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Thoughts about Mod.IO, how is it?

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3 years ago
Feb 16, 2022, 7:50:39 AM

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?

Updated 3 years ago.
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3 years ago
Feb 16, 2022, 12:34:15 PM
DragonGaming wrote:

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. 

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3 years ago
Feb 16, 2022, 12:47:17 PM

Personally, I don't like the idea of having to create a separate account for mods.  I would prefer Steam Workshop support instead.

Updated 3 years ago.
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3 years ago
Feb 16, 2022, 2:28:05 PM

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 :)

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3 years ago
Feb 16, 2022, 4:35:08 PM
SpikedWallMan wrote:

Personally, I don't like the idea of having to create a separate account for mods.  I would prefer Steam Workshop support instead.

You don't need to, you can connect with your steam account.

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3 years ago
Feb 16, 2022, 8:08:26 PM

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.

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3 years ago
Feb 16, 2022, 10:33:56 PM
Sublustris wrote:

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).

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3 years ago
Feb 16, 2022, 11:28:30 PM

delaying update, that's better than steam then, if they implement it too. 


I used to manually install civ6 mods in the document's folder to prevent mid-game updates...

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3 years ago
Feb 17, 2022, 3:27:50 AM

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?


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3 years ago
Feb 17, 2022, 4:13:06 AM
zhugejingqi wrote:

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. 

Updated 3 years ago.
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3 years ago
Feb 17, 2022, 9:25:47 AM
Dale_K wrote:
Sublustris wrote:

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.

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3 years ago
Feb 17, 2022, 2:41:34 PM
zhugejingqi wrote:

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.

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3 years ago
Feb 17, 2022, 3:18:03 PM
Scar wrote:
zhugejingqi wrote:

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.


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3 years ago
Feb 17, 2022, 8:05:52 PM

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.

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3 years ago
Feb 17, 2022, 10:33:46 PM
SpikedWallMan wrote:

Steam Workshop is still more convenient though.

Tell that to the people on Stadio, Microsoft game pass, and Epic.

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3 years ago
Feb 18, 2022, 4:25:46 AM
Dale_K wrote:
SpikedWallMan wrote:

Steam Workshop is still more convenient though.

Tell that to the people on Stadio, Microsoft game pass, and Epic.

Those platforms could still use mod.io.

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3 years ago
Feb 18, 2022, 6:54:52 AM
SpikedWallMan wrote:
Dale_K wrote:
SpikedWallMan wrote:

Steam Workshop is still more convenient though.

Tell that to the people on Stadio, Microsoft game pass, and Epic.

Those platforms could still use mod.io.

that would be a waste of development time, and a waste of modders time.

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3 years ago
Feb 18, 2022, 8:07:07 AM
Dale_K wrote:
Tell that to the people on Stadio, Microsoft game pass, and Epic.

Those people consciously chose the path of suffering ¯\_(ツ)_/¯ 


Gedemon wrote:
that would be a waste of development time, and a waste of modders time.

It wouldn't, it's QoL and all Steam users naturally expect to have it.

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3 years ago
Feb 18, 2022, 9:24:58 AM
Sublustris wrote:
Dale_K wrote:
Tell that to the people on Stadio, Microsoft game pass, and Epic.

Those people consciously chose the path of suffering ¯\_(ツ)_/¯ 


Gedemon wrote:
that would be a waste of development time, and a waste of modders time.

It wouldn't, it's QoL and all Steam users naturally expect to have it.

Seems like a really bad take, but I guess you're just trolling.

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