Tutorial: A Mini Installation of FCS 1.0.51 Stable
Posted: Sat Nov 13, 2021 1:27 pm
MODs created using the experimental branch of the FCS do not work on the stable branch.
In order to make compatible mods, it is possible to run the stable version of the FCS separately. Note that this will not allow you to upload directly to Steam Workshop, as it fails to connect. However, theoretically, I see no reason why you couldn't upload via the Experimental branch, as long as you don't save the mod while you're doing it. I don't upload mods so I can't test this but theoretically: Set the title, description, version and everything else with FCS Stable, then copy your mod to your Experimental branch "mods" folder. Load it up, then upload. Theoretically.
1) Make a new folder. I'm calling mine "FCS Stable".
2) From the stable branch, copy the following files into this folder:
3) Make a subfolder called "data".
4) Make a subfolder called "mods".
5) From the stable branch, copy the following files into the "data" folder:
6) Optionally copy your "mods" folder to your "FCS_Stable" folder.
7) Optionally copy over your stable "mods.cfg" file to the "data" folder.
Done. With an empty mods folder, this eats just under 24 MB.
In order to make compatible mods, it is possible to run the stable version of the FCS separately. Note that this will not allow you to upload directly to Steam Workshop, as it fails to connect. However, theoretically, I see no reason why you couldn't upload via the Experimental branch, as long as you don't save the mod while you're doing it. I don't upload mods so I can't test this but theoretically: Set the title, description, version and everything else with FCS Stable, then copy your mod to your Experimental branch "mods" folder. Load it up, then upload. Theoretically.
1) Make a new folder. I'm calling mine "FCS Stable".
2) From the stable branch, copy the following files into this folder:
Code: Select all
forgotten construction set.exe
CSteamworks.dll
NLog.dll
PropertyGrid.dll
steam_api.dll (probably not be needed in the GOG version)
Steamworks.NET.dll (probably not be needed in the GOG version)
fcs.def
fcs_enums.def
fcs_layout.def
4) Make a subfolder called "mods".
5) From the stable branch, copy the following files into the "data" folder:
Code: Select all
gamedata.base
Dialogue.mod
Newwworld.mod
rebirth.mod7) Optionally copy over your stable "mods.cfg" file to the "data" folder.
Done. With an empty mods folder, this eats just under 24 MB.