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Modifications that are .dll files go directly into the mods folder or a subfolder of it, mods that overwrite .cs files or a new .cs files go into the UserCode sub directory of the mods folder. The readme in the mods folder explains this. You should never put mods outside of the mods folder or into the __core__ folder of the mods folder.
The Modkit not downloading them correctly is likely a bug, which I will put into our tracker.
Yes exactly. I read the read me documents and did as it says however, the modkit setup for new servers downloads mods outside of this proper file location (UserCode), instead making a new modio folder in the location you can find the UserCode folder but not inside it. This will be a headache for those that are new to modding unlike myself. Hence why I made this post to make sure the devs knew the issue caused by their own server setup system.
Can you give me a few example File Paths of what the downloader created?
Like /Mods/x/z/u/Mod? Best with the actual mod name.
The problem may be that we do not know if a mod is a .dll mod or a override that needs to go to UserCode.
When downloading using the modkit tab as a server creator/admin, the modkit is creating and placing the modio folder inside the mods folder instead of inside the new usercode folder. For example the path to mods downloaded via the modkit tool tab is: EcoServer/Mods/modio. The folder is placing the mods outside the usercode folder and does NOT work this way as I have tested several times. Copying and pasting the mods from the modio folder into the usercode folder fixes this issue however, players not used to modding may find this difficult or not understand how to fix.
I download the mods I use from modio's website as, the updated mods are usually only found there. The modkit hasn't updated which seem's to be another issue on the server tabs menu or could just be I am doing something wrong there not entirely sure. I find it easier to just download the mods manually myself and place them into the usercode folder and it is a welcome change to me.
To fix I simply moved the BigShovel into usercode, new working folder path: EcoServer/Mods/UserCode/BigShovel
The ReadME document inside even states that all mods should be inside the UserCode folder so this is why I assume the modio folder being outside of it is causing mods not to work or throwing mod exception errors.
The issue is tagged as urgent and potentially requires a change on how the modding folder works, as long as we cannot know the type of the mod. We hope to be able to make it at least work for a hotfix, but given this way of installing mods is actually rarely used, I can't promise that at this point.