Space Engineers 2 - Official Client Side Only Mods (Independent from Servers)

creeloper27 shared this feedback 48 days ago
Under Consideration

To start off I want to say that I hugely appreciate the work Keen is doing for Space Engineers 2 and that I am no expert in Space Engineers modding but I have a decent understanding of the core concepts.


While on Space Engineers (1) we have https://sepluginloader.github.io to unofficially load Client Side Only mods independently of the server you are connecting to, it would be extremely beneficial for players and server owners to have Space Engineers 2 support Client Side Only mods Officially, independently of the server you are connecting to, just like in Deep Rock Galactic and even bigger games like Minecraft (though unofficially thanks to all the loaders there are).


This would make it incredibly easy for average players to customize UIs, icons, colors, textures, models, animations, sounds and ideally more complex client specific behaviors independently of which server they are going to play on, players should be able to load up the game using any mod they like and join any server they like, if supported Officially, the servers could even be able to blacklist (or whitelist even) any client side mod they might not want to be used! (so users can use "approved" ones them on official servers as well!).

Mods themselves should be more detached from the server, (this could be already the case though I do not know for sure) they could have some metadata to show if the mod is Client Side Only, Server Side Only, Client and Server Side, Client and/or Server Side (can be in only one but works better / is more integrated on both) and allow the player to choose what client side specific mods they want to add or remove from the suggested server mod list (Client Side Only mods can be removed or added at will only obviously).


We already have a part of this now thanks to https://sepluginloader.github.io but it would be so much better for both average users and server admins for Space Engineers 2 to support this Officially, the modding community would be able to make so much more and the player would have such an easier time if they just want to customize UIs, icons, colors, textures, models, animations, sounds and ideally more complex client specific behaviors, anything to their liking without the need for the server owner to manually have to add those mods! (which is insanely annoying and not applicable in most situations currently), also this is true the other way around, if a server owner wants to add new grid spawns, make the speed limit higher, control trading outpost trades or anything that doesn't need a Client Side mod they should be able to do it and have players be able to join using Vanilla Clients or with their own Client Side modded clients :D


I feel like the community would seriously appreciate this, if this doesn't get implemented then it will be done by the community again most likely, making it less centralized, harder to integrate and not administrable by server owners (as it currently is).


If this is not something Keen is interested in and they would rather continue with a similar hands-off approach for Client Only mods in Space Engineers 2 as well then I suggest at least to have proper Official "Resource Pack" system just like we have in Minecraft Officially as well.

This way while players would not be able to customize more complex client specific behaviors, they would at least be able to fully customize UIs, icons, colors, textures, models, animations and sounds to their likings.


Thanks in advance :D

Replies (8)

photo
1

Also making the distinction between mod types more clear and distinct could end up benefitting a lot console versions as well, while they will most likely not be able to support client side mods as it currently is and has always been for consoles, embracing this limitation in the core of Space Engineers 2 by making the separation more clear and having more support in the core of the game could make it so making server side only mods will be better than ever for console players and even vanilla computer clients would be able to connect to these servers with server side only mods and work anyway!

photo
2

I like it a lot since it'd probably give servers whitelist/blacklist abilities as well as everything mentioned in the third-to-last paragraph being very true. Official support would make it way more accessible since it could be as easy as subscribing to normal mods and enabling them in-game (with a restart of course).

photo
3

Paradox Interactive has similar approach, where they calculate checksum based on game version and mods; and certain mods like music mods, icons / ui mods, artworks / certain textures and other ones which do not change the gameplay count as vanilla and don't require host/other players to have those installed in multiplayer, which is very convenient.

I am thrilled to see there is part of solution for SE available on github and more indepth conversations were in place.

photo
2

Whilst I can see the benefit to this, when I host a Server, I make it a true Hardcore Nightmare. Everything from Mining to Brightness gets modded and I will sometimes even make only Small Grids able to move.

If players are able to have their own Client Side Mods that change this, it could give them an advantage over other Players, or just break the spirit of the Server.

photo
3

This is already the case with community loaders, this is why I am proposing an official way of doing this so that server admins can moderate this aspect of the game limiting what they allow and don't, kind of like an optional mod whitelist/blacklist.

photo
1

@Dax, your concern is valid, but the object is better framed such that server ownern have the ability to bar any alternative (sanctioned) loaders from connecting; or put another way, admin should be able to choose what clients and client-side plugins they allow.

Unfortunately, it's still a pandora's box as Minecraft found out. An entire class of clients emerged that spoofed both themselves and the client-side mods the player is connecting with. Trust becomes dynamic and speculative. This argument also has tangent rabbit holes of concern for server owners and players on MP servers.

All that said, I think Keen should lean in further to sepluginloader, exercise creative guidance in return for sanctioning the plugin loader and even going so far as to perform code review (which doesn't necessarily need to be a free service) on plugin submissions to help assuage (some) of the FUD around plugins. Plugins that go through the rigorous scrutiny and submit to change control would be officially sanctioned plugins. In a sense, it provides an avenue for crowdsourcing special interest development that Keen psudo-incorporates into the ecosystem for the modest price of code review. It seems like win-win -- Three models of product: fully internal, partially internal, and fully external.

Ultimately, the dev team could be 100% on board but the decision-makers are all in the front office and they need the business case, above and beyond the geeky glitter. I think there is a business case to be made for a full life-cycle of this type of service expansion that contributes to business continuity.

The question the bean counters are going to ask: how does leaning into this complexity affect our top and bottom lines. Does this fall under the marketing budget? Does it develop measurable "good will" or improve brand equity? Will this allow us to lower costs and/or reduce head-count?

photo
photo
2

This is a very dangerous topic. Which entails many pitfalls. It is better not to do this, it will significantly worsen the game with mods.

photo
3

Oh well if GodHound says it's dangerous then we can all forget that the community version in SE1 works great and that the OP wants servers to be able to enforce whitelists/blacklists. He said it's dangerous anyways so let's all pack it up and go home

photo
2

Sorry for being too direct but this is the worse generic with no actual counter arguments feedback in this discussion XD

https://xkcd.com/2855/

photo
photo
2

First of all, I want to say that I have never created mods for Space Engineers, so I might be wrong or unaware of some details.

I would suggest categorizing mods into three types: functional, utility (or QoL), and visual.

Functional mods affect the game mechanics. They add new items or blocks, change recipes, and so on.

Utility mods include various calculators and chat features (including voice chat), statistics, and help for players. For example, a mod could highlight a container that holds a needed item or display the status of a block that an engineer is looking at. I would also classify interface changes under utility mods.

Visual mods are those that replace icons, colors, HUD elements, and so forth.

Therefore, functional mods should only be server-side mods that server owners need to install themselves. The other two types of mods can be installed by players on both the client and the server.

Having white, black, and mandatory mod lists for servers would be very convenient.

However, there is another issue with mods: the programming language. As far as I remember, it is C#. This is a compiled language, which presents a problem. Firstly, I would not accept mods without source code due to security concerns. It’s unclear what a mod will do on a user's machine—whether it will perform as expected or potentially steal user data. Therefore, publication should require the source code to be open to everyone, allowing Keen to distance themselves from others' code. Secondly, the mod should be compiled in the same environment as the game, considering library versions, compilers, and so on. This would mean additional costs for Keen to support CI/CD servers.

photo
1

I feel like having this distinction dictate if you can use a certain client side only mod (server side ones do not count because of their nature, they physically cannot be used if not on the server, it's in the name) on servers would be wrong though, it just creates unnecessary complexity, having a simple whitelist / blacklist for client side mods would be so much easier to implement and use for server admins. This category distinction would be nice to have but extremely hard to actually use, quite a few mods would probably overlap these but sure, having these as workshop categories would be handy when browsing it.

Also regarding the programming language and open source nature of mods this is nothing new, tons of mods currently in the Space Engineers (1) workshop are not open source, code can also be sandboxed, be it compiled or interpreted, there are countless techniques and methods for this that Keen has been using already on Space Engineers (1) so this is is not relevant for this suggestion, I suggest you make a new suggestion if you are worried about that side of modding.

photo
photo
4

And here you lost me: "This would make it incredibly easy for average players to customize UIs, icons, colors, textures, models, animations, sounds..."

Why? Cheating! All that stuff could be used to cheat in PvP. I have absolutely zero tolerance for multiplayer cheaters, it would put me off playing online even more and drive me even more into single player only. A game with PvP should never support Cheating in any way. I was even against WoW UI customization in WoW Open Beta and I was right with it. Players always use such stuff for their advantages against other players and that leads into a more toxic Community. Did we really want that?

Yeah, some of that stuff would be nice, but always in life, sometimes you have to do without something in favor of something else.

UI: you can improve the visibility of enemies, so you easier can spot them = heavy cheating

Icons: if we talk about the icons for the blocks only, that is not much an issue. if we talk about marker icons = cheating possible by improving their visibility.

Colors: some colors are much easier to spot in space than others. Can also be a advantage and so be used for cheating.

Textures: Making the enemies weapon (or armor parts) or even the character itself shining bright = heavy cheating

Models: Making blocks transparent = heavy cheating

Animations: Creating more visible animations can also improve the visibility of enemies = heavy cheating

Sounds: Changing sounds that make enemy ships or even enemy characters can also used for cheating.

photo
3

As multiple people have already stated, IT CAN BE DONE ANYWAYS. Having an official plugin loader would let servers whitelist and blacklist modifications. Otherwise, there will be an unofficial plugin loader just like SE1 has and people will be able to cheat much easier.

photo
1

Only because that problem exist in SE1 didn't mean you can't fix that problem in SE2 and directly give in. You can do black- and whitelist anyway, you only need to support them. But open up that things makes it only more critical because it looks like it would be Ok.

photo
2

This suggestion would make cheating not only harder but also give users and server admins more customization and fine tuned freedom!

Community mod / plugin loaders already allow to load and make anything you want on your client quite easily, so cheating is already quite easy in Space Engineers (1) if someone wants to. This is exactly why I am suggesting this more official and customizable system for handling this, having this system would make it so community loaders for mods and plugins are not needed anymore, it would make cheating for the average player much harder! Not easier! While also giving users more freedom (that can be fine tuned by admins). This suggestion would benefit your argument if you think about it.

On top of that, considering that Space Engineers is way closed to a Sandbox game than a ranked e-sport kind game, there should be a way bigger focus on user freedom and client customization, talk to anyone coming from the world of Modded Minecraft (especially vanilla client QoL mods and resource packs) and you will know exactly what I mean. You can still have fair pvp on servers (just like big and small minecraft servers have been doing for ages), but if the server admin decides to allow (optionally) players to change their inventory UIs because they want buttons in different places and menus to be bigger and use more space, autofocus on a particular search bar, colored icons or different item icons to make them easier to distinguish, overlay of your logistic system, less clutter in your UI (or more!), quieter tools or simply cooler tool sounds, cooler player and block animations, those things do not affect pvp at all, but even things that might affect pvp like changing skyboxes, enemy locked icons, extreme gamma, [...] if a server admin wants, he should have the ability to allow users to use these as well if they want to! Most of my servers I hosted were not too pvp focused so allowing some of my players to use some of these mods would have been perfectly fine! If only I had the ability to do it without them needing to download community loaders! :D


Leave a Comment

photo
Leave a Comment
 
Attach a file