Tutorial: A Mini Installation of FCS 1.0.51 Stable

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Stone-D
Posts: 4
Joined: Tue Nov 02, 2021 3:05 am

Sat Nov 13, 2021 1:27 pm

MODs created using the experimental branch of the FCS do not work on the stable branch.

In order to make compatible mods, it is possible to run the stable version of the FCS separately. Note that this will not allow you to upload directly to Steam Workshop, as it fails to connect. However, theoretically, I see no reason why you couldn't upload via the Experimental branch, as long as you don't save the mod while you're doing it. I don't upload mods so I can't test this but theoretically: Set the title, description, version and everything else with FCS Stable, then copy your mod to your Experimental branch "mods" folder. Load it up, then upload. Theoretically.

1) Make a new folder. I'm calling mine "FCS Stable".

2) From the stable branch, copy the following files into this folder:

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forgotten construction set.exe
CSteamworks.dll
NLog.dll
PropertyGrid.dll
steam_api.dll (probably not be needed in the GOG version)
Steamworks.NET.dll (probably not be needed in the GOG version)
fcs.def
fcs_enums.def
fcs_layout.def
3) Make a subfolder called "data".
4) Make a subfolder called "mods".

5) From the stable branch, copy the following files into the "data" folder:

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gamedata.base
Dialogue.mod
Newwworld.mod
rebirth.mod
6) Optionally copy your "mods" folder to your "FCS_Stable" folder.
7) Optionally copy over your stable "mods.cfg" file to the "data" folder.

Done. With an empty mods folder, this eats just under 24 MB.

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Shidan
Moderator
Posts: 1234
Joined: Mon Oct 22, 2012 1:41 pm

Mon Nov 15, 2021 3:53 pm

Personally, I've just been opting out of experimental to work on and update mods. Only takes a little bit for it to download, and all you need to do besides opting out is have a second mods folder you can swap to (since the old FCS will crash if there is an experimental mod in the mods folder).

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