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报告翻译问题
Even if you uninstall the game and reinstall the game, steam workshop will automatically install the mods again, the only way to get rid of them is to unsubscribe to the mods and unless you keep a list handy it gets really annoying to manage.
Besides that steam workshop isn't the greatest platform either, it works best in games created by Valve because they have full control over the implementation. VOID Inc doesn't have full control over steam workshop and can't simply fix bugs related to the mods without changing their games own coding. While with mod.io you can work on the actual implementation way easier because you have access to the SDK for the platform, steam workshop.. not so much.
With mods.io you can simply go in game, install the mods you want then reload your mods (soft restart) and boom you can play.
Also it costs a lot of money to add steam workshop to your game. You have to purchase the license to use it and update it, mod.io is a one time purchase.
Oh and even though steam workshop is free, you can still toggle the feature for users to be forced to purchase a license to use the mod for the set price. That was never taken down.
Edit: I didn't mention it but someone else did, it also increases compatibility if VOID decide to release the game on other platforms such as Epic Games Store or Good Ol Games (GOG)
You say this like this isn't considerably more effort than using Steam Workshop outside of the game. Having to fully launch the game just to download mods, waiting for your download to finish with throttled download speeds, then exiting and relaunching the game is considerably more annoying than Workshop, especially for a game like RoN that doesn't exactly start up in five seconds.
With steam workshop you search for mods on a ancient looking UI that tends to display mods in their categories incorrectly, then you subscribe to the mods, then you wait for every mod to install, then you launch the game and the game will take longer to boot because it has to compile every mod you installed, then you have to enable the mods in game, then the game has to soft reboot and finally you can login and play and the process repeats itself anytime you install or uninstall a mod.
With mod.io you just find a mod in game, download it (which doesnt use throttled speeds) then once it's installed ingame you can easily just enable the mod and it will do the soft reboot.
Soft reboot doesn't reboot the entire game fyi, it just re-compiles every mod installed that's enabled, which takes on average 15 seconds and the game can boot insanely fast if you have a decent enough SSD, my RoN installation is on a Samsung Evo 860 and it can launch RoN in about 15 seconds anyways, whilst on HDD it can take upwards of 45 seconds.
Maybe you should get some experience with mod.io before you start talking smart about how great it is.
Now, Arc, someone who worked on Sandstorm in its earlier days, basically said on a different post that Mod.io is fine; it's just that New World Interactive is laughably incompetent. And to be fair, that's a pretty compelling argument lmao.
A lot of people are saying that this is a repeat of Sandstorm (hell, I said it at first, too) but to actually repeat the absolute ♥♥♥♥♥♥ that is Insurgency: Sandstorm, you gotta do a lot more than adding Mod.io (and adding it poorly, I might add).
Steam workshop is way way better and Way way easier to use.
The first release is suppose to dl mods to C:\ drive which is the worst thing you can do in this day and age (as if my Windows partition is limitless..)
But that has nothing to do with mod.io again, that's just how Void implemented the first iteration.
The only problem listed by clients is the dl speeds, nobody really specified any other valid issue with it from what i could see.
I'm yet to see moders complain about it en mass.
Because the implementation comes from the devs, not Mod.io
Deep Rock Galactic has great implementation from Mod.io, no issues found.
The tool it is not the problem, but how the user put in practice that tool.