Just have them subscribe to the mod in the Workshop. If you're using a mod that adds modded items to the game, you'll need to have each of your users install that mod themselves as well. (If a mod adds new items the game you can check the shevles in the stores to see if there are mod related items avaialble from the mod) Wait a couple minutes for the server to load and you should be good to go. You may close this window."ħ. Start the server if it's stopped. In gamepanel click the "Reset World" button and wait until the pop up window says "The script has executed successfully. (Ignore the Estimated time as it is not accurate) Wait until the pop up window says "Completed Revalidation The script has executed successfully. Once the mods are uploaded, Click the "Import Mods" button on the main page in Gamepanel. (If the file fails to upload through the Gamepanel you can use FTP instead.) ( )ĥ. Find your zipped mods folder, upload, then extract. In Gamepanel go to File Manger\Content\mods. (Highlight the ones you want, right click on a higlighted file go to Send To>Compressed (zipped) Folder.Ĥ. zip file containing the mods you want to add to the server. Making sure you get both the Folder and the. ![]() These items all have the same base, which will be described on this page. ![]() This includes materials for crafting, fish, pickaxes and more. (C:\Steam\steamapps\common\Staxel\content\mods or the location of your Steam folder if it's not in the default location.)ģ. items are just anything that can be collected and be displayed in the players hands or in the players inventory. Once the mods are in your game, navigate to the mods folder for your game on your computer. Then run the game to make sure the mods download. In your game go to the workshop and subscribe to the mods you wish to use. *Note* Currently all mods you want on the server need to be added in from the start as a new world is required to apply the mods.ġ. All Mods All Mods Animals Blocks Clothing Crafting Features Items Plants Translations Villagers Twitch Integration Become an author. If all goes well, your mod will now be loaded into Staxel.Staxel How to Add Mods, staxel how to add mods, Staxel, staxel, How to Add Mods, how to add mods Start Project All Mods Animals Blocks Clothing Crafting Features Items Plants Translations Villagers Twitch Integration All Mods. This may eventually include more information, but for now it is empty. However, you must implement certain interfaces in order for Staxel to run your program's code.Ī good starting place would be to implement this interface made for modding: įor the most part, contents of code is left up to the user. Third-party add-ons, like JetBrains ReSharper, can also do this alongside other features that make development considerably easier. Note: If possible, use a refactor service to implement shell versions of a given interface. When there, head to the "bin" folder and select both "Staxel.dll" and "", as both of these are needed for the code below. When the window opens, click on Browse at the bottom of the window, then navigate to where Staxel stores its files. Right-Click on the project (not the solution) in the Solution explorer then go to "Add" and then "Reference." After this, let it create the solution.Īfter this file is set up, it's time to add references to Staxel's. This sets it so that it builds in a manner that Staxel will be able to access. If you are having trouble finding it, it is located here: Name this solution whatever you want, and select "Class Library". To set up Visual Studio, first create a new solution. Other IDE's will definitely have different methods for some actions. If you run other versions of Visual Studio, locations of things may have changed. The rest of this page assumes you're running Visual Studio 2015. For Visual Studio 2015, you can head to to download a compatible version. ![]() Before starting be sure to install XNA for your IDE.
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