
So make sure there are no version mismatches.Unique Weapons are specially designed weapons that are not procedurally generated, but have a fixed design - they will always have the same appearance, damage, fire speed, weapon tier and capabilities whenever they are found.
If both path and workshopid are set, then the server will load the mod from the given path, but will tell clients the workshop id so they can download and enable them. Without ID conflicts you won't have to worry about this, so make sure there are none! Server will prefer workshop mods over "path" mods. If you want to disable a mod, comment out the corresponding part of the lua file. Server always enables all loaded mods.
In order to get the id of a workshop mod, go to its workshop site, and look at the last number of its URL. Using only workshop IDs is highly recommended for public servers.
If both are set, the server will load the mod from the path, and tell clients the workshop ID so they can download it.
If a workshop ID is set and no path, the server will download the mod from the workshop and tell clients about workshop mod IDs so they can download and enable them before connecting to the server.
If a path is set and no workshop ID, then the server will load the mod from the path and connecting players will have to install the mod themselves. mods configures mods that are running on the server, either by workshop ID or path. allowed configures mods that are allowed, but not required on clients. Only recommended for people who know what they're doing. Prints errors, but enables mods nevertheless. forceEnabling mods will be enabled by force. If that is nil as well, it will default back to /workshop/
If nil, it will download to the folder configured in server.ini. If empty, it will download to /workshop/. modLocation configures the location the server to download workshop mods into.1 modLocation = "" 2 forceEnabling = false 3 4 local prefix = "/home/sid_1549528/avorionStable/galaxies/avorion_galaxy/mods/" 5 mods = 6