![]() ![]() Remember all those times your progress was accidentally overwritten when you were trying to update your sub on the Workshop? We’ve revised the mod folder structure to prevent this from happening. xml instead.Ĭreating and updating custom subs (and other mods) Having to do that here was more hindrance than help, so in the future, defining content types will be done in. We’ve made an additional, important change here: you will no longer be required (or, indeed, able) to define content types in this menu. Under the new Modding tab is the familiar Publish tab for publishing your work on the Steam Workshop. This should make it more appealing to play with mods in multiplayer even without a well-established crew, when everyone on the server can access the needed mods instantly rather than look for them on the Workshop separately. Importantly, these changes also prevent our future updates from scrambling your mod load order like they have so far.Īnother improvement for using mods is being able to download any kind of mods directly from the server you’re playing on, just like custom subs. ![]() ![]() This should help you see more easily what you have enabled and manage mod load order all in the same place. The game will now also ask you to manually update mods instead of automatically installing updates. ![]() With regard to managing your mod settings, there are two big changes: instead of a tickbox next to each mod to enable or disable them, the list of mods is split into two, one for the enabled mods and another for the disabled ones. Now they will all be in one place – we’re adding a new Modding tab under the Settings menu, and everything to do with modding will be found there. Previously, mod settings have been in several places user interface-wise. Modding refactor – what? Managing mod settings This year, we’ve finally got the modding refactor to a place where the whole team has been able to start testing it internally.Ī couple of weeks ago, we released the modding refactor to the Unstable test version, so you can now test it, too! Without further ado, let’s take a look at the big changes, from the player’s and modder’s perspective. It’s been slow going because there are substantial changes, and it’s all been done while we’ve also been advancing our content update plan for the game. So, not too long after that, one of our programmers started planning a modding overhaul that has been quietly churning in the background ever since. It was then that we also got our first real, post-release player feedback, and the need for changes in the modding code gradually became evident. Shouldn’t we have taken care of it in 2019? Well, in 2019, we rewrote just about the entire networking code and made other big changes that, in hindsight, we would ideally have done even before releasing on Steam. Modding refactor – why?Īs we are soon three years into Early Access, it may seem that this is coming very late. More importantly, it will make it a lot neater and more intuitive for you to use mods and for us to update the game without breaking them too often. That may sound alarming – what about all that player-made content already on the Steam Workshop? The modding refactor should not affect most existing mods adversely. Barotrauma development is rolling along, and it’s time to lift the veil on something that we have been working on for an extended time, behind the scenes and under the hood: a complete overhaul of the codebase for modding. ![]()
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