---
title: FMF.ModPathRedirector Release
sidebar_label: FMF.ModPathRedirector Release
description: Download and install the MelonLoader Workshop download plugin for Data Center.
---

import ModReleasePage from '@site/src/components/ModReleasePage';

<ModReleasePage
  title="FMF.ModPathRedirector"
  kind="plugin"
  dllName="FMF.ModPathRedirector.dll"
  releaseReady={true}
  version="1.5.0"
  author="DataCenterExporter / FrikaMF Community"
  category="MelonLoader plugin"
  dependencies={['MelonLoader', 'Steam (client)', 'Data Center']}
  codeLanguages={['C#']}
  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."
  banner="Workshop download helper (MelonLoader Plugins/)"
  releaseNotesPath="/wiki/tools/workshop-uploader"
  installation={
    <ol>
      <li>
        Download <code>FMF.ModPathRedirector.dll</code> from the latest{' '}
        <a href="https://github.com/mleem97/gregFramework/releases/latest">GitHub release</a> (or use the button on this page — redirects to the same asset).
      </li>
      <li>
        Copy the DLL into your game folder: <code>&lt;GameRoot&gt;/Plugins/</code> — the same directory as <code>Data Center.exe</code>, <strong>not</strong> <code>Mods/</code> (that folder is for MelonMods).
      </li>
      <li>
        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.
      </li>
    </ol>
  }
/>

:::info GitHub asset
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).
:::
