The next version of starbound will include support for mods in .modpak files. Make your mod as before and follow the following steps: * rename your '*.modinfo' file to 'pak.modinfo' * Use a cmd.exe shell and go to the mods/ directory * Run ..\win32\asset_packer.exe YourMod YourMod.modpak * Now move away your original mod in a directory so that the game doesn't get confused * Start the game to validate that your mod still works. * Presto, your mod reduced to a single .modpak file suitable for distribution
I found an asset_unpacker.exe in my win32 folder, I assume that's related to it. Nah, they are too busy trying to add perfect spheres.
Will the next patch also deal with issues of multiple merge/overwrite commands in different mods for the same files?
This is so nice. I made myself a nice tool that I posted to the mod repo to pack/unpack these files too, since it seems like I'll be doing this a lot. Much less hassle than before with specifying a pak path in the modinfo.
http://community.playstarbound.com/...endencies-and-conflicts-small-overview.68964/ just create a pseudo load order
hmmm just don´t get it. When i´m using my mod as a normal folder it works, but when i turn it to a .modpak or just a .pak it don´t work. Game is starting but the mods stuff isn´t there. What can i do? Whats wrong?
Your Modinfo file should not be inside the pak file [Furious Koala] The mod info file should be separate. Check bartwe post below