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chore: initialize gregWiki standalone repository
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releases/plugins/fmf-modpathredirector-release.mdx
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releases/plugins/fmf-modpathredirector-release.mdx
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---
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title: FMF.ModPathRedirector Release
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sidebar_label: FMF.ModPathRedirector Release
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description: Download and install the MelonLoader Workshop download plugin for Data Center.
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---
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import ModReleasePage from '@site/src/components/ModReleasePage';
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<ModReleasePage
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title="FMF.ModPathRedirector"
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kind="plugin"
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dllName="FMF.ModPathRedirector.dll"
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releaseReady={true}
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version="1.5.0"
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author="DataCenterExporter / FrikaMF Community"
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category="MelonLoader plugin"
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dependencies={['MelonLoader', 'Steam (client)', 'Data Center']}
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codeLanguages={['C#']}
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description="MelonLoader plugin: after Il2Cpp assembly generation, blocks MelonMods load until each subscribed Workshop item is downloaded (Steam) and workshop_* folders exist under Data Center_Data/StreamingAssets/Mods/, with per-item DownloadItem and timeouts. Does not redirect native mod paths."
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banner="Workshop download helper (MelonLoader Plugins/)"
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releaseNotesPath="/wiki/tools/workshop-uploader"
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installation={
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<ol>
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<li>
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Download <code>FMF.ModPathRedirector.dll</code> from the latest{' '}
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<a href="https://github.com/mleem97/gregFramework/releases/latest">GitHub release</a> (or use the button on this page — redirects to the same asset).
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</li>
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<li>
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Copy the DLL into your game folder: <code><GameRoot>/Plugins/</code> — the same directory as <code>Data Center.exe</code>, <strong>not</strong> <code>Mods/</code> (that folder is for MelonMods).
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</li>
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<li>
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Ensure <code>steam_api64.dll</code> is next to the game executable (Steam ships it with the game). Start the game with MelonLoader; the plugin waits until Steam is running, then requests downloads for subscribed Workshop items.
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</li>
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</ol>
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}
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/>
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:::info GitHub asset
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The **Download DLL** button and `/plugin/FMF.ModPathRedirector.dll` route resolve to `https://github.com/mleem97/gregFramework/releases/latest/download/FMF.ModPathRedirector.dll`. That file is attached automatically when you publish a release via the `release-assets.yml` workflow (push a `v*` tag or run the workflow manually).
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:::
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