Multiplayer modding questions for those knowledgable on it
As a veteran modder of just about every game I play that supports them, I'm wondering what the modding scene looks like for this game. Thinking about modding the game with my friends, and was hoping you guys might be able to fill in some blanks for me on how that would work with multiplayer.
Does everyone need the mods installed(Like Stellaris), or are some mods client/server only(Think Minecraft)?
Is there a way to simply package all the mods I've installed together to let them either sub to a collection like Steam Workshop or just download a folder and copy in & overwrite as necessary, or would they need to install each mod one by one?
What is compatibility like for running multiple mods? Could you run two completely different mods at the same time? Can you run two that edit nearly the same thing? Or can you only run one due to some kind conflict that mods edit universally?
What are the crashlogs like? Should I expect something like Starbound where it tells you exactly what's wrong and hints at how to fix it, or something like Skyrim where it simply CTDs with no explanation just to spite you?
Lastly, is there an easy way to tell what version a mod is written for, assuming the versioning matters and the game isn't super backwards compatible?
Sorry, it's a long list of questions. I appreciate the help. Though, since these people inevitably show up every time modding is discussed, anyone who's just going to complain about how modding ruins a game, doesn't let you play according to how the devs want, etc... can go suck it. I'm just going to ignore anyone who says that, given there's no reason to NOT tailor a game to suit the player's preferences and encourage more fun.
Thanks for the help in advance, y'all!
Does everyone need the mods installed(Like Stellaris), or are some mods client/server only(Think Minecraft)?
Is there a way to simply package all the mods I've installed together to let them either sub to a collection like Steam Workshop or just download a folder and copy in & overwrite as necessary, or would they need to install each mod one by one?
What is compatibility like for running multiple mods? Could you run two completely different mods at the same time? Can you run two that edit nearly the same thing? Or can you only run one due to some kind conflict that mods edit universally?
What are the crashlogs like? Should I expect something like Starbound where it tells you exactly what's wrong and hints at how to fix it, or something like Skyrim where it simply CTDs with no explanation just to spite you?
Lastly, is there an easy way to tell what version a mod is written for, assuming the versioning matters and the game isn't super backwards compatible?
Sorry, it's a long list of questions. I appreciate the help. Though, since these people inevitably show up every time modding is discussed, anyone who's just going to complain about how modding ruins a game, doesn't let you play according to how the devs want, etc... can go suck it. I'm just going to ignore anyone who says that, given there's no reason to NOT tailor a game to suit the player's preferences and encourage more fun.
Thanks for the help in advance, y'all!
6:13 pm, December 21, 2021
Blackjack replied to Multiplayer modding questions for those knowledgable on it December 23, 2021 @ 1:04:12 am PST
Awesome! Thanks, all!~
9:13 am, December 23, 2021
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Ryzilynt replied to Multiplayer modding questions for those knowledgable on it December 22, 2021 @ 2:37:52 pm PST
For best results have any server side mods on client side when possible. Also , in my experience , best to match any config files on server with config files on client.
12:13 am, December 23, 2021
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wilster replied to Multiplayer modding questions for those knowledgable on it December 22, 2021 @ 1:04:32 pm PST
99% of mods are Client and Server side. Servers are basically just Hubs to pass info from 1 client (the one in control of the zone) to other clients (not in control of the zone).
Use R2MM to make Modpacks (Thunderstore). Steam Workshop is not a thing for this game. (Mods are not officaly supported). Redistributing mods without permission usually results in some sort of action by the modder due to Licence breech. Most of us modders are using assets directly from the Unity Store and are under heavy Licence, other modders are proffessional coders and have strict licences regarding their code.
You can have as many mods as you like at any given time. Most mods are compatible with each other, incompatabilities stem for either broken, out dated or mods that edit the same thing.
Crash Logs are handled by BepInEx and decently informative.
Mostly game version isnt an issue for mods, only time it is, is when IG does some major changes to the game code (its Early Access after all) and when they do this mods simply break and stop working and stay that way unless said modder fixes it.
It can not get any more accurate than this with out going into the minutiae of it all.
9:13 pm, December 22, 2021
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Horemvore replied to Multiplayer modding questions for those knowledgable on it December 22, 2021 @ 12:07:41 am PST
99% of mods are Client and Server side. Servers are basically just Hubs to pass info from 1 client (the one in control of the zone) to other clients (not in control of the zone).
Use R2MM to make Modpacks (Thunderstore). Steam Workshop is not a thing for this game. (Mods are not officaly supported). Redistributing mods without permission usually results in some sort of action by the modder due to Licence breech. Most of us modders are using assets directly from the Unity Store and are under heavy Licence, other modders are proffessional coders and have strict licences regarding their code.
You can have as many mods as you like at any given time. Most mods are compatible with each other, incompatabilities stem for either broken, out dated or mods that edit the same thing.
Crash Logs are handled by BepInEx and decently informative.
Mostly game version isnt an issue for mods, only time it is, is when IG does some major changes to the game code (its Early Access after all) and when they do this mods simply break and stop working and stay that way unless said modder fixes it.
Use R2MM to make Modpacks (Thunderstore). Steam Workshop is not a thing for this game. (Mods are not officaly supported). Redistributing mods without permission usually results in some sort of action by the modder due to Licence breech. Most of us modders are using assets directly from the Unity Store and are under heavy Licence, other modders are proffessional coders and have strict licences regarding their code.
You can have as many mods as you like at any given time. Most mods are compatible with each other, incompatabilities stem for either broken, out dated or mods that edit the same thing.
Crash Logs are handled by BepInEx and decently informative.
Mostly game version isnt an issue for mods, only time it is, is when IG does some major changes to the game code (its Early Access after all) and when they do this mods simply break and stop working and stay that way unless said modder fixes it.
9:13 am, December 22, 2021
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