SCUM
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ImmorTaLTurK Dec 10, 2022 @ 2:57am
Mod support
Why is there no mod support for this game?
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Showing 1-15 of 17 comments
Core Dec 10, 2022 @ 3:25am 
Early Access
Deathwhisper Dec 10, 2022 @ 3:43am 
Hello :),

Mod Support will be looked into when the game is finished and leave early access.
ImmorTaLTurK Dec 10, 2022 @ 9:40am 
Originally posted by Deathwhisper:
Hello :),

Mod Support will be looked into when the game is finished and leave early access.
Mod support is happening in some early access games, it's a pity that there is no in this game, hopefully it will come in the full version.
A moderator of this forum has indicated that this post answers the original topic.
CheeseKing  [developer] Dec 11, 2022 @ 12:22pm 
It will definitely come in the future.
ImmorTaLTurK Dec 11, 2022 @ 1:03pm 
Originally posted by CheeseKing:
It will definitely come in the future.
I hope he will come soon
[p][u][n] ☕ Dec 11, 2022 @ 1:43pm 
Originally posted by CheeseKing:
It will definitely come in the future.

Mod support pretty much always helps games expand their player base. Would be such a massive welcome to the base game after release. What would skyrim and fallout be with out mods?

I'd personally would like to one day make an enemy creature mod, the sort you find in creepy survival horror. They would be empowered at night or something to give urgency in creating base defenses while there is still day time
ImmorTaLTurK Dec 11, 2022 @ 2:37pm 
Originally posted by pun ☕:
Originally posted by CheeseKing:
It will definitely come in the future.

Mod support pretty much always helps games expand their player base. Would be such a massive welcome to the base game after release. What would skyrim and fallout be with out mods?

I'd personally would like to one day make an enemy creature mod, the sort you find in creepy survival horror. They would be empowered at night or something to give urgency in creating base defenses while there is still day time
I agree, if mod support had been available from the first day, the mass of the game would have multiplied..
[p][u][n] ☕ Dec 11, 2022 @ 3:20pm 
Originally posted by ImmorTaLTurK:
Originally posted by pun ☕:

Mod support pretty much always helps games expand their player base. Would be such a massive welcome to the base game after release. What would skyrim and fallout be with out mods?

I'd personally would like to one day make an enemy creature mod, the sort you find in creepy survival horror. They would be empowered at night or something to give urgency in creating base defenses while there is still day time
I agree, if mod support had been available from the first day, the mass of the game would have multiplied..

Problem with modding for a game that is ongoing development where massive changes occur will repeatedly break mods. Its far better to let mods flourish when the final base game is implemented, so mod makers will have a good starting point of what is in the game and staying.

Mod makers will usually make something and take breaks for months, if not years, leaving mods behind where they might work or might not. They stand a better chance post launch to continue working (depending on the nature of the mods of course)
Chit Show Mar 27, 2023 @ 9:58am 
Originally posted by pun ☕:

Problem with modding for a game that is ongoing development where massive changes occur will repeatedly break mods. Its far better to let mods flourish when the final base game is implemented, so mod makers will have a good starting point of what is in the game and staying.

Mod makers will usually make something and take breaks for months, if not years, leaving mods behind where they might work or might not. They stand a better chance post launch to continue working (depending on the nature of the mods of course)

Rust completely blows this argument out of the water. Every month Facepunch updates the game and breaks mods. But if it wasn't for mods Rust wouldn't have the player count it does. Modded servers far outnumber official & community servers combined.

Rust plugin developers, skin makers, and map designers are making a good amount of money off their work too. And don't get me started on the money Facepunch has made off Rust.

Current player counts:
Rust - 99k
Scum - 12k

But ask anyone and Scum is a much better survival game.

There's a right way and a wrong way to do everything. It's time Scum started taking a serious look at mod & skin support.
[p][u][n] ☕ Mar 27, 2023 @ 1:41pm 
Originally posted by Grumbles:
Originally posted by pun ☕:

Problem with modding for a game that is ongoing development where massive changes occur will repeatedly break mods. Its far better to let mods flourish when the final base game is implemented, so mod makers will have a good starting point of what is in the game and staying.

Mod makers will usually make something and take breaks for months, if not years, leaving mods behind where they might work or might not. They stand a better chance post launch to continue working (depending on the nature of the mods of course)

Rust completely blows this argument out of the water. Every month Facepunch updates the game and breaks mods. But if it wasn't for mods Rust wouldn't have the player count it does. Modded servers far outnumber official & community servers combined.

Rust plugin developers, skin makers, and map designers are making a good amount of money off their work too. And don't get me started on the money Facepunch has made off Rust.

Current player counts:
Rust - 99k
Scum - 12k

But ask anyone and Scum is a much better survival game.

There's a right way and a wrong way to do everything. It's time Scum started taking a serious look at mod & skin support.

Let me get this out of the way and make it clear that my favorite games all flourished in part or fully because of mod support (fallout/skyrim, zomboid, rimworld, and a few others) so I would be interested in seeing mod support. I have a different opinion on how that should be handled.

Rust has had 9 years to get to this point and it was spawned from a studio who's founder made Gary's mod. Not every UE4/5 game will exihibit mod support in part or fully. Conan exiles is one but the entire thing requires real commitment from everyone.

I'm not disagreeing with you here but in order to actually have decent mod support, the devs need to commit the time and energy for it and their current dev progression is lacking direction (my 2 cents) so mods can make up the gap of what people want and what the devs are willing to provide - that is assuming again that they build out the necessary changes to allow mods.

Then its time to wait for the community to sit down with whatever kit is released and take it from there and hope the community maintains development along side with SCUM and pray the next patch doesn't completely crush whatever system you're building,

eg. imagine someone making an elaborate mod on the previous building mechanics and vehicles - that mod would be essentially nuked and the talent behind the mod might not be too keen on developing again on something that will be reworked.

My point was that there will continue to be a lot of changes coming down the road and with a smaller population its better to give the community confidence that wahtever they're working on won't be completely made incompatible
Siamese Mar 27, 2023 @ 1:53pm 
Originally posted by Grumbles:
Originally posted by pun ☕:

Problem with modding for a game that is ongoing development where massive changes occur will repeatedly break mods. Its far better to let mods flourish when the final base game is implemented, so mod makers will have a good starting point of what is in the game and staying.

Mod makers will usually make something and take breaks for months, if not years, leaving mods behind where they might work or might not. They stand a better chance post launch to continue working (depending on the nature of the mods of course)

Rust completely blows this argument out of the water. Every month Facepunch updates the game and breaks mods. But if it wasn't for mods Rust wouldn't have the player count it does. Modded servers far outnumber official & community servers combined.

Rust plugin developers, skin makers, and map designers are making a good amount of money off their work too. And don't get me started on the money Facepunch has made off Rust.

Current player counts:
Rust - 99k
Scum - 12k

But ask anyone and Scum is a much better survival game.

There's a right way and a wrong way to do everything. It's time Scum started taking a serious look at mod & skin support.
Rust is finished, scum is not. So his argument is hardly "blown out of the water".



Originally posted by EvilMonk:
Best example of hwo mods keep a game alive from a similar suvural game woukd be DayZ, which manages about 4 times the average player count of SCUM mostly thnaks to mod support.
Dayz is not in EA.
I don't think there is a question mods will be available. The devs keep saying it over and over that it will be.....when the game is finished and not before.

No one needs to keep selling the idea.
CrankyOldMan Mar 27, 2023 @ 5:49pm 
We have servers ready and waiting for them also however You can argue till you are blue in the face about mods.
The devs have repeatedly said the same thing NOT UNTIL 1.0
They have their reasons and they already have stated them numerous times here in these forums.
Also Tom in an interview said 1.0 will probably be 1.5 to 2 years away!
Last edited by CrankyOldMan; Mar 27, 2023 @ 5:52pm
Chit Show Mar 29, 2023 @ 2:53pm 
Rust is finished? LOL
Just because a game says they're out of EA doesn't mean it's finished.

Scum will be below 5k average players 2 years from now. :steamsad:
Siamese Mar 29, 2023 @ 5:36pm 
Originally posted by Grumbles:
Rust is finished? LOL
Just because a game says they're out of EA doesn't mean it's finished.

Scum will be below 5k average players 2 years from now. :steamsad:
Yeah it actually by definition does mean its done. Anything added after release would be expansion. The game can still be broken because it's coded badly (or modded badly) but once its out of EA its for sale...that's a release. Are you suggesting Rust isn't in full release?
Siamese Mar 29, 2023 @ 9:49pm 
Originally posted by EvilMonk:
Originally posted by Siamese:
Scum will be below 5k average players 2 years from now. :steamsad:

Lol, SCUM never had more than 13k average players even when a patch dropped, now we are down to 8900, went faster down after the 0.8 patch than at any time before.
Modding is the one thing that will keep this game going for a long time, same as it was/is for DayZ which at any given month has about 4x the average player count (above 30k) and 3 times the peak numbers
This wasn't my quote. I'm not sure if that was intentional.
But again...Dayz is a finished and well matured game.
Last edited by Siamese; Mar 29, 2023 @ 9:49pm
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Date Posted: Dec 10, 2022 @ 2:57am
Posts: 17