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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."
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.
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)
but yeah the ui is ♥♥♥♥
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:
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
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
Sadly their kobold models are out of date and his designer won´t turn back to this again.