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Deep Rock Galactic digs up official mod support




Things can get a little unpredictable when you're a dwarf carving apart the inside of an asteroid. But nothing can prepare our pint-sized miners for the challenges they'll face now that full mod support has arrived in Deep Rock Galactic...
Read more.

Modding Support is here!


[h3]Hello Miners,
[/h3]
This is it! It’s finally happening - Modding support is here!

What started as a simple Save Game profile system turned into full-fledged modding support. We have spent the past months iterating on these features with the modding community, and it has been great to see this update come to fruition.

We can’t wait for you to dive into the wonderful world of DRG mods. This has been a completely different update for us. Truth be told, we don’t know what’s going to happen. We are excited (and maybe a little bit scared) to see where modding will take this game. Until then, we’ll be busy fighting bearded bugs with our galaxy-themed guns alongside a decked-out molly.

With Love,
The Ghost Ship Crew

[previewyoutube][/previewyoutube]One example of how a community mod can change the game

[previewyoutube][/previewyoutube]Fan-created walk-through video of the modding support features


[h2]--- PATCH NOTES ---[/h2]

[h3]MODDING MENU
[/h3]

You can access all the mods from within the game through the brand-new Modding Menu. The Modding Menu is where you can easily enable and disable all of your installed mods moving forward.

We have mentioned before that we use Mod.io as a mod hosting platform. You can easily access the DRG mod.io page from within the game, and you only need to do this when subscribing and unsubscribing to mods. The game will make sure to install/uninstall those mods. And you can easily activate and deactivate mods from within the modding menu.

All the mods you find through the modding menu are hosted on mod.io. Some of you have expressed concerns over our choice of mod.io as a modding platform instead of other alternatives. We went into detail for the reasons behind this choice in our last Steam post and our modding support FAQ.

When browsing mods, you will quickly become familiar with our three approval categories: Verified, Approved, and Sandbox. We have made detailed descriptions of these in our mod.io guidelines. But here is the high-level breakdown of each category:

Verified (for Base Game) mods are QoL mods that do not impact gameplay or audio, visual mods that improve accessibility, and localized versions of in-game graphics. Mods with the types: Cosmetics, Visual, and Audio automatically default to the Verified Category if they only modify cosmetic or audio files. This is automatically detected in-game.

Approved (for Progression) mods are 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.

Sandbox mods are any mod that changes rewards or mission payout, and mods that directly unlock in-game items.

Besides these three approval categories, we have two special categories: Cosmetics and Audio. These are mods that only change the appearance or sound of your local game. And they work the same way as Verified mods.

It’s finally time to do that Haz 6 mission in a bathing suit with your squeaky toy hammer in place of your pickaxe. Happy mining!


[h3]SERVER TAGGING AND INFO[/h3]

You can now clearly see which servers are running mods and which aren’t—no more relying on the host to put this in the title. You can also clearly see which mods a host has installed before joining.
There are also filters on the Server List that let you choose to show or hide servers that are running Approved or Sandbox mods - this means you have much better control of your server list.

You don’t need to worry about joining modded hosts by accident anymore. No more surprises and reverting to a previous save when you accidentally got a million XP from a modded game. With this update, modding should be safe, fun, and transparent.


[h3]STREAMLINED MOD ACTIVATION/DEACTIVATION ON JOIN[/h3]

While Verified mods let you play the game and join others as you regularly would, Sandbox and Approved mods come with restrictions. Approved mods require everyone in a mission to have those mods installed. Sandbox mods do as well and need you to be on a Sandbox Save Game (now made possible through Save Game Profiles).

But don’t worry, you won’t have to remember all of that. The game takes care of disabling your Approved mods when joining a host that doesn’t have those mods installed. And if you are a host with Approved or Sandbox mods installed, then the game will make sure other players have those same mods installed if they choose to join your game and it will even disabled those mods for them, when they leave. As mentioned above, they can see what mods you are running before joining you.

Sandbox is a bit different. Here you will have to disable your Sandbox mods and change back to your main save to see non-Sandbox hosts in the server list.


[h3]NATIVE BLUEPRINT SPAWNING[/h3]
This feature is primarily for modders. It allows anyone modding the game better access to certain features and functionalities in DRG. If you are interested in building mods for DRG, there is already a vibrant modding community. Do you feel the cave leeches are missing sunglasses? Or that BOSCO could use a tophat? Or maybe you want to do voice lines for mission control in another language? Then it’s time to get to work on that DRG mod.


[h3]TRANSLATION TEST BRANCH [COMMUNITY REQUEST][/h3]
This has actually been live for a bit. If you are a community translator then you can now access a steam branch with a nightly build including newest translations from Crowdin. So you don’t have to wait for a release to see your work in-game. If you are interested in providing community translation or DRG, there is a community translator channel on our Discord with a very active community.


[h3]MISC[/h3]
  • Added a new tab in the ESC menu for Modding Support
  • Added a new Stabber Vine killcry callout
  • Added support for a "-disablemodding" command line argument that can be added to the Steam launch options to disable mods if you encounter crashes
  • Added support for a shared Save Game between the live branch and the translation branch
  • [COMMUNITY REQUEST] Added wrapability to reward text on the "You have been kicked" popup to enable longer translations
  • [COMMUNITY REQUEST] Added wrapability to 'Show infoscreen on startup' text to enable longer translations without overlapping UI elements
  • [COMMUNITY REQUEST] Added wrapability to subheader text on the Memorial Wall screen to enable longer translations
  • Added subtitles to the noise that is made when throwing to fix an issue with blank subtitles
  • Added subtitles to a defense callout to fix an issue with blank subtitles
  • Added subtitles to coughing and grunting noises to fix an issue with blank subtitles
  • Added subtitles to dashing noises to fix an issue with blank subtitles
  • Added subtitles to the Burning Love reactions to fix an issue with blank subtitles
  • Added subtitles to the Gut Wrecker reactions to fix an issue with blank subtitles
  • Added subtitles to the Mactera Brew reactions to fix an issue with blank subtitles
  • Added localizability to Mastery Unlock pop-ups
  • Added localizability to Liquid Morkite Well on the Laser Pointer
  • Added localizability to Deep Dive Instructions in the Deep Dive Terminal
  • Added localizability to missing strings on the Restore Save overlay
  • Fixed typos in the subtitles when transferring Lost Equipment coordinates to the Terrain Scanner
  • Fixed a typo in the quotes for Fungus Bogs biome
  • Fixed typos and incorrect capitalization in the subtitles when the Drop Pod is called
  • Fixing another save has more progress popup, even though another save does NOT have more progress
  • Fixed typos in all subtitles related to upgrading Bosco, perks or equipment
  • Fixed a typo in the subtitles when waiting for departure in the Drop Pod
  • Fixed typos in subtitles when waking up in the cabin and in the Medbay
  • Fixed a typo in the subtitles when mining
  • Fixed typos in the subtitles when using the zipline
  • Fixed an excess space in the subtitles when a Resupply Pod has arrived
  • Fixed typos and excess spaces in the subtitles when slapping the leprechaun at the Space Rig
  • Fixed typos and excess spaces in the subtitles when slapping dice
  • Fixed inconsistent capitalization of the Sentry Gun in subtitles
  • Fixed a typo in Mission Control's dialogue when the Fuel Cells are connected to the Drop Pod
  • Fixed excess spaces in the subtitles when Doretta requires repair
  • Fixed typos, inconsistent capitalization and excess spaces in all subtitles in Refinery mission
  • Fixed typos in the subtitles when Doretta is under attack
  • Fixed typos in the subtitles when pressing the gravity button on the Space Rig
  • Fixed typos in the subtitles when picking up a pickaxe overcharger
  • Fixed typos in the subtitles when placing the Gunner's Shield Generator
  • Fixed a typo in the subtitles when power attacking
  • Fixed typos in subtitles when petting
  • Fixed typos in subtitles for all perk activation shouts
  • Fixed typos in the subtitle when the player is caught by a Cave Leech
  • Fixed typos in the various subtitles when the player is out of fuel, ammo or grenades
  • Fixed a typo in Mission Control's introduction to Point Extraction mission
  • Fixed a typo in Mission Control's announcement of the Drop Pod's arrival in Point Extraction missions
  • Fixed excess spaces in the subtitles when the M.U.L.E. is returning to the landing zone
  • Fixed typos, inconsistent capitalization and excess spaces in the subtitles of all Machine Event dialogue
  • Fixed an excess space in the subtitles when forging overclocks
  • Fixed inconsistent capitalization in subtitles for forging
  • Fixed a typo when the player is caught by a Mactera Grabber
  • Fixed inconsistent spelling of the Lootbug across subtitles, perk descriptions, milestones and the Miner's Manual
  • Fixed an excess space in the subtitles when firing the Flare Gun
  • Fixed an excess space in the subtitles when interacting with the Jukebox
  • Fixed typos in the subtitles when depositing in the M.U.L.E.
  • Fixed typos in the subtitles when Heightened Senses is activated
  • Fixed a typo in the subtitles when mining Red Sugar
  • Fixed a typo in the subtitles when grinding pipes
  • Fixed a typo in the subtitles when using the Scout's Grappling Hook
  • Fixed a typo in the subtitles when the Gunner's shield is recharged
  • Fixed typos, inconsistent capitalization and excess spaces in the subtitles of all grenade warning
  • Fixed typos in the subtitles when the player takes friendly fire
  • Fixed typos, inconsistent capitalization and excess spaces in the subtitles of all Escort Duty Mission Control dialogue
  • Fixed description of the Dreadnought cocoon on the Laser Pointer
  • Fixed inconsistent descriptions for Salvage Mission items on the Laser Pointer
  • Replaced the Dreadnought cocoon icon on the Laser Pointer with the colored variant
  • Fixed a typo in the subtitles for the Dreadnought Laser Pointer callout
  • Fixed a bug that caused Mission Failure text to overlap with other UI elements on the Mission Complete screen in certain languages
  • Fixed a typo in a pop-up message that warns the player of potentially overwriting an existing Save Slot
  • Fixed typos, inconsistent capitalization, and excess spaces in the subtitles of all Laser Pointer callout dialogue
  • Fixed typos and inconsistent capitalization in the subtitles for all killcry callout
  • Fixed typos in the subtitles for all gunsling reaction
  • Fixed typos and inconsistent capitalization in the subtitles of miscellaneous in-mission dialogue
  • Fixed typos and inconsistent capitalization in subtitles for Mineral Trade dialogue
  • Fixed various miscellaneous typos reported by the community on Jira
  • Fixed typos in all subtitles in the Tutorial Level
  • Fixed typos in subtitles for gunslinging reactions
  • Fixed typos in subtitles for various generic dialogue
  • Fixed various typos and inconsistent capitalization in all subtitles for Mission Control dialogue in Deep Dives
  • Fixed a typo in the subtitles for Mission Control dialogue when all Aquarqs are collected
  • Fixed typos and excess space characters in subtitles when reacting to the environment
  • Fixed typos in the subtitles when reacting to flies
  • Fixed typos in the subtitles when browsing The Shop for new gear
  • Fixed typos in the subtitles for coughing noises
  • Fixed typos in the subtitles for character-specific dialogue
  • Fixed typos in all subtitles for Fuel Cannister dialogue
  • Fixed a typo in the subtitles when ordering Bosco to fire his rockets
  • Fixed an excess space character in the subtitles when ordering Bosco to mine
  • Fixed a typo when ordering Bosco to light
  • Fixed a typo in the subtitles when ordering Bosco to fetch something
  • Fixed a typo in the subtitles when carrying a heavy object
  • Fixed various typos when ordering beer
  • Fixed typos and capitalization across all bar-related subtitles
  • Fixed another typo in the subtitles when consuming a Blacklock Lager
  • Fixed a typo in the subtitles when consuming a Blacklock Lager
  • Fixed a typo in the subtitles when reacting positively to a beer
  • Fixed inconsistent capitalization in more Mission Control dialogue
  • Improved the wording of the tutorial hint that describes how to replay the Tutorial Level
  • Fixed a typo in the tutorial hint that describes how to replay the Tutorial Mission
  • Fixed a typo in the loading screen hints
  • Fixed inconsistent naming of the Resupply Pod across chat alerts, tutorial hints, UI, and the Laser Pointer
  • Fixed inconsistent capitalization in Mission Control dialogue for assignments and promotions
  • Fixed inconsistent capitalization in Mission Control dialogue on the Space Rig
  • Fixed inconsistent capitalization in Mission Control dialogue in Point Extraction Mission
  • Fixed inconsistent capitalization in incoming Supply Drop alerts
  • Fixed inconsistent capitalization in Misson Control tutorial dialogue
  • Fixed inconsistent capitalization in Mission Control wave alerts
  • Fixed more cases of inconsistent capitalization in Mission Control dialogue
  • Fixed typos and inconsistencies in Mission Control's dialogue in Elimination Missions
  • Fixed inconsistent capitalization in Misson Control's dialogue when all Alien Eggs are collected
  • Fixed typos and inconsistencies in Mission Control's dialogue when an objective is completed
  • Fixed inconsistent capitalization in Mission Control's dialogue when the M.U.L.E. has docked
  • Fixed a typo in Mission Control's introduction to Mining Expedition
  • Fixed inconsistent capitalization in Mission Control's dialogue for Mission Selection
  • Fixed inconsistent capitalization in Mission Control's dialogue in Salvage Mission
  • Fixed a typo in the chat alert when the M.U.L.E. can be called back to the Drop Pod
  • Fixed a typo in the subtitles when throwing snowballs
  • Fixed an excess space character in the Saves Menu
  • Fixed a typo on the Dirt Diggers screen of the Miner's Union Terminal
  • Fixed several cases of inconsistent resource descriptions on the Laser Pointer
  • Fixed a typo in the description of Dystrum on the Laser Pointer
  • Fixed typos in the description of Magnite on the Laser Pointer
  • Fixed a typo in the description of Hollomite on the Laser Pointer
  • Fixed several cases of inconsistent capitalization of all news headlines
  • Fixed several cases of excess space characters at the end of news headlines broadcasted on certain terminals in the Space Rig
  • Fixed a typo in Mission Control's introduction to Salvage Missions
  • Fixed another typo in Mission Control's announcement of all mini M.U.L.E.s being fixed
  • Fixed a typo in Mission Control's announcement of all mini M.U.L.E.s being fixed
  • Fixed another typo in one of the quotes for the Magma Core biome
  • Fixed a typo in the subtitles when killing an innocent Cave Angel (how dare you!)
  • Fixed a typo in the subtitles when marking a Core Infuser with the Laser Pointer
  • Fixed typos in the Control Customization Menu
  • Fixed typos in the Controls Options
  • Fixed a typo in Mission Selection
  • Fixed a typo when marking a Brewing Ingredient with the Laser Pointer
  • Fixed a typo in one of the quotes for the Magma Core biome
  • Fixed a typo in Mission Control's introduction to the second stage of a Deep Dive
  • Fixed a typo in the subtitles when placing a Satchel Charge
  • Fixed a typo in the Web Spitter entry of the Miner's Manual Bestiary
  • Fixed a typo in the news headlines shown on certain terminals in the Space Rig
  • Fixed a typo in the Glyphid Dreadnought Twins entry of the Miner's Manual Bestiary
  • Fixed a typo in the news headlines shown on certain terminals in the Space Rig
  • Fixed a typo in the description of the Compact Feed Valves overclock for the CRSPR Flamethrower
  • Fixed a typo in the news headlines shown on certain terminals in the Space Rig
  • Fixed a typo in the subtitles when marking a Dreadnought Hiveguard with the Laser Pointer
  • Fixed several typos in the subtitles when reacting to damage from thorns
  • Fixed several typos in the subtitles when depositing in the M.U.L.E.
  • Fixed a typo in the UI Options menu
  • Fixed a typo in the biome description of Hollow Bough
  • Fixed typos in Swarmer Tunnel shouts
  • Fixed a typo in the description of the Disabled Inertia Inhibitor upgrade for the Deepcore 40mm PGL
  • Fixed a crash that could sometimes occur when the armor of the Dreadnought was destroyed
  • Fixed an issue where you could not join games, if you had just joined a game and failed because someone joined the game at the same time as you and got in quicker making the server full


[h3]PATCH NOTES FROM EXPERIMENTAL BRANCH
[/h3]Experimental Build 59095 Experimental Build 58972 Experimental Build 58262

[h3]KNOWN ISSUES[/h3]
  • You are only able to enable 25 mods at a time because of an issue that prevents joining multiplayer sessions past this cap. This limit is temporary and will be increased as soon as we have a solution. Solo play is unaffected by this cap.
  • Verified dependencies does not always reenable when joining a server with it active
  • Hidden mod on mod.io do not automatically update to new versions
  • Disabled mods are sometimes re-enabled after leaving a mission
  • Corrupt mod files are not handled/aborted, but are stuck in a loop trying to redownload and extract. This can be worked around by unsubscribing to the faulty mod.

Update 35 delayed until Q4


[h3]Hello Miners![/h3]

The title says it all, really - Update 35 will be the largest update the game’s received to date, and it’s become clear we will not be able to hit the originally planned Q3 release date. As always, we want this update to be great, and to not rush it out of the door before it is done. And from what we hear time and again from so many of you, you overwhelmingly feel the same.

We believe Update 35 will set the direction for where Deep Rock Galactic will go from here, and we can’t wait to properly show off all we have in store for you. We’ve already shown you the new weapons, but there is much more. Oh, and if you missed the weapon teasers, here is a recap:

[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]

The new mission type has grown way beyond our original scope and ambition for it, and we are honestly pretty stoked about where it’s going. We want it, and the other features, to be all they can be, and to not just check them off on the roadmap and move on to something else. So - while it was definitely not an easy decision, we feel postponing Update 35 until Q4 is the correct thing to do. We will of course announce a specific date, when we got a date we feel confident to reveal.

Delaying like this will give us some much-needed breathing room to really nail this update, and get everything in place. More information to come, very soon!

[h3]Modding Support got a release date: September 14th[/h3]
In the meantime, official Modding Support is almost upon us, and now has a release date: September 14! We already did a breakdown of all you can expect in that interim-update, which you can read here. We’re quite proud of what’s been done on this front - this, again, grew way beyond what we originally envisioned.

As always, thank you for being with us on this journey. Your continued feedback, support, and love for the game keep making these updates so exciting for us to do. So, sit back, grab a brew, and be patient for a little while longer. Good things come to those who wait. Rock and Stone, Miners. :)

With Love,
The Ghost Ship Crew

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...


RELATED LINKS:

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

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

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

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