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Workshop Mod Integration (No more file fiddling!)


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Wow, space engineers knocked it out of the park for mod support. I should provide an argument, but the video speaks for itself. No more ram issues as this system only loads the mod if it is enabled in that specific save. Might mean you have to spend longer waiting if you hop in between saves a lot as it would have to reload some mods, but frankly it would be worth it. Also no more giant parts list for those who have many mods installed. Mods would auto update like any patch on steam, .craft files on the workshop, auto downloading the needed mods when firing up a published save file, if a mod does not work, the game only deletes the offending parts, keeping ships and worlds loadable.... Using mods in SE is so easy now, you would be hard-pressed to find a stock purist. I'm not sure how hard this would be from a coding standpoint, but unless there is a serious issue that makes it too difficult to add, I think it would be a great idea.

Watch to (3:00)

puppy_eyes_plz_by_puppywantplz-d36fpka.png

Mod popularity would explode if this were added!

Edited by WhiteWeasel
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I completely agree, all we need if for squad to just enable it. theres discussion on it here Could be one of those use it if you want to, don't if you don't situations.

I still wonder what percent of users use steam for ksp.... It got a major boost from the sales there, steam has to be a sizable percentage of the userbase.

Heck, i might use more than chatterer and enhancedvisuals if all it took was a single click AND it updated itself

Edited by r4pt0r
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