It's been a while since Humankind has added a modding site that I'm certain no one here knew of until after humankind added it in, and I want to know, how does Mod.IO compare to Steam Workshop that previous games have used. Is it equal to steam workshop, is it better or worse? and should it be used in future Amplitude games?
It's been a while since Humankind has added a modding site that I'm certain no one here knew of until after humankind added it in, and I want to know, how does Mod.IO compare to Steam Workshop that previous games have used. Is it equal to steam workshop, is it better or worse? and should it be used in future Amplitude games?
I've discovered it with OldWorld and it works well, what's needed for HK is a better in game integration.
From my perspective, it's equivalent to Steam's workshop, with the advantage of being multiplatform.
I am use to play without mods most of my games so I can say that is my first experience with mod.io (same for a lot of players) and I have to say that it´s easy to connect (you can use steam). I think the main advantage is that is cross-platform so, as a player, I like the idea that the player of, for example, Epic Store can enjoy the mods as well. Personally I don´t have that much experience with Steam Workshop, but I would love to hear your different experiences with both systems :)
To be fair, Steam Workshop integration is not that much of a hustle to additionally include for Steam users.
Plus it seems mod.io doesn't keep subscriptions autoupdated, unless you go and check your collection manually.
That's how Amplitude integrated mod.io in HK. Old World uses mod.io as well and it watches you subscriptions and notifies you if there's an update, allowing you to easily update.
I wouldn't want mods to automatically update though in these types of games where a single game can take days/weeks. Any mod update has the potential to kill your saves. I'd hate to lose an awesome game because one of the mods I was using auto updated when I COULD hold off till my game was finished. (Note: that's how it works in Old World, you can hold off the update till you're ready).
I have to say that the idea of not cooperating in the workshop of steam platform for the reason of fairness is really rotten.
In order not to be criticized as a giant baby of a steam platform, I want to elaborate on my point of view.
First of all, every time you re-enter the game, you need to re apply the modules used once, and the order of application should not be wrong, otherwise the original archive cannot be loaded. I would like to ask, which genius came up with this?
Second, the module will not be automatically updated like the workshop on the steam platform, resulting in the destruction of archives. Because mod IO doesn't update automatically at all. And once the network has a problem, even if it is restored, it will not update or download the modules you subscribe to. You must unsubscribe and re subscribe to ensure that there are no network problems during this period.
Third, this may have nothing to do with the workshop of the steam platform. When I was playing civilization 6, I had the function of module groups. In the current situation, even if the application sequence of modules will lead to archiving problems, shouldn't this function be considered?
I have to say that the idea of not cooperating in the workshop of steam platform for the reason of fairness is really rotten.
In order not to be criticized as a giant baby of a steam platform, I want to elaborate on my point of view.
First of all, every time you re-enter the game, you need to re apply the modules used once, and the order of application should not be wrong, otherwise the original archive cannot be loaded. I would like to ask, which genius came up with this?
Second, the module will not be automatically updated like the workshop on the steam platform, resulting in the destruction of archives. Because mod IO doesn't update automatically at all. And once the network has a problem, even if it is restored, it will not update or download the modules you subscribe to. You must unsubscribe and re subscribe to ensure that there are no network problems during this period.
Third, this may have nothing to do with the workshop of the steam platform. When I was playing civilization 6, I had the function of module groups. In the current situation, even if the application sequence of modules will lead to archiving problems, shouldn't this function be considered?
all this have nothing to do with mod.io, but is a result of HK modding framework being in beta, see how it works in Old World.
To be fair, Steam Workshop integration is not that much of a hustle to additionally include for Steam users.
Plus it seems mod.io doesn't keep subscriptions autoupdated, unless you go and check your collection manually.
That's how Amplitude integrated mod.io in HK. Old World uses mod.io as well and it watches you subscriptions and notifies you if there's an update, allowing you to easily update.
I wouldn't want mods to automatically update though in these types of games where a single game can take days/weeks. Any mod update has the potential to kill your saves. I'd hate to lose an awesome game because one of the mods I was using auto updated when I COULD hold off till my game was finished. (Note: that's how it works in Old World, you can hold off the update till you're ready).
The last HK update made minor mod version updates save game compatible. So at least they do not break a running game.
I have to say that the idea of not cooperating in the workshop of steam platform for the reason of fairness is really rotten.
In order not to be criticized as a giant baby of a steam platform, I want to elaborate on my point of view.
First of all, every time you re-enter the game, you need to re apply the modules used once, and the order of application should not be wrong, otherwise the original archive cannot be loaded. I would like to ask, which genius came up with this?
Second, the module will not be automatically updated like the workshop on the steam platform, resulting in the destruction of archives. Because mod IO doesn't update automatically at all. And once the network has a problem, even if it is restored, it will not update or download the modules you subscribe to. You must unsubscribe and re subscribe to ensure that there are no network problems during this period.
Third, this may have nothing to do with the workshop of the steam platform. When I was playing civilization 6, I had the function of module groups. In the current situation, even if the application sequence of modules will lead to archiving problems, shouldn't this function be considered?
I have to say that the idea of not cooperating in the workshop of steam platform for the reason of fairness is really rotten.
In order not to be criticized as a giant baby of a steam platform, I want to elaborate on my point of view.
First of all, every time you re-enter the game, you need to re apply the modules used once, and the order of application should not be wrong, otherwise the original archive cannot be loaded. I would like to ask, which genius came up with this?
Second, the module will not be automatically updated like the workshop on the steam platform, resulting in the destruction of archives. Because mod IO doesn't update automatically at all. And once the network has a problem, even if it is restored, it will not update or download the modules you subscribe to. You must unsubscribe and re subscribe to ensure that there are no network problems during this period.
Third, this may have nothing to do with the workshop of the steam platform. When I was playing civilization 6, I had the function of module groups. In the current situation, even if the application sequence of modules will lead to archiving problems, shouldn't this function be considered?
We are aware of those issues.
Thank you for your reply and feel sorry for my previous rude remarks.
I'll also point out that you can download mods directly from mod.io without an account and install them manually. However, I had a really hard time finding guides on how to actually install the mods in my Humankind installation. So a manual mod installation guide posted somewhere prominent on the mod.io page would be helpful.
I'll also point out that you can download mods directly from mod.io without an account and install them manually. However, I had a really hard time finding guides on how to actually install the mods in my Humankind installation. So a manual mod installation guide posted somewhere prominent on the mod.io page would be helpful.
Steam Workshop is still more convenient though.
It a think we can trying to explain in a blog or a post for sure. I remember that I saw in several mods the explanation on how to do it, nevertheless I will explain here how to do it, just in case it could help someone: - You will download a zip, so the first step is to extract the content
- You will need to paste it on YourUser\Documents\Humankind\Community
If you already have the mod via mod.io and for example wants a previous version of a specific mod you can do 2 things:
- Replace the mod on the folder YourUser\Documents\Humankind\Community\ mod.io (search the name that correspond with the mod)
- Delete or unsubscribe of the specific mod and paste it here YourUser\Documents\Humankind\Community I think its safer to do this second option to avoid potential problems.
Before I forget, for the maps is on YourUser\Documents\Humankind\Maps
I still want to be objective (although this sentence generally means not objective). In the past, people's choice of which platform to buy Games depended on one of the following main problems. Which platform atmosphere is more suitable for this game? If you want a low price, choose epic; If you prefer community content and want easy access to it, choose steam. Banning the use of steam workshops actually implies something that you don't have to think about. Another thing is that the online experience in the same platform is very poor, let alone cross platform.Many people imagine that multi platform users have a harmonious and equal experience. In fact, this does not exist.
Now using the same website to serve the modules of all platforms actually needs a premise, that is to make all platforms as easy to use as steam workshop.
Many people are used to the steam workshop, so those who buy this game on steam will naturally think that the current situation is some form of wrong goods.Of course, this voice will be difficult for some people on other platforms to accept, but the fact is that it is very important to improve the existing situation .
What needs to be explained more is that the mod.io now is banned in some countries, and the steam workshop is available on a larger scale. There are also some views that the mod.io has more political review than the steam workshop, and can not launch some gray scale content that some users want.
What needs to be explained more is that the mod.io now is banned in some countries, and the steam workshop is available on a larger scale. There are also some views that the mod.io has more political review than the steam workshop, and can not launch some gray scale content that some users want.
I have to say that the idea of not cooperating in the workshop of steam platform for the reason of fairness is really rotten.
In order not to be criticized as a giant baby of a steam platform, I want to elaborate on my point of view.
First of all, every time you re-enter the game, you need to re apply the modules used once, and the order of application should not be wrong, otherwise the original archive cannot be loaded. I would like to ask, which genius came up with this?
Second, the module will not be automatically updated like the workshop on the steam platform, resulting in the destruction of archives. Because mod IO doesn't update automatically at all. And once the network has a problem, even if it is restored, it will not update or download the modules you subscribe to. You must unsubscribe and re subscribe to ensure that there are no network problems during this period.
Third, this may have nothing to do with the workshop of the steam platform. When I was playing civilization 6, I had the function of module groups. In the current situation, even if the application sequence of modules will lead to archiving problems, shouldn't this function be considered?
all this have nothing to do with mod.io, but is a result of HK modding framework being in beta, see how it works in Old World.
First impressions are everything, and whether it was mod.io or Amplitude, my first experiences sucked. So my opinion is a preference for Steam. Also as one of my programmer friends said - if I have to click once more than the system I normally use, your system is not for me.
no one said the current implementation is good, and the devs are aware of it and working on it. the modding framework is called "beta" for multiple reasons, if they had used steam your first impression would have "sucked" too.
it's always the problem with betas, people use them without thinking of the reason then complain it's not finished...
Now as a modder I'm very happy to have access to the tools ASAP, but as a user I'm like everyone else: I hope the improvements / fixes are coming sooner than later.
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