Dedicated Starbound servers always have been, and all ways will be, just an afterthought for ChuckleFish. Sadly, this is pretty much par for the course. If you have a very small handful of mods, this may be doable. As soon as a mod updates, you'll need to fire up your client, pull the asset digest, set the digest in the server config, and restart the server. To enable local server 32bit/64bit to support workshop mods you need to add a line in the file nfig located at: For 32bit C:\Program Files (x86)\Steam\steamapps\common\Starbound\win32\ For 64bit C:\Program Files (x86)\Steam\steamapps\common\Starbound\win64\ Copy & Replace this into the file. However, that all starts to fall apart once you consider that the Steam workshop automatically updates mods. To install Starbound mods on your game client, read this tutorial. By setting this to the client's asset digest (printed in the client log during startup), you can get clients to connect while still checking their digests. Starbound Add Mods To Server Download This tutorial should show you how to quickly install mods on your Starbound server.
Then after you see 'listening for incoming blah blah' close the server back down.
Navigate to 'C:\Steamcmd FOLDER\steamapps\common\starbound\圆4 (or x32 if on a 32 bit system.) There you will see a starboundserver.exe Run it once. In your server's config file, there's a seting called 'serverOverrideAssetsDigest'. In this step you will have a functional starbound server, without mods. Getting asset mismatch to work with dedicated servers is possible, but it's not even remotely usable.īasically, as far as I can tell, the dedicated server will never generate the same asset digest as a client using the Steam workshop.