Arpoky Posted January 13, 2016 Share Posted January 13, 2016 Are there any plans to get KSP supported by the Curse Client or (preferably) Steam Workshop? I've tried using community-developed mod managers, but they haven't worked out for me. Now the game goes Challenger whenever I try to launch it. What I need is a simple mod manager. I'd like to be able to add, remove, enable, and disable mods on the fly, much like games using the Steam Workshop. Link to comment Share on other sites More sharing options...
technicalfool Posted January 13, 2016 Share Posted January 13, 2016 Steam Workshop is "probably not", unless plans have changed. I don't know about Curse Client support, so I'll leave that for the Curse reps to answer if they're around. Link to comment Share on other sites More sharing options...
I_Killed_Jeb Posted January 13, 2016 Share Posted January 13, 2016 In the past the devs said they specifically didn't want to use Workshop because it fragments the community. In my opinion this is rather shortsighted and akin to cutting off your nose to spite your face. I hope they reconsider. That being said, can anyone with the knowledge explain how difficult/easy it is to integrate Workshop support into the base game? Link to comment Share on other sites More sharing options...
Thiagobs Posted January 14, 2016 Share Posted January 14, 2016 10 minutes ago, I_Killed_Jeb said: In the past the devs said they specifically didn't want to use Workshop because it fragments the community. In my opinion this is rather shortsighted and akin to cutting off your nose to spite your face. I hope they reconsider. That being said, can anyone with the knowledge explain how difficult/easy it is to integrate Workshop support into the base game? Problem is, there are a lot of players who bought the game through KSP's website and not on Steam. Adopting the Workshop means that these players cannot access mods published there. Once more and more new modders publish their mods exclusively on Steam Workshop, the community gets fragmented Link to comment Share on other sites More sharing options...
I_Killed_Jeb Posted January 14, 2016 Share Posted January 14, 2016 6 minutes ago, Thiagobs said: Problem is, there are a lot of players who bought the game through KSP's website and not on Steam. Adopting the Workshop means that these players cannot access mods published there. Once more and more new modders publish their mods exclusively on Steam Workshop, the community gets fragmented That's the modder's choice to make is it not? Link to comment Share on other sites More sharing options...
Arpoky Posted January 14, 2016 Author Share Posted January 14, 2016 1 hour ago, Thiagobs said: Problem is, there are a lot of players who bought the game through KSP's website and not on Steam. Adopting the Workshop means that these players cannot access mods published there. Once more and more new modders publish their mods exclusively on Steam Workshop, the community gets fragmented Just because games use the Steam Workshop for modding doesn't mean mods can only be added via Workshop. In fact, many games that use Workshop can be modded with files downloaded from other websites. Two good examples are Garry's Mod and the Source Filmmaker. Both programs have a lively modding community that does not put their content on the Steam Workshop. Link to comment Share on other sites More sharing options...
technicalfool Posted January 14, 2016 Share Posted January 14, 2016 19 minutes ago, Arpoky said: Just because games use the Steam Workshop for modding doesn't mean mods can only be added via Workshop. In fact, many games that use Workshop can be modded with files downloaded from other websites. Two good examples are Garry's Mod and the Source Filmmaker. Both programs have a lively modding community that does not put their content on the Steam Workshop. Garry's Mod is a Steam exclusive, as is the Source Filmmaker. If you ain't got Steam, you're out of luck, regardless of where the mods are hosted. Personally I like that you need to know what a zip file is and how to extract it to KSP/GameData. It's not exactly a hard step, but if you can't overcome that, then you're going to have real fun when you start randomly bunging mods together and KSP starts behaving like.. well.. a heavily modded KSP. Link to comment Share on other sites More sharing options...
katateochi Posted January 14, 2016 Share Posted January 14, 2016 1 hour ago, I_Killed_Jeb said: That being said, can anyone with the knowledge explain how difficult/easy it is to integrate Workshop support into the base game? It's probably not a matter of technical difficulty at all, but rather what steam permits Squad to do. and my guess (and it is only a guess) is that steam would then want mods to be exclusively released via workshop. Link to comment Share on other sites More sharing options...
Tw1 Posted January 14, 2016 Share Posted January 14, 2016 11 minutes ago, technicalfool said: Personally I like that you need to know what a zip file is and how to extract it to KSP/GameData. It's not exactly a hard step, but if you can't overcome that, then you're going to have real fun when you start randomly bunging mods together and KSP starts behaving like.. well.. a heavily modded KSP Exactly. It's so easy. Why muck about with anything else? IMHO, you need a certain basic computer skill, so when something screws up, you can troubleshoot. Link to comment Share on other sites More sharing options...
I_Killed_Jeb Posted January 14, 2016 Share Posted January 14, 2016 12 minutes ago, technicalfool said: Personally I like that you need to know what a zip file is and how to extract it to KSP/GameData. It's not exactly a hard step, but if you can't overcome that, then you're going to have real fun when you start randomly bunging mods together and KSP starts behaving like.. well.. a heavily modded KSP. It's not about the trivial difficulty of unzipping files into the right location, but rather the extremely convenient and always-updated management the workshop interface provides 7 minutes ago, katateochi said: It's probably not a matter of technical difficulty at all, but rather what steam permits Squad to do. and my guess (and it is only a guess) is that steam would then want mods to be exclusively released via workshop. That can't be true, since there are many workshop mods also available through Nexus Link to comment Share on other sites More sharing options...
Eric S Posted January 14, 2016 Share Posted January 14, 2016 On the topic of the Curse Client, a while back the Curse people were talking about the next version of their client, which would support KSP. I haven't heard anything about that version of the Curse Client since then. Link to comment Share on other sites More sharing options...
klgraham1013 Posted January 14, 2016 Share Posted January 14, 2016 (edited) Most mods are already hosted in multiple locations. Whether that be Curse, Github, Kerbal Stuff, or CKAN. Saying that adding Steam Workshop would, somehow, fragment the community seems somewhat silly to me. It's just one more way to supply players with your mod. Edited January 14, 2016 by klgraham1013 Link to comment Share on other sites More sharing options...
AlamoVampire Posted January 14, 2016 Share Posted January 14, 2016 Steam workshop has already been nixed and has been for years. Please see the old What NOT to suggest thread. I agree with squad 100% on this, as it would fragment the community. Link to comment Share on other sites More sharing options...
pandaman Posted January 14, 2016 Share Posted January 14, 2016 I'm not in principle against Steam Workshop, but if that then means that the services it provides, either now or in the future, are not then going to be available to those not on steam then no definitely not. Ultimately I think the best solution is a squad 'official' system that is available to all. The other unofficial systems could, I suppose, still be used by those who want to if that is practical. Link to comment Share on other sites More sharing options...
AlamoVampire Posted January 14, 2016 Share Posted January 14, 2016 i will be leaving this here. i pointed at it in my previous reply, but that was from my phone and so leaving links was not possible. but, now that I am at my comp, I again, leave this here: http://forum.kerbalspaceprogram.com/index.php?/topic/33940-what-not-to-suggest/ Link to comment Share on other sites More sharing options...
radonek Posted January 14, 2016 Share Posted January 14, 2016 Curse is, well, appropriately named. I hate it when mod is only available there, and wont touch their "client" with a long stick. Steam workshop is useless for people who bought game via other channels. KSP have great community and no for-profit entity can match that. Link to comment Share on other sites More sharing options...
sal_vager Posted January 14, 2016 Share Posted January 14, 2016 I'm going to add this to the Common Suggestions list, all future Steam workshop request posts can go in here There's no plans for Steam workshop, mostly due to the fact that KSP isn't exclusive to Steam, but there's other reasons such as the potential for malicious plugins, as Steam workshop has no addon moderation, if there's a malicious mod on Steam workshop it can take far too long for Valve to respond to it. Link to comment Share on other sites More sharing options...
AlamoVampire Posted January 15, 2016 Share Posted January 15, 2016 Sal has an excellently scary point. Viruses. Yet another reason to avoid the steam ws Link to comment Share on other sites More sharing options...
Vegatoxi Posted February 16, 2016 Share Posted February 16, 2016 As you might know, yesterday https://kerbalstuff.com/ is gone. Kerbal spacepot, now Kerbalstuff, what next? So i cant understand why SQUAD cant implement workshop. It's solve any future issue with mods archiving. Simple. Reliable. Immortal. Steam workshop for KSP!!! Link to comment Share on other sites More sharing options...
theJesuit Posted February 16, 2016 Share Posted February 16, 2016 I wondered just before when someone would mention this... Is steam workshop able to host for non Steam installs? Link to comment Share on other sites More sharing options...
razark Posted February 16, 2016 Share Posted February 16, 2016 Sounds great! And then maybe Squad can host the next update to KSP on a server you don't have access to? Link to comment Share on other sites More sharing options...
ZooNamedGames Posted February 16, 2016 Share Posted February 16, 2016 4 minutes ago, theJesuit said: I wondered just before when someone would mention this... Is steam workshop able to host for non Steam installs? This is a key issue with KSP, I bought KSP through the store so I wouldn't be able to. Link to comment Share on other sites More sharing options...
sumghai Posted February 16, 2016 Share Posted February 16, 2016 [MOD - Merged new discussion with existing topic] @Vegatoxi, see the following post as to why Steam Workshop support is highly unlikely: On 14/01/2016 at 10:37 AM, sal_vager said: I'm going to add this to the Common Suggestions list, all future Steam workshop request posts can go in here There's no plans for Steam workshop, mostly due to the fact that KSP isn't exclusive to Steam, but there's other reasons such as the potential for malicious plugins, as Steam workshop has no addon moderation, if there's a malicious mod on Steam workshop it can take far too long for Valve to respond to it. Link to comment Share on other sites More sharing options...
Julian. Posted December 27, 2016 Share Posted December 27, 2016 This Uses The Steam Workshop. Reason? So I Can Get The Mods Easily. Same For A Lot Of Others. Link to comment Share on other sites More sharing options...
Tex_NL Posted December 27, 2016 Share Posted December 27, 2016 (edited) But not for even more others. A very large portion of KSP players do not use Steam. (Personally I won't even touch Steam with a 10 foot pole.) Those people will not have access to those mods. Currently everybody has access to all mods. So ... NO! Edited December 27, 2016 by Tex_NL Link to comment Share on other sites More sharing options...
Recommended Posts