How do I test my 1.0 mod on Windows dedicated server?
I've been searching all over docs and discord so I apologize if I just missed it. SMM doesn't work on 1.0 yet, ficsit-cli hasn't been updated since long before 1.0, and I've been using the latest Alpakit to install my mod on my local instance. How do I install my mod on my personal Windows dedicated server (it's on a different machine than my dev instance)? I was able to use Alpakit to build for the Windows server target but the docs specifically say not to just copy the mod files over, so I haven't done that.
Solution:Jump to solution
If not, copy the
<projectdir>\Saved\ArchivedPlugins\<ModName>\<ModName>-WindowsServer.zip
to the server's FactoryGame\Mods\<ModName>
dir (that <ModName>
dir should then immediately contain the <ModName>.uplugin
5 Replies
That "don't copy files over" is for people assuming they can just copy the client build of mods to server and expect it to work
If you can access the dedicated server dir via a network drive, you can set that as the game dir in Alpakit for WindowsServer, and it will copy the mod build for you
Solution
If not, copy the
<projectdir>\Saved\ArchivedPlugins\<ModName>\<ModName>-WindowsServer.zip
to the server's FactoryGame\Mods\<ModName>
dir (that <ModName>
dir should then immediately contain the <ModName>.uplugin
Also, SMM and ficsit-cli can't manage local mods, only mods (and version) on ficsit.app
Thank you, super helpful - that worked!
I have my Linux server's files mapped as a windows network share so I use Alpakit's "Copy to Game Path" feature to put the files there, which is what Mircea just described, oops