Modding in Space Engineers 2 - Steam Workshop
Keen Software House has recently revealed new details about Space Engineers 2, including the significant decision to drop Steam Workshop support in favor of exclusively using Mod.io for modding. This change has sparked widespread concern and dissatisfaction within the modding community, and it’s important to outline why the Steam Workshop has been essential for modders and why the removal of this platform could lead many to cease modding entirely.
The Importance of Steam Workshop
The Steam Workshop has been the backbone of modding for Space Engineers since its inception. It offers a seamless, user-friendly interface that is deeply integrated with the Steam platform. Here are the key reasons why modders are committed to the Steam Workshop:
Ease of Use:
- The Steam Workshop makes uploading, updating, and managing mods incredibly straightforward. Modders can publish their creations with minimal effort and provide updates quickly and efficiently.
- For players, subscribing to a mod through Steam automatically downloads and keeps it up to date, ensuring a hassle-free experience when adding mods to their worlds.
Integrated Functionality:
- Space Engineers’ current system allows players to directly access and add mods to their worlds through the in-game menu, thanks to the Steam Workshop integration. This level of convenience is unparalleled and has become a standard expectation for modders and players alike.
Community Ecosystem:
- The Steam Workshop fosters a vibrant community where modders can showcase their work, receive feedback, and collaborate with others. This ecosystem has been a critical factor in the thriving modding scene for Space Engineers.
Concerns with Mod.io
While Mod.io was introduced to enable mod support for console users, it has significant drawbacks that make it less appealing for the existing modding community:
Complexity and Limitations:
- Mod.io’s interface is less intuitive compared to the Steam Workshop, and its workflow often involves additional steps that can be cumbersome for modders.
- Many modders report frustration with Mod.io’s tools and lack of integration, which makes managing mods a more tedious and time-consuming process.
Lack of Choice:
- Previously, Mod.io was an optional platform for modders who wanted to share their work with console players. Forcing all modders to transition to Mod.io removes their ability to choose the platform that works best for them and their audience.
Community Disconnection:
- The Steam Workshop is home to an established and active modding community. Moving exclusively to Mod.io fragments this community, making it harder for modders and players to connect and collaborate.
Concerns with Monetization on Mod.io
Mod.io supports the monetization of modders’ content, which introduces several potential issues for the Space Engineers 2 community:
Shift in Motivation:
- In Space Engineers 1, modders create content purely out of passion for the game and the joy of creation. This altruistic motivation has fostered a thriving community that values collaboration and creativity over profit.
- Introducing monetization could shift the primary motivation for modders from creativity to financial gain. This change risks undermining the spirit of the community and could lead to less collaborative and more competitive dynamics among modders.
Financial Barriers for Users:
- Currently, all mods on the Steam Workshop for Space Engineers 1 are free to use. If monetization becomes prevalent on Mod.io, players may need to pay to access mods, creating a financial barrier that limits access to user-generated content.
- This change could alienate a significant portion of the player base, particularly those who cannot afford to spend extra money on mods or who are accustomed to the free modding ecosystem.
Quality vs. Profit:
- Monetization could incentivize quantity over quality, with some modders prioritizing profit-driven content over well-crafted and innovative creations. This shift could degrade the overall quality of mods available to the community.
Impact on Modding:
- The forced transition to Mod.io risks alienating the very community that has been instrumental in the success of Space Engineers. Many modders have expressed that they are unwilling to continue creating content under these new conditions. Here’s why:
Increased Frustration and Workload:
- The additional challenges posed by Mod.io discourage modders from investing their time and energy into creating content. The ease and efficiency provided by the Steam Workshop cannot be overstated in maintaining motivation and enthusiasm within the community.
Loss of a Proven System:
- Modders have spent years building their workflows around the Steam Workshop. Removing this option forces them to adapt to a system they view as inferior, with no guarantee of similar success or satisfaction.
A Plea to Keen Software House
We understand the desire to expand modding support to console players through Mod.io, but we urge Keen Software House to reconsider the decision to completely remove Steam Workshop support. Allowing both platforms to coexist would:
Preserve the established workflows and community dynamics that have made Space Engineers modding so successful.
Provide modders with the freedom to choose the platform that best suits their needs.
Ensure that the transition to Space Engineers 2 builds on the strong foundation laid by its predecessor, rather than alienating the community that has been instrumental to its success.
Modding has been a cornerstone of Space Engineers’ longevity and appeal. By maintaining support for the Steam Workshop alongside Mod.io, Keen Software House can ensure that this vibrant and creative community continues to thrive in Space Engineers 2.
The Steam Workshop is a very nice place to work. Easy to find mods, easy to manage them, no insane censors blocking works like cockpit. I know Keen wants to encourage more modders to upload mods for console but I dont think forcing Modio on everyone is the right way to do it. Its more likely to just drive away allot of modders.
The Steam Workshop is a very nice place to work. Easy to find mods, easy to manage them, no insane censors blocking works like cockpit. I know Keen wants to encourage more modders to upload mods for console but I dont think forcing Modio on everyone is the right way to do it. Its more likely to just drive away allot of modders.
I'm only going to address a few points, since those are the ones that are misleading, inaccurate, or straight up wrong.
Ease of Use.
1. "The Steam Workshop makes uploading, updating, and managing mods incredibly straightforward. Modders can publish their creations with minimal effort and provide updates quickly and efficiently."
The Steam Workshop does not make uploading or updating mods straightforward. It in fact provides no tooling to do so. The provided/official way is to fire up SE, go to the Load Game Screen, in to the settings for a save, and then in to the mod list for that save. From there you have the ability to "publish" mods, but it is never made clear that it is also how you update them too.
This workflow isn't provided by Steam, Steam doesn't provide one. While there are community tools, they are just that... community made.
Additionally the Steam Workshop has odd and completely unexplained restrictions like the thumbnail size limit of 1MB. And the thumbnail itself is a part of how un-straightforward managing your steam mods are. You can't update the thumbnail through the workshop interface. Nope, its a part of the mod itself and needs to be changed via updating the *entire mod*. ie firing up SE, going in the load game screen, etc
Integrated Functionality:
1. "Space Engineers’ current system allows players to directly access and add mods to their worlds through the in-game menu, thanks to the Steam Workshop integration. This level of convenience is unparalleled and has become a standard expectation for modders and players alike."
You can do that with mod.io in SE. It's not a Steam Workshop thing. mod.io is a first class citizen within SE and has all the same features within the game. ie this entire point is moot.
Community Ecosystem:
1. "The Steam Workshop fosters a vibrant community where modders can showcase their work, receive feedback, and collaborate with others. This ecosystem has been a critical factor in the thriving modding scene for Space Engineers."
>fosters a vibrant community
Like where most of the big mods/frameworks have disabled comments on their pages, and require you join their Discord for help and feedback?
Or where many other games known for their modding and don't use the Steam Workshop have vibrant and thriving modding communities?
Lack of Choice:
1. Previously, Mod.io was an optional platform for modders who wanted to share their work with console players. Forcing all modders to transition to Mod.io removes their ability to choose the platform that works best for them and their audience.
You mean like SE with the Steam Workshop for the first.. how many years was it? well SE was out on Steam for seven years before the first console release, admittedly neither got mod/workshop support immediately. Which actually leads on to the next point: fragmentation.
Community Disconnection:
1. The Steam Workshop is home to an established and active modding community. Moving exclusively to Mod.io fragments this community, making it harder for modders and players to connect and collaborate.
We already have fragmentation because of the two workshops in SE. Pick one - lack of choice. Have two - fragmentation.
Choice in this kind of situation leads to fragmentation. I get arguing for one or the other, but these last two points (which are one after the other in your post) are diametrically opposed to each other.
Heck, this disconnection from Steam means that.. it's not tied to Steam. This will mean that Keen isn't.. tied to Steam, should they ever want to release SE2 on other platforms. Oh wait this happened with SE and they needed to add mod.io support for those other platforms. And this caused fragmentation.
I'm not even going to touch on monetization since it's a system that is entirely on Keen to implement, and they haven't said anything about it. Heck, they have barely said anything about mod.io at all and people are getting up in arms about it.
I'm only going to address a few points, since those are the ones that are misleading, inaccurate, or straight up wrong.
Ease of Use.
1. "The Steam Workshop makes uploading, updating, and managing mods incredibly straightforward. Modders can publish their creations with minimal effort and provide updates quickly and efficiently."
The Steam Workshop does not make uploading or updating mods straightforward. It in fact provides no tooling to do so. The provided/official way is to fire up SE, go to the Load Game Screen, in to the settings for a save, and then in to the mod list for that save. From there you have the ability to "publish" mods, but it is never made clear that it is also how you update them too.
This workflow isn't provided by Steam, Steam doesn't provide one. While there are community tools, they are just that... community made.
Additionally the Steam Workshop has odd and completely unexplained restrictions like the thumbnail size limit of 1MB. And the thumbnail itself is a part of how un-straightforward managing your steam mods are. You can't update the thumbnail through the workshop interface. Nope, its a part of the mod itself and needs to be changed via updating the *entire mod*. ie firing up SE, going in the load game screen, etc
Integrated Functionality:
1. "Space Engineers’ current system allows players to directly access and add mods to their worlds through the in-game menu, thanks to the Steam Workshop integration. This level of convenience is unparalleled and has become a standard expectation for modders and players alike."
You can do that with mod.io in SE. It's not a Steam Workshop thing. mod.io is a first class citizen within SE and has all the same features within the game. ie this entire point is moot.
Community Ecosystem:
1. "The Steam Workshop fosters a vibrant community where modders can showcase their work, receive feedback, and collaborate with others. This ecosystem has been a critical factor in the thriving modding scene for Space Engineers."
>fosters a vibrant community
Like where most of the big mods/frameworks have disabled comments on their pages, and require you join their Discord for help and feedback?
Or where many other games known for their modding and don't use the Steam Workshop have vibrant and thriving modding communities?
Lack of Choice:
1. Previously, Mod.io was an optional platform for modders who wanted to share their work with console players. Forcing all modders to transition to Mod.io removes their ability to choose the platform that works best for them and their audience.
You mean like SE with the Steam Workshop for the first.. how many years was it? well SE was out on Steam for seven years before the first console release, admittedly neither got mod/workshop support immediately. Which actually leads on to the next point: fragmentation.
Community Disconnection:
1. The Steam Workshop is home to an established and active modding community. Moving exclusively to Mod.io fragments this community, making it harder for modders and players to connect and collaborate.
We already have fragmentation because of the two workshops in SE. Pick one - lack of choice. Have two - fragmentation.
Choice in this kind of situation leads to fragmentation. I get arguing for one or the other, but these last two points (which are one after the other in your post) are diametrically opposed to each other.
Heck, this disconnection from Steam means that.. it's not tied to Steam. This will mean that Keen isn't.. tied to Steam, should they ever want to release SE2 on other platforms. Oh wait this happened with SE and they needed to add mod.io support for those other platforms. And this caused fragmentation.
I'm not even going to touch on monetization since it's a system that is entirely on Keen to implement, and they haven't said anything about it. Heck, they have barely said anything about mod.io at all and people are getting up in arms about it.
+1 from me
+1 from me
It looks like it's workshop support or refund, your move keen... :(
It looks like it's workshop support or refund, your move keen... :(
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