a short (and unique) name and don’t change it from the Steam Workshop interface, only update by modifying the mod.xml.

5

Start the game, the mod should now show up in the game’s Mods menu.

6

Very important! Make sure all paths inside your mod point to the data/ folder, and NOT myMod123/. The data/ path will be automatically replaced with yours.
This will change in the future.

7

Make sure it’s working as intended before uploading to Steam Workshop.

Check the log.txt file located in Documents/KillHouseGames/DoorKickers for any “Error” messages!

 

Uploading

1

Create a shortcut to DoorKickers.exe.
Add this to the command line:    -publish “path_to_game/mods/myMod123

To add a command line from the Steam interface: right-click on the game, choose Properties, click on Set Launch Options and write the -publish folderpath command there. Make sure to take it out after publishing once!

2

There is no visual feedback at this moment with the uploading progress, but you should open the log.txt file and refresh it until you see that the upload has been successful.
The log.txt file is located in:

Win7/Vista: C:\Users\username\Documents\KillHouseGames\DoorKickers
WinXP: C:\Documents and Settings\username\My Documents\KillHouseGames\DoorKickers
Linux: /home/username/.local/cache/DoorKickers
MacOSX: /Users/username/Library/Application\ Support/DoorKickers

3

Go to http://steamcommunity.com/workshop/browse?appid=248610 and behold your mod! Beware that it can take a while until it shows up there, wait for 10 minutes or so before uploading again, otherwise the mod will show up multiple times in the Workshop.

 

Updating

1

Edit the mod.xml file and fill in the changeNotes field.

2

Using the same technique as when uploading, add this to the command line:

-update_published “path_to_game/mods/myMod123

3

Read the log.txt file for any errors/warnings.

 

Deleting

You can either delete it from your Steam Workshop page (easier) or by using this command line:

-delete_published “modName

Take note that this time you’re using the mod’s name, and not the mod’s folder.

When the owner deletes his mod from Steam Workshop, it will also be deleted from every subscriber’s game.

 

Tools

Red Panda’s Workshop Publisher

Our awesome modder and contributor Red Panda has created a great tool to automatize all the above steps, check it out here: http://inthekillhouse.com/forum/viewtopic.php?f=15&t=1186

 

Steam Workshop interface

Editing

You can edit everything about the mod except the name. The name in Steam Workshop must be identical to the one in mod.xml, otherwise you won’t be able to update the mod.

Subscribing

After subscribing to a mod, the next time you’ll start the game the mod will be downloaded and will show up in the in-game mods interface. Have patience, if the mod if large it can take a while…

Unsubscribing

Unsubscribing from a mod will automatically delete it from the game as well.

Deleting

When the owner deletes his mod from Steam Workshop, it will also be deleted from every subscriber’s game.

 

2 comments

  1. FYI it’s -publish mods/NAMEOFMOD

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