Installing mods for Avorion Server
Mods are inserted into Avorion via the modconfig.lua
.
This article explains what this config needs to look like.
modconfig.lua
Here we show you an example of how a modconfig.lua
can look like.
modLocation = ""
forceEnabling = false
mods =
{
{workshopid = "1769379152"},
{workshopid = "1817506461"},
{workshopid = "1688279692"},
{workshopid = "1819452708"},
{workshopid = "1897578544"},
{workshopid = "1868721180"},
{workshopid = "1751636748"},
}
-- Allowed mods to run on the client such as UI mods.
allowed =
{
{id = "1222005920"},
{id = "1664452070"},
{id = "ThatOneUIMod"},
}
modLocation
determines the storage location of the mods.
This is predefined by us and should not be changed.forceEnabling
forces the start of mods, even if they are faulty.
We recommend that you leave this set to false.mods
here you can enter your mods, either by path or WorkshopID.- If you use a path but no WorkshopID, the mod will be loaded from the server.
Players have to install the mods manually. - If you use a WorkshopID but no path, the server downloads the mods from the workshop.
Connecting players are told the ModIDs so that they can download and install the mods. - If both are used, the server will load the mods from the specified path and tells connecting players the WorkshopID.
- If you use a path but no WorkshopID, the mod will be loaded from the server.
We recommend to only use the WorkshopID.