Using StarMap
Start the game by running StarMap.exe, not KSA.exe. StarMap reads StarMapConfig.json, prepares enabled mods from KSA's manifest, then starts the game.
Install and enable a mod
Mods are ordinary KSA mods with a mod.toml and a StarMap entry assembly. Place each mod in one of these locations:
%USERPROFILE%\Documents\My Games\Kitten Space Agency\mods\<ModId>\— recommended; separate from the game installation.<KSA installation>\Content\<ModId>\
The folder name and KSA manifest mod ID must match. StarMap discovers mods through KSA's manifest; placing a folder by itself does not add or enable the mod. Enable the mod using KSA's normal manifest/mod-management process. StarMap follows the manifest's mod order and resolves declared dependencies while loading.
See Create your first mod for the required files and Mod dependencies for dependency configuration.
Custom KSA documents path
By default, KSA uses its usual documents location for local mods. StarMap also supports an instance path override if you keep that data elsewhere:
- Pass
-InstancePath <path>as a game argument, or - Set the
STARMAP_INSTANCE_PATHenvironment variable.
For example, the GameArguments setting can include ["-InstancePath", "D:\\KSAProfiles\\Test"].
Troubleshooting
- StarMap exits after the first launch: edit the generated
StarMapConfig.jsonand setGameLocation. - KSA does not start: confirm the .NET 10 x64 runtime is installed and
GameLocationresolves toKSA.dll. - A mod is not loaded: confirm it is enabled in KSA's manifest, the manifest ID matches the mod folder, and the folder contains
mod.tomlplus the configured entry DLL. Check the StarMap console output for load or dependency errors. - A required dependency is missing: install and enable that mod, then check its ID and any imported assembly names in the dependent mod's
mod.toml.
StarMap currently loads local mods; it does not download mods from a remote catalog.