

If you want to include readme's or something, you can check this box, but just make sure you don't upload unnecessary files, like your "exported" folder. Upload redundant files - Normally, you don't want to do this. You can link to things as well, like Steam's Text Formatting Syntax.

Some text in the chapter, where some of it is bold and some might be italic or both.

It is in a so-called rich text format, so you can have things like headers, bold and italic text, etc. You can change this later on your mod's workshop page.

This is the description for your mod on the workshop. Update Details - Description - I don't think this is required. Sometimes it's nice to be able to add "(fixed)" or "(HLI compatible)" only to the workshop name. In-game your mod will be named what you put in your a. Update Details - Name* - The name of your mod on the workshop. I usually use the image I used to create the modicon tex file. Update Preview Image* - This is the image file (jpg or png, NOT xml or tex) for the image you want to be the thumbnail for your mod on the workshop. Update Data* - The folder where your final mod files are located. Go through the Field Explanations below, to make sure you put in the right things. The preview image it chooses is most likely wrong unless you've left a png version of the modicon in your mod folder. It will then fill out the fields below (except tags) using the data in your a file. When you click the "Add" button, you are presented with this screen, and it can be a little confusing at first:įor the "Update Data" field at the top, select the folder where your final mod files are located. This is how the program looks for me (minus the red markings I made): You can see the other modding tools available in this list. For uploading mods, we want the top option. Then, find Don't Starve Mod Tools in the list and (maybe install and) run it. Go to Steam and go to your Steam Library and enable showing of tools instead of only games.
