Distributing_your_mod - CanInBad/KK_wiki GitHub Wiki
title: Distributing your mod contributors:
- Naelstrof
So now you have some assets that work in editor, and you want to share them with your friends!
You want an asset group that contains all your various additions to the game. You can find asset groups under the Window → Asset Management → Addressables → Groups.

Asset groups
Here I have two mods I want to distribute, SurfMap, and Lilith. I could distribute them together if I wanted as a single mod, but for this demonstration I'll keep them separate.
They both already work in editor, without them being a "real" mod. This is because Unity Addressables hot-loads them without any extra interaction. The real game will need a bundled up package to load it though.
You also need to install the Windows Build Support module, Mac Build Support module, and the Linux Build Support module. You can skip the build module for the system you're on as it comes by default with Unity.
As for the others, you can install them via Unity Hub by clicking on the gear of the KoboldKare's version of unity and clicking "Add modules".

Add modules button
Then selecting all the modules, and hitting Install after.

Build support modules
Each mod is going to need a unique External Catalog Setup, you can create one within the project tab with Create → Addressables → New External Catalog.

External Catalog Setup
Make sure you set the Asset Group list to the asset group you expect to be loaded when the mod loads. You also need to name it by filling out the Catalog Name field. You can leave BuildPath and Runtime Load Path alone as they'll be filled out by the uploader.
You must have a Steam account that owns KoboldKare to create mods, as mods use the workshop for version control and automatic downloading!
Don't worry, you don't need a Steam account to use the mods, only to create them!
Armed with our External Catalog, and multi-platform build support, we can use the Upload Steam Workshop Mod wizard to build it into a KoboldKare mod. You can access this wizard through Tools → KoboldKare → Upload Steam Workshop Mod.

Upload steam workshop tutorial
Now all we need to do is make the wizard happy by solving each problem listed in the Status.
- Specify the external mod you wish to build.
- Fill out the info the best you can.
- Hit Build
This first build needs to build everything in koboldkare to work properly. This can take a VERY long time! (Up to around 6 hours!)
Subsequent builds should be much much faster (several minutes).
Please don't distribute the raw built mod without uploading, as it won't have a proper steam workshop ID, which is used for automatic acquisition for joining players.
With all the information filled in, and the mod is built, you should be able to upload it by clicking the upload button in the wizard. If the mod is a fresh upload, it'll create a new workshop item under your account and assign its ID to the mod in your local directory.
Otherwise it'll submit an update to the mod.
After uploading the mod to the workshop, your mod will now have a valid workshop ID, and the mod found locally in your persistent data folder is now something that's safe to distribute to users outside of steam. You can simply zip it up and send it to your friends.
They'll be able to locally install the mod, and users joining their online games will be able to automatically download the mod from Steam workshop!