Hello. Due to an increasing number of private messages and general confusion with large, over 500 MB mod uploads, we've decided to create this thread to make it easier for you. When you have a large mod: - first, try to optimize it as much as possible. This can be done using the World Editor Resource Checker tool, which can remove unnecessary unused files. - remove all cache files from mod (such as .cdae, imposter.dds, original texture cooker png files) - you can use the asset linking system (documentation for this will arrive soon) Once you have optimized your mod as much as possible, you can pack it with the in-game mod manager or otherwise use your preferred method, then ensure it is packed properly and functions correctly on a clean userfolder. If it still doesn't fit under the 500mb size limit, upload your mod zip to a safe cloud storage of your choice (Google Drive, Mega, Mediafire, OneDrive) and make sure the file is publicly accessible to people with the link. Copy this link and put it in a text file. Create a zip containing just this text file, and use that as the file to upload directly to the repo. Then you can go to the repository, create a new mod page, and upload this zip file containing the txt as the mod file. Make sure to fill in the rest of the mod page as if this is the final version of the mod, as the rest will remain untouched and be what is seen by the public. Once this is done, we will be able to download your proper mod file to test and upload it.