2026.08.36
Publish mods to the Steam Workshop without launching Trove
Uploading a mod to the Workshop has always meant starting Trove through Steam, getting in game, and running /workshop upload. Modder Tools has a new Steam tab that does it from here instead.
Point it at a .tmod and it reads the archive: title, description, tags and the preview image are all filled in for you, alongside the author, file count and size. Everything stays editable before you send it.
It also knows where the mod belongs. If Trove wrote a Workshop id into the archive it uses that; otherwise it remembers where you published the mod last time, and failing both it matches on title the same way the game does — and it tells you which of the three it used, so a wrong guess is visible rather than silent.
The Steam account you are publishing as is shown at the top of the tab and repeated in a confirmation dialog that lists the item, title, visibility, file and tags. Nothing is uploaded until you accept it. New items are created private first and only then switched to the visibility you picked, so a public mod is never live before its page exists. Once the upload finishes, the file and preview sizes Steam actually stored are compared against what was sent, and the result says whether they match.
Your existing Workshop items are listed beside the form with their visibility, sizes and last update, so you can update one in place or change its visibility without opening a browser.
Two things worth knowing: the tab needs the Steam copy of Trove installed, because it uses that install's Steam library — a Glyph-only install will not do. And Steam gives no way to delete a Workshop item from outside the website, so removing one is still done from its own page.