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Lastly, if you’re replacing the ship of a modded race you want to play as, copy that race’s _metadata file, and set that aside for later. If you’re working with a ship that has those, make sure you copy those folders too (and keep the folder structure intact!), or you’ll crash. Certain ships also have additional blocks in other folders, the Soma being the main one that comes to mind. That is to say, don’t take /floran/ out of /ships/, move the entire /ships/ folder. When you have that, copy the /ships/ folders to separate locations, keeping the structure intact. If you’ve gotten a ship this way that you don’t intend to use in its original mod, you can unsubscribe now you’ll still have to be subscribed to the race you’re playing, of course.
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pak elsewhere, wherever you intend to work with it at. It will, usually pretty quickly, find a folder with that number as its name.
#Starbound free steam code mod
Hit enter, and it will search for the mod for you. See in the top right, above all those numbers? That is where you put the Workshop ID. Next, go to your Steam Library on the same drive Starbound is installed to. You can also get this number by right-clicking on the workshop page and selecting Copy Page URL, but you’ll have to paste it somewhere to just get the number. Copy that entire number, that’s the Workshop ID. Look in the pink rectangle there and you’ll see a number. The easiest way to find them is to middle-click on the mod in question in the workshop, to pop it out in a new window. If you’re working with a vanilla race or ship, you’ll find their content in /assets/packed.pak. Your own organization approach may vary, but I recommend keeping “things I’m making” separate from “things I’m extracting”. My Mods/ is where I put works-in-progress. workfolder/ is where I put extracted paks that I’m working with.
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Once that’s done, I recommend organization.
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