Kerbal space program workshop12/7/2023 ![]() With KSP2 reaching for wider audience and if there will be Workshop support, this all goes out the window. The reason this hasn't flared up yet is because KSP modding community is fairly niche and basically works on reputation. So downloading a stranger's KSP mod is a huge risk. In fact, in a lot of ways even worse, because it's easier to sneak a DLL file past antivirus software, as it might not match any known signatures, and malicious behavior is easier to obfuscate if you can use engine API for parts of it. That can contain absolutely anything and is about as secure as running an executable you downloaded straight off the internet. The problem with KSP mods is that they are distributed with a compiled DLL plugin. scs files, probably acting like archive for everything inside. Plus, at least in truck sim case, mods are just separate. I suppose they don't interfere with game code and just work on top of it. As for greed of Valve, it's free to upload mods, and free to download if the modder hasn't added a cost to it.I wonder how some mods for, let's say, cities skylines or truck simulator work then. Hassles, there are none other than a modder uploading to the workshop, no different to uploading to some share site really. Not everyone is on these forums, or on Reddit, or search through Curse or SpaceDock etc. ![]() The only failures have been where the modder forgot to make a change, or add a texture and needed to be re-uploaded.Īs I said, I'm not suggesting forcing modders, just giving them an extra place to get their mod out there. A golf game I've played in the past had user created courses through the Workshop, again no failures. The racing sim game has cars and tracks available to subscribe to and never once has it failed for them. I know of other games that use the Workshop without fail. If modders want to use SpaceDock, Curse, Github or the forums to get their mod out there then go for it, but for many players (especially the younger gen, and no I'm far from young) they will not use these other sites to get mods from. Putting all that aside, I'm not suggesting 'forcing' modders to use the Workshop, I'm saying to add it. The cfg files are likely to change so again not a simple port. Given they are likely to be using PBR you will most likely need 4 x image files compared to KSP 1 of 2 or 3 (Diffues, Spec, Normals). The developers have already said you won't be able to port the mods over. I for one say no to steam workshop integration It may be easier for steam users doing this but creates more hassle for any given modder who doesn't want to contribute to the greed of Valve let alone the fact that many KSP modders play on Linux and KSP2 isn't planned to be released on Linux immediately (if ever) This is one of the things that will make or break my want to port any of my mods over to KSP2įorcing modders to use the steam workshop is a bad move since many of use don't use steam and some of those choose not to have anything to do with Valve. So you're saying that in order for myself to bring mods to the community I must use the steam workshop? Have steam be a place for mods would be good like you said, but as long as Steam workshop wasn't the only place. I believe this question was asked to Nate and I can't recall an exact quite, but he said something along the lines of no answer which means they dont know yet. With the game being on Steam, it makes more sense for mods (not just Craft files) to be here also. No more 'Where do I install the mod' or 'I've installed the mod but it's not working' (because it's likely in another subfolder.įrom a users perspective, having mods located on Spacedock, the forums, Github and CurseForge is all too confusing, no one source is being used and therefore no consistency. Much better user experience in my opinion and works very well for other games. This will save users having to place the mod in the correct folder locations, missing parts etc.īy doing this it will also ensure that users who subscribe to the mod will receive updates automatically once available / released. If it is something that the developers need to set up in Steam, could you please consider a category for Mods for KSP 2. Is this something that the developers have to set up in Steam or is this something users would categorise when uploading to the Workshop ? I'd like to see KSP 2 utilise the Steam Workshop better for Community Mods rather than just Craft files. I've seen other games use the Steam Workshop for community mods, but I haven't seen it used for KSP at all, only for Craft files. ![]()
0 Comments
Leave a Reply.AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |