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We already allow players to mod the game and there is a player made modloader created for this. Of course if it wasn't time consuming to create something more official, like our own tool, we would do it in a heartbeat but unfortunately that is not the case. It would take a good chunk of time to create such a tool. The more extensive the tool the more we would need to allocate development time into it.
We're keeping it in mind but for now the already available modloader has developed further and it is possible to do some neat things with it. Check out nexusmods and sort by "date published":
https://www.nexusmods.com/spacehaven/mods/?BH=0
Ok no problem, it was a suggestion. My son is enjoying what you created, but frustrated by the limited choices to handle in game negative tones you have created. He has the option to turn those off, but it kind of takes away from the game's point. Any game is the foundation of your brand. My explanation of workshops wisely used, saves developers tons of resources.
There are things as a developer you can apply that doesn't require such a massive expensive tool to put in place.
The other issue is your gamers playing the game have no idea of these mod availability.
I would add a Workshop through steam, with such links and mods so that new players can quickly go to. Be specific to what is presented in this workshop. This also allows other possible reasonable suggestions to allow such a mod application to take place within the parameters of your decisions.
If I had not suggested this post, there would have been no way to know of such mod implementation. As a developer whether to be work for hire, or to build your own library of games to grow, can spend too much time on one game in development which this still shows as early access, can be detrimental to long term success, even if you have a small indy staff. You could indeed have some of what I suggested to improve the gaming experience already developed and ready to go in 18 patch.
IN your next meeting, have a discussion on creating a Workshop, with the very least advertising such modders and allow you own base to help give you avenues on how that can improve without your cost or time. I have had 40 years of experience and have seen developers just not utilize this process to their detriment. Even developers who build a library to be purchased later on.
Again, just a suggestion, Best of luck to you all.
All of these and more will be directed at our one programmer coding the game, having to devote time to support this feature to the game.
When it comes to an outside work force creating something of their own completely independently from us. Well, this has already happened. Yet, when I try to explain that the game already has a tool to mod developed by these modders, and that there are mods available, I feel like my messages are ignored completely as if a way to mod the game and mods do not exist.
I don't quite understand why that is? Is the reason that it is not the Workshop, but accessed through some other site?
If that is the case, then please understand our worry about integrating something not official into a workshop, something that would still be seen as an official way to play with mods and expected to work smoothly and be supported throughout game versions.
If we were to create such a tool, on our own or working together with someone, we would still need to ensure it is on a good enough level. We just cannot throw something in there and have it be crap. This takes time and effort, regardless of how it is done.
For installing mods check out the instructions:
https://steamcommunity.com/app/979110/discussions/6/3759978783503254110/
And for mods currently available check here:
https://www.nexusmods.com/spacehaven/mods/ (Sort by Date Published)
If you help me understand why these are not enough (If they aren't), then I can understand a bit better what's going on here. Is it just the ease of access?
I clearly explained it was a suggestion. What you do with it is your concern. Steam has been around 20 years, it has a vast player base of knowledgeable users and many are in the industry. It is not that your explanation is ignored, is that your access to these mods were not promoted to your player base within the tool set of Steam and I am not here to promote Steam's tools to you.
The Workshop is not just for modding applications but there to inform your customers of mods that exist that you want presented only. I was also clear you can use that section to promote such created mods instead of adding links. It is a tool to be used as YOU see fit, not the customers. OR not use it at all.
The Steam Workshop is a system of back-end storage and front-end web pages that make it easy to store, organize, sort, rate, and download content for your game or applications. It is also there for developers to give precise integrations of what they will 'allow' and give them full control of such mod applications. It is not designed for unofficial applications, so such fears of improper access or crap as you put it would not be allowed.
It is designed to assist the developer with such promotions and proper control of their game applications.
As far as the creation of the precise tool you would need to implement in the future. (The suggestion was not meant for immediate action, but internal discussion and I was clear why). That such a person, or persons that you would want to oversee such a process to ensure the highest quality is truly up to you. No different than finding such a person to do so for any position. There are tons of coders and game creators part of the steam community. We would have internship programs and work with great high quality people. Colleges filled with eager game creators. We would attend the GDC yearly to implement and hire those of high quality for much cheaper work forces.
Many developers used this method to save on development costs.
I don't want you to view our comments as some insistence, or ignorance to your own development schedules or methods or that we ignored your explanation. There is no fandom intrusion here, but constructive suggestions are just that. There are plenty of ways to implement exactly what you would want a workshop to be or not be, even as a method of promoting what is already you wish to do.
The answer to your last part of your comments in helping you understand why what you have linked may not be enough. No one suggested otherwise.
It truly comes down to one thing in any game development.
What is the end result of what you have created to be and how do we maximize the most profit against cost in doing that. How would you see such a Workshop method done and if you do not want such an implementation. Then there is none, but utilizing what you have done and presenting it within the proper format of the applications used here is important.
It generates more sales.
To me, you satisfied my question, but that fact that I had to post a Workshop suggestion, shows that probably many of your customers did not know those mods existed.
Anyway, I truly wish you guys luck in your endeavors. You did all did a marvelous job with your game and your team should be proud of their accomplishment.
You stay well.
https://steamcommunity.com/app/979110/discussions/3/3270184240652812723/
Well i think you should look at that case from user perspective:
Install game (favorites mods auto downloaded) new subscribed via web browser, desktop or mobile.
User read something amazing about new mod, kind person even replied with links to workshop. User just need to do few clicks.
So.. we may not like steam, but you can't deny that is it easy to use.
Tbf Steam latest policy of removing access to Workshop from people that bought the game elsewhere is anti-consumer. They are doing it to force consumers to buy through Steam instead of other platforms like GOG, EGS among others disregarding modders wishes. If a modder wants to have their mod used by the whole community they have to upload it out of Steam.
Hopefully EU starts to punish this for what it is since no one else will.
Essentially, we could possibly offer what nexus mods currently offers. So what is available through there could be listed on Steam workshop and be the way to mod the game also here.
However, it still requires work implementing Steam workshop itself. Packaging the game with some new applications and enabling the functionalities of the workshop features, such as subscribing and setting up the workshop itself.
Previously I've been under the impression it all needs to be "official" so to speak. Seems that is not the case and this is very valuable information. Gives us some options on how to go about all of this.
We'll look into this more here with time and let's see what happens. For now the instructions here on the forums and mods listed on nexus mods can be used to play with mods.
Currently most mods are broken.
Tried sorting by "latest" to get it to show the newer ones? There should be a good amount of newer mods still working.
https://www.nexusmods.com/spacehaven?tab=latest
Also, be sure to use the newest modloader:
https://github.com/CyanBlob/spacehaven-modloader/releases
I think the instructions had the older modloader version and that might be the issue as well. I will update and check with modders to get this all more up to date.
One of our players reported playing with 17 mods no problem, so there should be a good chunk working at least. =)
Glad I could be some help there. Go slowly.
Utilize your community. They can be a big help. Keeping your overhead to practically nothing. They are your developers. That is the point of a workshop. It is also a great sales device for you, as word of mouth of the game giving players more control, but wise to go slowly and correctly.
As I explained initially, the navigation links should have been made more clearly and in an advertising part of your introduction, so players would not be adding discussion treads to wish or ask where it was. Best of luck to you guys. Thank you for the kind discussion.
I admit having my personal beef with Nexus in particular, but that aside, any third party site could change their terms at the drop of a hat, get sold to yet another party, or cease to exist altogether.
Of course it doesn't have to happen, nor does it in every instance, but I had it happen frequently enough to see it as a real issue.
Thanks though aksel, for providing an alternative link to the modloader via Github, and while that too is a third-party site with its own host of problems, at least it is a second source, if you'll allow the pun.