This is the official guide on how to setup mods for uploading to Workshop, as well as to how to load local mods outside of Workshop.
Welcome! This guide will show you how to setup mods for uploading to workshop, how to create folders for local mods (in case you’re testing your maps), as well as where to put levels in the game folder, to have the game load them.
Making mods, and maps, for Intravenous will require some basic Lua scripting knowledge to set-up map config files. Instead of manually setting it up, you can simply download the example single-level mod[www.dropbox.com], use the configs there as a base, delete everything that you don’t need, and tweak the config files accordingly to your needs.
The same mod is also present in the game’s “mods_staging/” folder, so you don’t have to download it at all, if you wish to take a look at how a mod is set up. You can also copy-paste the mod there directly into the “mods” folder to have it load in the game locally.
You will need some kind of text editor with syntax highlighting, and I can personally recommend the following:
Notepad++[notepad-plus-plus.org] – good editor with simple syntax highlighting and indentation.
Sublime Text[www.sublimetext.com] – a really neat editor with more bells and whistles than Notepad++.
I don’t think you’ll need anything fancier, since the edits to the config files you’ll be doing are going to be minimal.
Accessing the map editor
In order to access the map editor, you will need to opt into the “mapeditor” beta. This can be done by right-clicking on Intravenous in your game list, clicking on “Properties”, switching over to the “Betas” tab, and choosing “mapeditor” from the drop-down menu. You will also notice the branch “test” there – it’s used for pre-release testing and is not recommended for regular play.
Using mods on the Workshop
Despite the map editor being accessable only by opting into the relevant beta branch, subscribing to mods does not require this. At the time of publishing this guide, the game has been updated to support loading mods on the regular branch.
So if you see some cool-looking map on the Workshop that you want to try – go ahead and do so! There’s no problem with that at all. 🙂
Accessing custom maps from Workshop mods
Maps you’ve subscribed to can be launched through the “Load map” menu. If the mod does not have a custom category that it’s registered to, then it will be present in the “Miscellaneous” category at the bottom of the list.
Collapse the “Intravenous” campaign levels by clicking on the level category header.
The game can auto-load custom maps you’ve made. To do this, simply open the game’s directory, and put the maps you want to be auto-loaded in maps/autoload/
Keep in mind, that in order to load the map, you will need to have a config file with the exact same name next to it. Usually the layout looks like this:
Setting up the config file requires some basic Lua knowledge. Thankfully, if you download the example map[www.dropbox.com], open the .lua files present there, and read the comments – it should be somewhat clearer.
Regardless, the autoload map config usually looks like this (click to enlarge!):
To be clear: auto-loading maps does not require you to make a separate mod, but it does require the map config file to be present.
If you follow the example mod above, and just modify the necessary fields to accomodate your own level – there will be no problems with autoloading a level, provided you place the map file and the map config file into “maps/autoload”.
Preparing a mod
In order to publish a mod to Workshop, you will need to create a folder in the mods_staging folder, located in the game’s root folder:
Inside that folder, you will need to have a sub-folder, called ‘files’. Any image you place in the mod’s root folder will be used for selecting the image to upload.
The ‘files’ folder itself should have 2 things
1. the ‘main.lua’, which is the entry point for every mod. If this file is not present, then the mod will not load. Luckily, the example mod present in ‘mods_staging’ that now comes with the game has everything ready, so you can use that as the base for all your mods! Be sure to take a look at the main.lua file, as it has very important information.
2. the ‘maps’ folder. You can place the map files into the mod’s ‘files’ folder right next to the ‘main.lua’ file, but it’s best to place the map files into a separate folder for organizational purposes.
Usually, it looks like this:
And the maps folder looks like this:
IMPORTANT NOTE: the maps placed in the example mod are not inside an “autoload” folder. That is because it’s good practice to use the “autoload” folder to test your levels, and then to load them manually in main.lua, so that they appear in the proper order in the game’s level selection menu, in the category that you’ve assigned them to.
Additionally, any maps found within the mod’s maps/autoload/ directory will NOT be loaded. The autoload directory is only relevant to the root game folder, not the mods.
The ‘main.lua’ file
As mentioned before, the ‘main.lua’ file is the main entry point of the mod. Without it, the mod will not be loaded. The example mod main.lua file looks like this (click to enlarge!):
It contains very important information on setting up level categories, and various other info, so please be sure to read through it.
Publishing to workshop
In order to publish a map to workshop, you will need to start the game, click on the “Modding” button in the main menu, select “Steam Workshop”, and click on the “Publish” button.
The mod submission guide in the game should guide you through the rest!
You will notice a list of tags to use for the mod you’re about to submit, with only one of them being clickable – that’s because the map editor update only supports level mods. More tags will be made available in the future!
Submitting/updating submitted mods is currently disabled on the regular branch, and can be only done from the ‘mapeditor’ branch.
This is it guys!! I am sure that you will love Intravenous Mods & Maps For Workshop that we have shared with you. We are always open to discussion and suggestions from you. Just let us what you thought about the guide in the comment section.
Also, we would like to thank sрy. He is the one behind this wonderful guide.