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Distributing your Mod

ste-bippinbits edited this page Jan 20, 2025 · 7 revisions

Table of Contents


Introduction

To ensure your mod is successfully delivered to players, there are several steps you need to complete.

Legal Considerations

⚠️ Be sure to thoroughly review the TOS/Mod Policy before publishing your mods.

You can find them here

⚠️ Though we mentioned this at the outset, it's worth reminding you again about the correct handling of the game's code and assets.

You can read about it here

Zipping Your Mod

Before uploading your mod to the Steam Workshop, it's essential to create a zip file containing its content. You'll find a comprehensive guide detailing what should be included in the zip file and its structure at the Mod Loader docs.

⚠️ It is highly recommended to use the Godot Mod Tool which does the zipping with the .godot/imported/ files just for you. It also adds an interface to modify your manifest.json. The Mod Tool is included in the project files since Dome Keeper 4.2.1, you can enable it in the top menu bar -> Project -> Project settings -> Tab: Plugins. A new main screen will appear in the top center of the Godot window, next to the 2D and 3D views where you can access it and export your mod.

The content of your zip file should resemble the following structure:

Author-ModName-VersionNumber.zip/
├── .godot/
│   └── imported/
└── mods-unpacked/
    └── Author-ModName/
        ├── mod_main.gd
        └── manifest.json

If your mod includes additional folders like extensions, overwrites, scripts, or assets, ensure they're also incorporated in the zip.

Please only include files in .godot/imported/ that your mod has specifically created. If you're using images or sounds already present in the base game, do NOT include these files in your mod.

You can find more information here.

In our demonstration, we have three new image files for our mod:

  • drillbertsleepindicator_awake.png
  • drillbertsleepindicator_sleeping.png
  • drillbertsleepindicator_sleeping_zzz.png

By searching the project's .godot/imported/ folder using these files' prefixes, you can easily locate the three .stex files that need to be added to the .godot/imported/ folder in the zip file.

If you'd like to see an example of a completed zip file for a mod before uploading, check out the zip files provided in the releases section of the example mod.

Preparing Images

When uploading a mod to the Steam Workshop, you'll need at least one image to serve as the cover. This image should be a 512x512 pixel PNG file.

Uploading Your Mod to Steam Workshop

To upload your mod, find the ModUploader.tscn scene inside the game file, and run this specific scene.

INSERT SCREENSHOT HERE

The Mod Uploader will open. You need to:

  • Select the mod's zip file
  • Select the mod's preview image
  • Read and accept the EULA
  • Select the workshop ID if you're updating a mod you already created before

Finally, press Upload 🎉

Once you see the message "Item successfully uploaded" in the mini console, you can close the Mod Uploader.

Editing Your Mod

Before your mod appears in the Workshop, you must set it to visible.

To edit your mod's description, name, and visibility settings, visit the Workshop page of Dome Keeper and click on "Your Files" > "Files you've posted".

wiki_upload_3

You can make changes to your mods on the following page.

wiki_upload_4

🚨 Important: Set this to public to make your mod visible to the public!

Updating Your Mod

To re-upload your zip file, for example, if you need to update it, follow the previous steps and enter your workshop item ID in the Mod Uploader.

To locate your item ID, visit your mod's store page. The number following ?id= is your item ID. For instance, if this is the URL: https://steamcommunity.com/sharedfiles/filedetails/?id=2996273695 The item ID would be: 2996273695

Final Steps

After you've finished uploading your mod, editing the title and description, and setting it to public, we recommend you test your mod one last time. Click the Subscribe button, start the game, and enjoy your mod!

And of course, we'd love to hear from you! Join the community and let us know how it goes!