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It is supported by the most recent version, so just ignore that.
That's not how mods work when creating and uploading. You don't make changes from the steamapps/workshop directory. I'm sure you could, but there is no good reason to do so, seeing as it adds an extra step that the launcher does automatically for you when you upload to workshop. The only situation I can see it being required is in a case of where the original creator's storage went bad, so they have to re-acquire their own content. And you would definitely never 'create' content from the workshop directory, as it needs to already have a workshop ID.
When you create a mod, you gotta have a folder and .modfile, and the directory is pretty much like
documents/paradox interactive/stellaris/mod/insertname
documents/paradox interactive/stellaris/mod/insertname.mod
And when you UPLOAD it, it creates a copy, moves the .mod file into the folder, changes the name of the .mod file, compresses the folder, and changes path to archive. Additionally, it adds a workshop ID to both the original .mod file and the packaged version that was uploaded.
^ That's what it should be, Nesano.
The contents of the file is:
NGameplay = {
ANOMALY_RISK_MIN = 0 # Risk is never less than this
}
I don't see what else it would need.
anything before that name, knock yourself out, but the higher in the 0 to 9 A to Z sorting, the better.
AAAA_hyperdrivesonly_defines.txt
00_NSC_defines.txt
It doesn't work though, does the unique name need to contain the string "defines" or something?
I feel bad for asking that, but, hey, troubleshooting 101
Come to think of it, that would make sense. All it needs is that constant. If I just have a txt file with that constant alone, it won't overwrite anything else. I'll update the mod using that method.