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=== Publishing a mod === The '''WSR Mod Uploader''' is bundled with the game. Two ways to launch it: * '''From inside WSR:''' Main Menu → Workshop → '''Publish a Mod…''' * '''Direct from your install dir:''' <code><install>\mod-uploader\wsr-mod-uploader.exe</code> The uploader is a thin GUI around <code>ISteamUGC::CreateItem</code> / <code>SubmitItemUpdate</code>. Steam must be running. ==== Workflow ==== # '''Mod folder''' - pick the folder containing your mod's files. The picker defaults to <code><Documents>\WSR Mods\</code>, which is auto-created on first launch. Anything under there shows up as a quick pick. Your folder should mirror the <code>resources/app/</code> structure (see [[#What can be in a Workshop mod|§What can be in a Workshop mod]]). # '''Preview image''' - pick a PNG or JPG '''under 1 MB''' (Workshop limit, enforced client-side). Required - Workshop rejects items without a preview. # '''Title''' - 5 to 128 characters. Steam rejects very short titles for public items. # '''Description''' - at least 30 characters. Same reason. # '''Tags''' - optional. Pick from the preset checkboxes, type your own comma-separated, or both. See [[#Standard tags|§Standard tags]]. # '''Visibility''' - Public / Friends only / Private. Start with Private while you iterate. # '''Changelog''' - shown in the Workshop item's revision history. Useful on updates. # Click '''Publish'''. The Publish button stays disabled until folder, preview, title, and description are all valid. The status panel at the bottom streams JSON status lines as Steam processes the upload; success ends with <code>Published! Workshop ID: <number></code> and an '''Open in browser''' button. ==== .wsrmod-id (updates vs new items) ==== On the first successful publish from a folder, the uploader writes <code>.wsrmod-id</code> into that folder containing the assigned <code>PublishedFileId_t</code>. Subsequent publishes from the same folder detect this file and '''update''' the existing Workshop item rather than creating a duplicate. To fork a mod (publish a copy as a new item), delete or move <code>.wsrmod-id</code> out of the folder before publishing. ==== SteamCMD alternative ==== You can also use SteamCMD's <code>+workshop_build_item</code> with a <code>.vdf</code> if you prefer scripting. Same metadata is required. See [https://partner.steamgames.com/doc/features/workshop/implementation#SteamCmd Valve's docs]. ==== Standard tags ==== The Wall Street Raider Workshop accepts '''freeform tags by default''' - you can type any tag in the uploader's "Custom tags" field. The convention below is what the in-game Workshop browser groups by, so following it makes your mod easier to discover: {| class="wikitable" ! Tag !! What it means |- | <code>Theme</code> || CSS theme / re-skin (palette, fonts, layout tweaks) |- | <code>Locale</code> || Translation pack (full or partial) |- | <code>Hints</code> || New / rewritten contextual hints |- | <code>Assets</code> || Replacement images, videos, icons |- | <code>Companies</code> || Alternate company-name database (<code>CORPNAME.DAT</code>) |- | <code>UI Extension</code> || New Preact components or feature additions |- | <code>Other</code> || Anything that doesn't fit the categories above |} Tags are optional. Multiple tags are fine when a mod spans categories (e.g. a "1929 era" mod might tag <code>Theme</code> + <code>Companies</code> + <code>Assets</code>).
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