Deep Rock Galactic
cowlinator Dec 18, 2023 @ 7:47am
Why no workshop?
There are a bunch of mods for this game, like 5+ players and playable kobolds. Why not just open up the steam workshop.
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Showing 1-15 of 15 comments
💾Mimind💾 Dec 18, 2023 @ 7:50am 
Chibbity 10 Oct, 2021 @ 11:06pm
Why Mod.io and not Steam Workshop?

"Steam workshop was a good option when we looked at developing modding support. We also looked at other platforms, each with its strengths and benefits. The key reason for choosing Mod.io was the Unreal SDK integration, support for the approval categories system we are planning, and solutions for uploading mods to the platform. While all of the platforms we looked at had different benefits, Mod.io was the best fit for our work. Mod.io also supports Windows 10 and Xbox, which provides interesting opportunities for expanding modding support to more players, but that is not something we have planned."
Chibbity Dec 18, 2023 @ 7:54am 
Wut he said^

Mod.io works better for the category systems they wanted.

Steam Workshop wouldn't offer anything we don't already have, modding support is fully integrated into the game already.
Last edited by Chibbity; Dec 18, 2023 @ 7:55am
kestrel Dec 18, 2023 @ 8:07am 
because it wouldve made official mod support easy, convenient and functional, none of which were considerations whilst designing it
Aratorin Dec 18, 2023 @ 8:53am 
Originally posted by kestrel:
because it wouldve made official mod support easy, convenient and functional, none of which were considerations whilst designing it

It's hard to click "Subscribe" on mod.io?
kestrel Dec 18, 2023 @ 9:07am 
Originally posted by Aratorin:
It's hard to click "Subscribe" on mod.io?

yes, because it never works if you're not using modio within the steam browser in-game, and even then there's about a %30 chance it just ignores the fact you've subscribed to a new mod until you close and relaunch it

on top of the laundry list of issues specific to mod.io (it's slow as hell, the search bar is a joke and never works, the UI is dreadful etc)
BloodStar Dec 18, 2023 @ 9:15am 
Originally posted by kestrel:
Originally posted by Aratorin:
It's hard to click "Subscribe" on mod.io?

yes, because it never works if you're not using modio within the steam browser in-game, and even then there's about a %30 chance it just ignores the fact you've subscribed to a new mod until you close and relaunch it

on top of the laundry list of issues specific to mod.io (it's slow as hell, the search bar is a joke and never works, the UI is dreadful etc)
is it that hard to use the steam browser and restart the game?
but yeah the ui is ♥♥♥♥
Frisky Dec 18, 2023 @ 9:22am 
Originally posted by kestrel:
on top of the laundry list of issues specific to mod.io (it's slow as hell, the search bar is a joke and never works, the UI is dreadful etc)

to add to that:
mods disabling themselves because they updated or they're dependency updated but only giving you a notice like 60 seconds into the space rig via the installing bar, so if you're like me you join a mission before then only to realize your mods are missing which then requires you to go back to the space rig, update the mods (restarting if it's a dependency because they vanish on updates till restart) then re-enable the dependent mods (another restart usually)

while mod discussion (and current mod implementation being bad) is on the table Ima just repost a question I asked you in another thread but said thread died shortly after:

Originally posted by Frisky:
would you recommend MINT to someone looking to just use verified type mods like QoL and visual audio changes? how easy is it to work with? does it do a good job keeping said mods enabled

personally I'm starting to get a little tired of my mods randomly switching off because an update to the mod was pushed but did not notify me of such before I load into a game, forcing me to update and (usually) restart, bonus points if a mod dependency updates and switches off all mods associated with it, then doesn't fully update properly till you restart, then all the mods dependent on it also don't fully function right till a restart or go mission and enable them till you restart, or the mod vanishes from the mod list till a restart where it magically enables itself again, leading to some sessions of restarting DRG 2-3 times before resuming play
Last edited by Frisky; Dec 18, 2023 @ 9:22am
Lord Of War Dec 18, 2023 @ 2:04pm 
Originally posted by cowlinator:
There are a bunch of mods for this game, like 5+ players and playable kobolds. Why not just open up the steam workshop.
Because people will end up making caves littered with 50+ events or already accessable cubes giving out OCs.
doomerinthedark Dec 18, 2023 @ 2:33pm 
Originally posted by Lord Of War:
Because people will end up making caves littered with 50+ events or already accessable cubes giving out OCs.
the fact that people even do that in the first place just means the progression/grind is hot steamy ♥♥♥♥
Coffeefiend Dec 18, 2023 @ 2:58pm 
Originally posted by Company Employee #4:
Originally posted by Lord Of War:
Because people will end up making caves littered with 50+ events or already accessable cubes giving out OCs.
the fact that people even do that in the first place just means the progression/grind is hot steamy ♥♥♥♥
More like as soon as there was a reward of any kind to be had players started screaming to get moar rewards faster.
kestrel Dec 18, 2023 @ 3:19pm 
Originally posted by BloodStar:
is it that hard to use the steam browser and restart the game?
it's not that it's "hard to do". it's annoying busywork that isn't stated anywhere (not on modio or from the devs themselves) is a requirement. it's yet more frustrations piled onto the already poor state of mod support.
having said that, maybe they should make it a requirement to restart the game if you update any mods. it'd bodge the issue of mods remaining enabled if you disable them and dont restart the game, at least

Originally posted by Frisky:
would you recommend MINT to someone looking to just use verified type mods like QoL and visual audio changes? how easy is it to work with? does it do a good job keeping said mods enabled
sorry i missed you originally. i'm not too smart in the head
yes, MINT works fine for verified only mods. there's a bit of first time setup involved but once it's done you can basically just leave it alone and It Just Works™ (though sometimes it might be worth checking to see if anything has updated)
you can also set up multiple profiles, so if you decide to dip your toes into using approved or sandbox mods, you can duplicate your verified-only profile and start adding approved mods to that duplicated list. i do this so i can quickly change to a verified-only profile if i want to play with others

a lot of the buzz around MINT is that it can bypass mod restrictions, but it's also just a naturally better mod implementation by nature of being an external program. it's significantly more stable and doesn't arbitrarily disable your mods or take ages to update them - all the stuff you mentioned in your post about official mod support, MINT takes care of. i strongly recommend it
Last edited by kestrel; Dec 18, 2023 @ 3:22pm
Bookslayer10 Dec 18, 2023 @ 5:08pm 
Originally posted by kestrel:
Originally posted by BloodStar:
is it that hard to use the steam browser and restart the game?
it's not that it's "hard to do". it's annoying busywork that isn't stated anywhere (not on modio or from the devs themselves) is a requirement. it's yet more frustrations piled onto the already poor state of mod support.
having said that, maybe they should make it a requirement to restart the game if you update any mods. it'd bodge the issue of mods remaining enabled if you disable them and dont restart the game, at least
Yeah, I almost didn't get into modding at all because the system was so convoluted. I followed the instructions but it still didn't work, so I needed to look at external videos until I found the solution. Making the system more intuitive or easier to use would be great.
ShugoTheRipper Dec 18, 2023 @ 5:12pm 
Originally posted by kestrel:
because it wouldve made official mod support easy, convenient and functional, none of which were considerations whilst designing it
+1
Frisky Dec 18, 2023 @ 5:18pm 
Originally posted by kestrel:
sorry i missed you originally. i'm not too smart in the head
yes, MINT works fine for verified only mods. there's a bit of first time setup involved but once it's done you can basically just leave it alone and It Just Works™ (though sometimes it might be worth checking to see if anything has updated)
you can also set up multiple profiles, so if you decide to dip your toes into using approved or sandbox mods, you can duplicate your verified-only profile and start adding approved mods to that duplicated list. i do this so i can quickly change to a verified-only profile if i want to play with others

a lot of the buzz around MINT is that it can bypass mod restrictions, but it's also just a naturally better mod implementation by nature of being an external program. it's significantly more stable and doesn't arbitrarily disable your mods or take ages to update them - all the stuff you mentioned in your post about official mod support, MINT takes care of. i strongly recommend it


sounds really useful :steamthumbsup: Will be sure to look into it whenever I choose to play drg again
<Caeris↝ Dec 18, 2023 @ 5:47pm 
The kobold overlay voice is very funny and i can only recommend it. :awswbryce:

Sadly their kobold models are out of date and his designer won´t turn back to this again. :cloud:
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Date Posted: Dec 18, 2023 @ 7:47am
Posts: 15