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1. Create a folder in AppData\Roaming\SpaceEngineers\Mods, name this what you want the mod called.
2. Inside that folder, create one called Data. I'm not positive it is required, but my source said it could give an error if not there. It was a very old source so it could be out of date.
3. Load up the game, go to where you can select mods, either in an existing or new game. Select the mod and publish. It will ask if you want to edit it, do so.
4. In the edit, on the right side there is an option to add/remove required items. Click that, then select the mods you want, and save (on the bottom). You can change this at any time by going into your workshop items and edit it. You do not need to re-publish it again.
5. Make sure you change visibility for who can see the mod if you want it for yourself, your friends, or public. Add a description so people know what it is for.
6. If you want a cover image, you could add it ahead of time, or add it to the mod and publish again to update it. I did not do one, but I believe it has image size and file size limitations that you'll need to research.
That's it, enjoy!
Edit, forgot to mention, you can then move the mod from the appdata folder somewhere else so it does not show in game. You could maybe delete it, but when you upload something, it add files specific for the upload, and you need those if you ever want to re-upload it again. You need to use the mod from the Steam subscribe for it to work, the local version will not load the requirements.
Edit2, came across this while researching creating a mod. Basically what I stated, but also has instructions for mod.io, which are slightly different.
https://spaceengineers.wiki.gg/wiki/Modding/Tutorials/Creating_Mod_Collections
%appdata%\SpaceEngineers\Mods
It's important to only copy/paste each of our favorite mods contents one by one because if they overwrite a file that's already there that's where problems arise. Don't let any files overwrite.
The reason this happens, files wanting to overwrite, is because some mod authors don't give their mod files a custom name so we end up with several mods that have the same exact file names. That's ok if they're loaded separately but it doesn't work in a mod pack. When we run into files wanting to overwrite while creating a mod pack it's best to cancel and run the mod we tried to add to the pack separately.
We can work around that and change file names but that requires some coding knowledge. It can be a pain in the rear to do that's _not_ as simple as giving [this] file a custom name every time for every mod.
If when we try to paste a mods content from it's own separate folder into the pack we're making and it just goes in without asking about replacing files we're good.
This guide will help you understand how mods work, which helps understand how to make packs:
https://steamcommunity.com/sharedfiles/filedetails/?id=2903477416
The mentioned method by others is effectively re-uploading mods. This might be in conflict of the policies of the mod makers. And whatever you re-upload won't benefit from the updates the original modmaker does. It's a way to keep things static. But also bugs remain in it.
What you described instructions for is to make a collection, not a mod pack, Valen. There's a significant difference between a collection and a pack.
Here's an example of a collection:
https://steamcommunity.com/sharedfiles/filedetails/?id=2847055633
Just a text list (basically).
An example of a mod pack:
https://steamcommunity.com/sharedfiles/filedetails/?id=2206441240&searchtext=mod+pack
It's a bunch of mods combined together as one mod.
If you're going to create a mod-pack for your server... which is a good idea if you want to make sure elements of it do not change... don't publicly list it. If it's not publicly listed, it won't show up in searched but still can be accessed by anyone with a direct link or gets it by logging into your server (which is already pointing to it).
I just create a new world having my Favorite world advanced settings where I add all my tested working Mods (no bug and no Mods conflicts) and publish that save in my Workshop.
= This way I never have to redo my Favorite world advanced settings, I just have to download that premade world to start new.
-> Just make sure you rename your existing saves having the same name so it will not download over and replace the existing save you want to keep.
I have all sorts of Premade worlds in my Workshop so I never have to setup again.
https://steamcommunity.com/workshop/discussions/18446744073709551615/2793874853443195941/?appid=244850
We don't have to publish them to the workshop if we're only using and running them in our own single player games. We can run them locally to do that. I think there is a way to run custom mods that are not on the workshop on servers but I haven't had an opportunity to test that out.
As that can damage the mods due to collisions.
In addition, mod packs doing the merging of mods are in actual practice reuploading the mods.
While the Dependency method does not.