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Deep Rock Galactic's modding system has arrived

Mod support has arrived in Deep Rock Galactic's experimental branch, meaning you can start tinkering away with alterations to the co-op game. As we reported earlier this year, developer Ghost Ship Games has thought long and hard about how to implement mods into a multiplayer game that features a progression system, and a three-tiered approval system hosted on mod.io seems to have been the best solution.


In the latest update on Steam, Ghost Ship Games explains how it went about distinguishing different types of mods, and making sure that cheating wasn't part of the experience. The studio considers it cheating when mods increase XP or reward payouts from missions, bypass the normal process for unlocking in-game items, or boost progression speed.


Mods that do any of that, or change the progression experience in any way, are placed in the 'Sandbox' category, and to use those you'll need a dedicated save file separate from the one you use for game progression. Not all mods make those kinds of changes, however, and so there are also 'approved' and 'verified' mod categories.


Read the rest of the story...


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Update 34.5 - Modding Support



[h3]Hello Miners![/h3]

It’s been some time since our last post, but all our hard work is about to pay off! Update 35 is coming along very nicely, but first, we have Update 34.5 to deal with - Modding Support! We are nearing the finish line, and soon you will be able to browse, install, and manage mods from within the game. For now, this happens on the Experimental Branch.

What started as a simple feature to let you manage savegames quickly became a larger and more complex suite of features. At the end of all this, you will be able to manage mods from within the game (using Mod.io), know what others have installed before joining them, and streamline the installation process if you join a host using mods.

We’ve also gone through all your feedback on our previous post, regarding our choice of modding platform and concerns about the approval process. This post should hopefully both give you an overview of all the new features and explain our choices.

Let’s dive in!

NOTE: This Experimental is different from previous ones, as there is a risk of it not transitioning to a public release immediately after. With Update 35 looming, if we can’t get modding support to the level of stability that we want within the next few days, we may have to postpone it until after Update 35 is live. Crossing our fingers that that won’t be an issue.


[h2]Feature Breakdown
[/h2]

While developing 34.5, we received a ton of feedback and help from the modding community. With your help, we’ve tried our best to create a comprehensive solution that makes using mods easy and fun. Modded games should be plainly visible, and some mods will need restrictions so you can more easily protect your unmodded savegame from unwanted alterations.

[h3]Easy mod browsing and installation
[/h3]


With the new modding support, you can now browse, install, and manage mods from within the game. We have added a dedicated Modding menu for this, so you have a clear overview of which mods are installed and currently active.

As you browse and install mods, you will become familiar with our three approval categories. These categories determine if a mod needs a separate save and if all players need the mod installed. When we initially announced modding support, there were concerns over mods being used to cheat or unfairly boost your progression. The approval category system deals with this problem, while also creating a space for mods that provide varied experiences and quality-of-life features. In our experience, the vast majority of mods that we have reviewed fall within the latter category.

So, these are the approval categories:


[h3]SANDBOX[/h3]
This mod is an example of a Sandbox mod since it changes how resources are acquired

Examples of Sandbox mods would be any mod that changes rewards or mission payout and mods that directly unlock in-game items.

Sandbox will be the default category for any Mod uploaded to Mod.io. You are free to use any Sandbox Mods with a Modded Save Game.



You cannot use your Regular Save Game with your main progression when playing with these mods. When you have Sandbox mods enabled you can only join other servers with Sandbox mods.


[h3]APPROVED (As in: Approved for Progression)[/h3]
This mod is an example of an Approved mod since it changes various gameplay elements

Examples of Approved mods would be more challenging or alternative game modes, changes to weapon stats, and mods that moderately alter gameplay elements while still retaining progression in line with the regular game.

You can use Approved mods along with your Regular Save Game, meaning you can still earn XP and Resources for your regular progression while using them. If you join a game that does not have the same Approved Mods installed as you, those Mods will be disabled. Likewise, other players will automatically download the mods active in your game when joining.


[h3]VERIFIED (As in: Verified for Base Game)[/h3]
This mod is an example of a Verified mod since it changes the appearance and sounds of an item

Examples of Verified mods would be QoL mods that do not impact gameplay, audio or visual mods that improve accessibility, cosmetics and SFX mods that you'll only experience yourself locally, and localized versions of in-game graphics.

You can use Verified mods along with your Regular Save Game. These mods will stay active even though you join a host who does not have those mods installed. Other players will not have to download those mods to join you. In effect, Verified mods are only active for you and do not alter the gameplay of any other players.


[h3]A note on mods and “cheating”
[/h3]
In past posts on the topic, some of you brought up that allowing mods is the same as allowing cheating. While working on 34.5, we’ve had many discussions about what we consider cheating and what we don’t. To us, cheating is:

  • Increasing rewards or XP received from missions
  • Unlocking items without actually earning them in-game
  • Boosting your progression to level up much faster than intended

That is why we have the Sandbox category - you are free to play around to your heart’s content with any of these things in there. But we want to protect other players from being exposed to it without wanting to.

We should mention that the vast majority of mods so far do not fall into the Sandbox category. Some change gameplay elements, such as the cost to order Supply Pods or the ammo count for your guns, and you will find these mods in the Approved category. This has been discussed widely, both within the team and with the community. We do not consider these cheats, and this is why:

  • Most of these mods are used in conjunction with other mods, like lowering the cost of resupply but increasing the enemy cap. The intent is usually not to make the game easier but to provide options for a different experience.
  • Making the game moderately easier is a very inefficient way to boost your progression; you still have to go through the mission loop. Improving your win percentage is not comparable to spawning millions of gold in a mission.
  • Some of these mods improve accessibility, such as increasing visibility. And yes, you could technically get an advantage with these mods. But the same reasoning applies. It is not a very efficient way of boosting your progression.
  • If you use these mods to get an advantage in missions, you are more likely to be bored as you make the game easier than intended. We have spent a lot of time tweaking the game to be as engaging as possible.

We have learned a lot about mods and modding throughout this process. And we feel that this solution does maintain the integrity of the progression system while also allowing players to access the wonderful world of DRG mods.


[h3]Clear tags for modded servers
[/h3]


Not knowing if a host was using mods was an issue in the past. While most mods didn’t impact your progression, you want to see what you are walking into. We have made it visible if a host is using mods and what mods they are using. You can also choose to filter for hosts with Approved mods or Sandbox mods in the server list.


[h3]System for handling activation and deactivation mods
[/h3]


We also wanted to have the game manage the activation and deactivation of mods based on the host you were joining. When you join a modded host using Approved mods, you will get a prompt detailing what mods are active and if you want those mods installed. Likewise, if you have Approved mods installed, those will be deactivated when you try to join a host that doesn’t have those mods installed.
If you have Sandbox mods installed, you will literally be in the modding ‘Sandbox’. You will only see others with sandbox mods installed in the server list. If you deactivate your Sandbox mods and change back to an unmodded save, you will have access to the full server list again. And you can do all of this from within the game, no restart needed.


[h2]On our choice of modding platform
[/h2]


Our last steam post detailing our choice of modding support platform and our approval process got many comments. We have read through all of them. All the feedback has helped us with developing the best modding support we can.
We picked up some different concerns in those comments, mainly around why we don’t use Steam Workshop, concerns about Mod.io in general, and if we will commit to approving mods regularly. We want to address all of those concerns in separate sections, so it will hopefully be clear to you why we have made these decisions.


[h3]Why Mod.io and not Steam Workshop
[/h3]
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.

[h3]Concern about Mod.io user experience and validity as a mod platform
[/h3]
A lot of the comments to our past Steam post were about Mod.io as a valid choice for a modding platform. When we initially looked at Mod.io, it was apparent that many other games have active modding communities on Mod.io. Deep Rock Galactic is not the first game on the platform. We also met with Mod.io very early in the process and have worked closely with them over the past months, and our impression is that it’s a competent team of very experienced developers who have a passion for mods and modding.
Collaborating with Mod.io has been a great experience, and we are very satisfied with the integration and player experience mod.io as a platform provides to the game. It also became clear to us that Mod.io is working hard to constantly improve their platform, which shows significant promise for the future of the service.

[h3]Will approvals take long, and is it going to stagnate?
[/h3]
When we discussed the approval process, we talked early about whether we could commit to this long-term. We ultimately decided to dedicate time for approvals every weekday. The extensive work on the categories and the collaboration with the modding community makes the actual approval process less time-consuming than we initially thought. We are also sharing this workload between many of us here at Ghost Ship, so we plan on doing them every weekday for the next couple of months.



We can’t wait for you to try out modding support and all that entails. For now, that will have to happen on the Experimental Branch. Hopefully, the experimental version of modding support will soon graduate to the main branch, but with Update 35 looming around the corner there is a real risk that this one will have to be truly experimental for once.

With Love,
The Ghost Ship Crew

Studios behind Duke Nukem, Deep Rock Galactic, and more get bought all at once

If you're not familiar with the name of the Embracer Group just yet, you probably should be. Formerly known as Nordic Games, the company owns a selection of publishers including THQ Nordic, Gearbox, Coffee Stain, Koch Media, and Saber Interactive. Embracer has just announced another round of acquisitions, including the studios behind everything from Deep Rock Galactic to Duke Nukem.


Calling 3D Realms the 'Duke Nukem studio' is a bit weird in 2021, but the company does draw its lineage back to the Apogee Software which brought us the original run of Duke games. The rights to the series lie with Gearbox these days, while 3D Realms has been focusing on spiritual successors to classic first-person games by publishing titles like Ion Fury and Graven.


Either way, Duke's old and new masters are now under the same banner, as 3D Realms is one of eight studios getting acquired by Embracer Group, as the company has announced today. Ghost Ship Games, Slipgate Ironworks, Digixart, Force Field, Easy Trigger, CrazyLabs, and Grimfrost are also part of the round of acquisitions.


Read the rest of the story...


RELATED LINKS:

Deep Rock Galactic is getting an integrated three-tier modding system

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Deep Rock Galactic's first post-launch content drop arrives with two new missions

Deep Rock Galactic is getting an integrated three-tier modding system

Mods are finally on their way to subterranean co-op game Deep Rock Galactic, now that developers Ghost Ship Games have worked out a way to let modders make changes to a multiplayer game that features persistent progression. The solution has come in the form of a tiered approval system hosted on Mod.io.


"We have decided to implement a modding platform that lets modders upload mods for players to install within the game," Ghost Ship explains in a recent update on Steam. The team evaluated several possibilities for modding, including the Steam Workshop, but eventually settled on Mod.io and are currently at work implementing a native support system for it in Deep Rock Galactic.


When it's live, the system will work on three tiers of approval, each with different implications for your saves. The default approval level is called Sandbox, and you'll be able to use anything with this label with a modded save file. You can't use these mods with the regular save that you're keeping your progression on, however. Servers that use these mods will be tagged in the server browser, and you'll only be able to jump in if you're running the same mods as the server is. Basically, you'll want to have a save file dedicated to sandbox-level mods if you want to see stuff that changes the way rewards are doled out, or that unlock items without the usual progression process.


Read the rest of the story...


RELATED LINKS:

Deep Rock Galactic's next update adds two new biomes full of horrible new beasts

Deep Rock Galactic's first post-launch content drop arrives with two new missions

Making it in Unreal: how Minecraft met Left 4 Dead in the caves of Deep Rock Galactic

Update on Planned Modding Support

[h2]Hello Miners!
[/h2]
Some time back we made the decision to delay the modding support planned for Update 34 in order to create a more comprehensive and robust solution for using mods in your game. We have been hard at work ever since and wanted to give you some insight into two aspects of the solution we are planning: Mod.io support and approval categories.

Mod.io support
Our initial solution only included a save game profile setup while relying on players to install mods manually through various tools and scripts. We have decided to implement a modding platform that lets modders upload mods for players to install within the game. In terms of modding platform we have chosen Mod.io, a relatively new platform made by some of the original creators of Moddb. We evaluated multiple different platforms, including Steam Workshop, which had a lot of great features as well. In the end, we chose Mod.io as it was the best fit for the solution we are developing. We are at this very moment implementing Mod.io into Deep Rock Galactic.

Approval Categories
We have also developed multiple levels of mod approval categories as a better solution to mods only being available on modded save games profiles. Here are the categories:

Sandbox - This will be the default value for any mod uploaded to Mod.io. You are free to use any of these mods with a modded save. Which means you cannot use your regular save with your main progression when playing with these mods. Servers running these mods will be tagged in the server browser and only people using modded saves can join. Examples of mods that would fall into this category are mods that change rewards or mission payout, and mods that unlock in-game items.

Approved for Progression - You can use these mods along with your regular save, meaning you can still earn xp and resources in your regular progression while using them. Your game will be tagged as ‘using mods’ similarly to Sandbox. If you have these mods installed you cannot play on vanilla servers. Examples would be harder or alternative game modes, weapon changes, and mods that moderately alter gameplay elements but still retain progression inline with the regular game.

Fully approved - You can use these mods along with your regular save, and your game will not be tagged as ‘using mods’. You can also join any game as if you were not using mods at all. It is possible for the host to opt out of all mods. Servers where the host has actively chosen not to allow any mods will not be visible to you if you have any mods installed, and vice versa the person will not be able to see servers with any mods on them. This category is likely to be somewhat exclusive and limited to select mods. Examples would be QoL mods that do not impact gameplay, audio or visual mods that improve accessibility, and localized versions of in-game graphics.


We are also working on guidelines for these mod approval categories. So you can more easily anticipate which category your mod will be approved for if you are developing one. As we already mentioned, most of the mods we have seen would likely fall into the Approved for Progression category, and you would not need a separate save game profile for those.



We are still hard at work developing this solution. We do not have a release date yet, but we will keep you posted as the project progresses. We have also updated the Modding Support FAQ we previously posted, you can find it here.

With Love,
The Ghost Ship Crew