#modded-drg-chat
1 messages Β· Page 44 of 1
oh i just cant connect to steam
so steam's doing their update routine right now
and it breaks mods for some reason
I love how everyone screams at visual mods yet there is so little conversation on sound. As in some verified sound mods a player doesn't have to actively blend out soundscapes anymore cause the modding community already is doing the job for them by muting half of the sounds that are usually in place to cover up stealthier sounds. Not cheating if I don't have to listen to any background noises anymore /s
I will likely install the mod that removes the weird fake-tinnitus effect. I hate high pitch squeals in games/movies.
yeah, its really annoying when you have actual tinnitus
I'm usually a fan of immersion in games, but I LOVE that squeaky toy hammer in the mod showcase video
What was the modding folder again? C:\Program Files (x86)\Steam\steamapps\common\Deep Rock Galactic\FSD\Content\Paks ?
I need to remove some depreceated mods
and I can't find them
So justifying cheating to lower the ceiling of challenge. Cause not paying attention to something vs not actually hearing things because of biological reasons justifying using these mods. I don't mind but this is an edge case.
I am in for inclusion when it comes to accessibility so is the minimal flashy option provided by GSG. This is day one and at what point does the community make the decision to not further muddle what is vanilla difficulty experience and whats not.
I heard some people play the game with music set to 0%, monsters!
how exactly is removing the tinnitus sound considered cheating?
as it is, the sound doesnt really stop me from hearing anything, it just is annoying
it might cover up a sneaking Swarmer that be a deciding factor between down or up you are overhearing. I played FPS for years. Heard so many game flashbangs and its a thing off practice to filter out certain auditory clutter from your surroundings. Yep Dori is annoying AF but its part of the game and part of the difficulty to hear where threats are emerging from. Being able to pin point audio cues in DRG can grant you an informed decission where you want to take your fights in Haz5 or higher.
is using an fov mod "cheating"?
that sounds like a lot of mental gymnastics but okay, you do you
I mostly just like to have my weapon FOV set higher but there isnt a mod for weapon model fov
Q3 low settings vs full high isn't cheating?
what i mean by it potentially being cheating is for it allowing you to see much farther
which kind of removes the claustrophobic dark caves aspect
This is an exaggeration but basically that what it is. Mod to the most advantage someone can get
If that what verified allows for you can basically kill all background audio. Leave all the crawly sounds in and have a damn good time hear every crawling bug in the max reverb range. And it is still only client side.
This feels like such a bizarre conversation to be having given how laid-back DRG is in general, these minute gains from modding that may exist to me seem just insignificant in the face of the fact that the base difficulty of the game just doesn't warrant caring about it
That plus the fact that the devs have already outlined what they consider to be "cheating" when creating the different mod categories, and this isn't part of it
However, you may have a decent argument if the angle was simply "perhaps these should be Approved rather than Verified given the case with other gameplay-impacting visual mods"
But "cheating" is not the angle you want to really be making here
It wouldn't be an issue if lobbies could enforce vanilla files game file states.
If I am hosting I'd like to have control over what is gameplay changing and whats not. Most platant in that regard is something like this. https://drg.mod.io/increased-pipeline-build-and-repair-range
that sounds a lot like gatekeeping over really minor things though
that is basically cheating as this mod gives a player way more tolerance and leeway doing repairs
Yeah, that's reasonable.
Gameplay-impacting non-vanilla belongs in Approved, which would satisfy the condition you're asking for. Visual or not.
And it is gatekeeping I'll admit, but it's also just consistency with the categorization. I think calling it cheating is... highly questionable, but the general category shift is not without basis if there are similar visual mods that land themselves in approved.
Why do I need any constency anymore in this game if Dwarf A can repair from a mile away, when Dwar C can see through his own Chem nades, or IFG because IFG particles... Dwarf B can't be fooled by anyting cause he hears every Caveleeche because its 10 times louder, without spending a perk he previously had to sacrifice a damn perk slot for
This is literally the discussion here, why can't we just have Modded vs Unmodded. And within modded a subcategory Approved and Verified. Its that easy
@wooden ledge did you also unsubscribe from those mods btw ?
Also, with a sandbox save, you don't go back to vanilla.
Are these examples concrete Verified mods you can point to, or hypothetical examples? Because if they go in Approved, then it's not your problem at all, they can't join your game with those things active.
And in regards to "Modded vs Umodded", that is more or less the current system - the only real argument to be made here is whether or not GSG is properly vetting and categorizing mods
That does remind me though, as a general question: is there a method for appealing the categorization of mods that GSG has decided on? Or is this more of a "yelling at clouds" thing
@wooden ledge "I managed to get a cloud backup of a non modded version of my save. im now using that save as my main save (even though its techincally not my main save)
the way to fix the issue the way I did is to do this.
#1 make a secondary save of your sandbox main game.
#2 reset the progress of the secondary save
#3 restore save, on the secondary save to an older backed up version of the main save that has no sandbox.
#4 now you have a fixed copy of your main save.
this is the only solution I found available. sadly the main save is still borked but this secondary save is vanilla and I plan to stay vanilla until this is fixed."
if your main save is turned into a sandbox save, this might be able to help you
how do i make a secondary save of my sandbox main game?
in the save menu, you have the option for making another save. Just enter a different name and save it.
where is the save menu?
in the options
im sorry i am just really dumb so i probably have no idea where anything is
ok thank you
Is there a mod that only increases spawn rates of Glyphid Grunts?
you can check on mod.io, in DRG
Ok
@ancient skiff "I managed to get a cloud backup of a non modded version of my save. im now using that save as my main save (even though its techincally not my main save)
the way to fix the issue the way I did is to do this.
#1 make a secondary save of your sandbox main game.
#2 reset the progress of the secondary save
#3 restore save, on the secondary save to an older backed up version of the main save that has no sandbox.
#4 now you have a fixed copy of your main save.
this is the only solution I found available. sadly the main save is still borked but this secondary save is vanilla and I plan to stay vanilla until this is fixed."
that might help you
Thanks
How do you make a secondary save of your sandbox main game?
Oh wait nvm I didn't notice that I already had a save
Just changing save files was the answer >_>
Farting jukebox mod when
bring back our farting jukeboxes from some patch long ago that removed it
well that was even easier then.
My fix was mostly for if you're hit by the bug where the game doesn't make a duplicate.
I was point out that this is day one and that just the start. The more mods we get the harder it will get with curating them.
As this update was postponed twice or trice this time it seems a half arsed attempt pleasing everybody and nobody at the same time. Two of these for example make the game way easier to play and tamper with core gameplay design and choices made by designers. Dori was tweaked and muted multiple times after release and visually tweaked to spawn less debris be less noisy.
Dwarf C = https://drg.mod.io/ashless-radioactive-exclusion-zone
Dwarf B = https://drg.mod.io/doretta-shut-up *wrong mod
could be applied to anything sound related as Verified (Mods with the types: Cosmetics, Visual, and Audio automatically default to the Verified Category if they only modify cosmetic or audio files.)
How well does co-dependent molly behave in multiplayer?
is there a mod that removes the use of flares?
Both mods above fall into the Verified category by design, and so is QoL like Remove all Particles. Yes the intention is clear to provide way better FPS. But also takes away distracting Elements in Azure Weald, Magma Core. The current lack of certain dependency for mods also take a way differnt kinds of challenges. Teams will likely have way more success now with a souped up Dori then before.
there is one that removes flares after a while if you are having performance issues
i want no flares for darkness only missions
like, to force everyone in the party to not use flares?
I mean if the argument is that it tampers with gameplay design and choices made by the devs and designers of the game...The devs have already pushed an official statement about that. If a mod is approved, then it's because to the devs that mod doesn't really affect with the game so much to the point that the mod pushed beyond what the game devs wanted the experience and progression of the game to be.
You could make up your own definition of what you consider cheating or giving unfair gameplay advantage to whatever you want, but at the end of the day the game devs/designers themselves approved the mod as they determined it still is in line with the game's spirit.
And you bring up those mods, but technically you can already achieve a similar thing with just the vanilla game. Turning down all your graphics setting to low and muting certain audio sources such as the music volume technically gives gameplay advantage as it is.
To credit your work you are not removing everything, but ruling to Verified leaves it wide open to modders as long as they are only editing audio and cosmetical stuff that don't conflict with gameplay. Yet everthing within this group gets defaulted to Verified automatically. Thats the thing that bothers me. From here on there is no baseline anymore.
where is the mod folder located?
I do see what you're trying to get at though. I can imagine someone making an audio mod to amplify or make leech extending its arm sound easier to hear
I remember the days in Killing Floor with its restrictive White / Grey / Blacklisting of Mods. The experience was consistent through out all games.
I only have the modded save data ... help
hey guys, I think I may have messed up my drg save file, I only see like 9 lobbies open across all maps
any ideas?
But I don't think everything will be defaulted to Verified automatically. Looks like they do step in if the visual/audio/cosmetic mod might provide a gameplay advantage, well hopefully anyway. For example, the flashlight mods technically can count as verified but it's down to approved only. Although I'm not sure if this is a conscious decision by the mod creator or if the GSG mod team stepped in. Either way, hopefully they do check to avoid the situations you brought up about verified mods.
fixed it nvm
Starting to play around with the cosmetic and audio mods. Random questions if anyone knows the answer (I apologize if I missed an answer to this in the intro reading to the modding support). For verified cosmetic and audio mods that directly affect items held by a character and sounds made by a character, if I join a friend's session, will they be able to see and hear those mods as they affect my character? If yes, will my friend need to have the same mods installed on their client as well in order to see/hear them on my character, or will this be able to occur with the mods installed on my client only? (Or, is this something that works differently from mod to mod?)
Verified mods are not synchronized with anyone. In order for anyone other than yourself to see their effects, they'll need to manually install them themselves (the game won't do it for them as it does with Approved mods)
Okay @ripe plume thank you for the info and for answering
Actually it's no with one exception: Bongoskaggs' paintjob unlockers and pickaxe part unlocker are visible to other players when you take the modded equipment into a mission
Game seems to crash lots in new update
Wait really? That's pretty cool actually π
That makes sense since they're just unlocking parts that are otherwise vanilla
Indeed, technically it's not adding anything, just flipping a switch to let you use existing pieces in areas otherwise forbidden
I wish fabulous molly was visible to other players who also have the mod
Also thanks for that added info @languid timber
Like they see whatever the host has done to there molly
Guess I know what mods I'm gonna go install now
Weapon Paintjob Unlocker is seriously my #1 mod in the entire game and I can't recommend it enough
I was playing around with HandDrawnNerd's Rhythm and Soul mods and was hoping I could surprise a friend of mine with them, looks like it wouldn't work out lol
So it adds some custom weapon skins and unlocks them all?
thanks this helped
It allows you to use the default paintjobs for each framework on different frameworks, so for example you could have a Neon Band weapon with the gold tone of a Scale Brigade weapon's default paint
Cool
That sounds really cool
But I think you do actually have to have the framework unlocked first to get the paint, though I'm not sure because I got the mod after I already had all the cargo crate loot
But yeah it's a very cool mod and I use the scale brigade paint on almost every weapon on every class because I have no sense of humility
the one that has all 3 combined doesnt require you to have them unlocked, unfortunately
Dang that's a shame
Whew.
same, its an absolutely AWESOME paintjob (i wish there was a version in shiny gunmetal gray)
dark gray/red is one of the best color combinations imo
it has all the cool parts of black/red but without that sheer level of edgy, and it allows for more visible detail than black/red
Even without. Fourth Relic framework + Scale Brigade paint looks INSANE on lots of weapons but especially the Minigun and M1000
i fear your creation
XD
Also pickaxe skin and armor skin unlocker good mods and kinda do same thing as weapon, but pickaxe allows you to use a backblade part on front
Anyone know if there is a mod to replace the driller's axes with leviathan or stormbreaker?
i havent seen any that do that
@waxen spear
thanks
in the new update it makes you have a new save file for mods but it says i have the max amount of saves but when i last played i only had 2 does anyone know how to fix this?
Any mods for no-cooldown rock and stones (V) spam?
I need to force a bulk detonator spawn.
Anyone know a mod that will make it 100%, bulk det infest + x10 spawns didn't make it happen.
Testing out some mods.
Like, the spawn menu mod?
I dunno, I just need to force a bulk detonator.
I gotta know how a different mod has changed it.
Spawn menu is sandbox though
I'll use the sandbox save, I don't mind.
Its annoying some approved modded games force you to use sandbox save, it might be a bug
And then some mods get enabled that you don't want sometimes
So joining other modded games can kinda fuck with your stuff and then enable things u dont want
I need a scout to light this.
Houston, we have a problem.
@nova cedar They disable after you leave though right?
Some dont
I gotta imagine they will patch that out.
You're probably joining the.. CVO? (comprehnsive overhaul) mod.. which changes a ton of weapon slots and such.
currently I think thats the only overhaul mod, so avoid that one and you should be fine.
Anyone else having issues syncing modlists with the host?
Whats also annoying is nobody wants to join my game right now
So I have to search for other games
I'm running with 4x spawns.
So... Should I keep this detonator? Crassus and Elite detonations are normal, the basic bulk makes that massive super crater, but the damage drops off dramatically if you're in the outer radius.
is there any way to create a new save thats not sandbox and load my progress from before my save was flagged as sandbox? the game wont let me do it to a save thats flagged, but i cant create a save thats not flagged. is my only solution really to reset all progress? if thats the case then im just done.
this should help @calm acorn
Hmm better spectator seem to not be installing
That one downloaded fine for me but Swiggity Grabbers won't download. I'm guessing it's a Mod.io bandwidth issues and I see others have it.
@dusty holly thank you so much for pointing me to that. so much despair at the thought of dumping 300 hours of play down the drain.
I only need to disable sandbox mods to be able to play my non-sandbox save right?
Or will an uninstall of those mods be necessary?
@young crown Yes, that's what I had to do. Disable the sandbox listed mods and then you can join normal games
Thank you.
Fuck like this update is good, but it has sooo many bugs right now
Agreed. I tried the public beta and the mods always downloaded and it only took a few seconds
It's like everyone is doing it now and some system in the line is limiting requests/bandwidth
No one appears to be able to join my approved mod game.. played 2 missions (about an hour overall), and now sitting in the station with an active mission.. and nada, no one π¦
Why does joining other modded games permanently install them to your client?
The fact that it defaults approved mod sorting off is.. annoying.
Like should uninstall when u leave
@nova cedar does it.. install them and leave them enabled, or just install?
@nova cedar what pod you in and I can try to join
And shouldnt force me to switch to sandbox in an approved modded game
installs and enables for that lobby then automatically disables them once you leave
^ yea thats fine.. saves some bandwidth for joining lots of games and downloading the same mod over and over
How's this list look?
I thought 3x light was too much light.
Configuration:
Spawn Rate, 4x
Doretta Upgrades Enabled:
Damage Resistance
4 Minehead Guns
2 Rail Deployers
2 Deposit Points
Floodlight
Glad it could help you ! 
I'm on the fence with ddetonators; and one or two of these mods requires CVO.
It wont let me install new mods now
Note; you can sort the list by verified/approved; so that its easier to see what actually effects other people
didn't you reach the limit of 25 ?
hi guys, two questions
is there something wrong with the speedster mod? I can't get it to work
also, why the hell is fast machine event start a sandbox mod?
There should be a modified version of spawn menu mod for approved modded games that only allows you to spawn entities in the space rig
The answer to the second one is simple. It's because there isn't a pinned message saying that categories are manually assigned and all mods default (except specific cosmetic or audio mods) to sandbox.
ok, so it hasn't been categorized yet I guess
Bc spawning stuff in space rig is fun
so as to the speedster mod
It's grayed out in the BP mod manager, but I can go into the thing and modify molly's speed
it says it's checked and active
but when I start a game it doesn't show it anymore
any thoughts?
Lmao this makes no sense, mods just get released yet nobody wants to play modded games it seems
I personally only want minor QOL mods
The problem I think is.. everyone who likes modded was using their own mods that only effected them for the most part, and yet could join other peoples games.. and now these fall under 'approved' which requires everyone else to use them.. OR, for you to not use them when you join someone elses game..
so in effect this has split the player base a bit π¦
Most mods that are categorized as approved already didn't do anything when you joined a server as a client
does anyone know what my mod problem might be?
or is there a better place to post my question?
but not all, for example; I tended to use a Better Bosco, Better Mining Laser, and Let their be light... the first one obviously doesn't apply, but the other 2 would work and JUST for me.
Err Regal, I read what you said above RE: Speedster, but I didnt see a question exactly?
sorry, I thought the question was implicit
what's the problem?
why is it not working?
Grey just means you cant disable it through the mod manager thingy, but its still there for me ingame and adjustable.
well, the thing is, it disappears when I enter a game
I open BP mod manager inside of a mission and it isn't there anymore
Ok I discovered another bug, joining a non modded game with mods and leaving forces you to load into a sandbox save
but it is on the space rig
So you hit N, ingame (in a mission), and scroll down to the bottom and its not there?
yes
the number of mods in BP mod manager decreases as well
from 4 in the space rig to 3 (speedster is the one missing)
At that point, try disabling al other mods other then BPMM (in the esc, modding tab. DONT unsubscribe everything, just disable it in the ingame menu) and try again.
k
if you ONLY have speedster and BPMM and it works.. but when you add other mods and it doesnt... then its a mod conflict.
The different saves are so bugged right now
ok, turned all but those off, getting into a mission now
Guess maybe will just not play till things get fixed
it says it's not found again
oop, now it is
that's weird, it took a second to appear
so, working?
((it probably starts disabled because missions exist with no molly
and therefor waits for it to be 'unloaded' from the ... drop pod
it started working before she dropped down, but probably when she appeared
anyway
so now I just figure out what it's conflicting with?
by trial and error?
if you're sure that another mod was completely breaking it... yes π¦
well, I'd assume so, since what you said would happen happened
are there any obvious ones.. like....
a mod that ALSO modifies mollys speed, or modifies molly at all?
Or play vanilla till the modded stuff gets fixed
fabulous moddy
nah mod conflicts wont be fixed by DRG patches.
otherwise nothing else changed molly
Since there seems to be more people who play vanilla
so try that one first (enabling it with speedster), and see if that instantly causes speedster to stop working
I guess I'd rather have a fast molly than a pretty one
What just happened is I joined a non modded game with mods on my client, then left, and then it forced me to load into sandbox save so I went back and then game crashed, tried to load in again, crashed again, and then loaded in again with all my mods disabled
Thats like really annoying
fabulous molly works with speedster
If thats gonna happen every time
Im staying out of sandbox mods until Im sure things are ok. (make sure when downloading mods to NOT have sandbox in the list)
I accidentally downloaded a few mods that didn't seem like they'd be sandbox mods, but were
you may just want to try re-enabling everything, seeing if issue still occuring, and then disabling 1 by 1
I realized the problem after
Yea it merges the WHOLE mod list together by default, you HAVE to select verified, look through the list, THEN approved.. and look through that list.
anything else is asking to accidentally get a sandbox mod.
seems to be working now
K found out it was doing that thing bc I had a sandbox mod on my main save
Still dont notice much a difference between weapon unlocker and vanilla
Hey, I have a question. I removed all my sandbox mods but I cannot seem to access the entire server list. I am locked with the sandbox mods. What do I need to do?
Is it possible to add stuff, atm I only see replacement mods
I disabled all the approved mods, it still only allows me to see sandbox servers
I'm going to try to remove all my mods
disabled everything and restarted
Why can I not change this setting?
To syncronize your mod collection in-game, we recommend you connect to your mod.io account.
To syncronize your mod collection in-game, we recommend you connect Steam to your mod.io account.
Did both connect and Sign in but those still pop up, when i click on the link part do nothing and mods I sub to don't appear in list no matter how much I wait.
Anyone has any idea what to do?
Mine worked when I used steam's browser
Had to use direct steam logging aka make another account. What even is this buggy mess
you're on a sandbox save file
its the only file I have
and it says it's a sandbox save?
I have the same problem, I don't know how to solve it.
check pins in bug_discussion I think
#1 make a secondary save of your sandbox main game.
#2 reset the progress of the secondary save
#3 restore save, on the secondary save to an older backed up version of the main save that has no sandbox.
#4 now you have a fixed copy of your main save.
see above
kinda wish that joining modded servers mean i download, play, then delete afterwards, rather than subscribing to it on mod.io
I want to start modding the game, is DRGLib superior to BPMM?
In its current state, no.
that might be better asked in the DRG-modding discord
already did
good to know, thanks
yea, i see banagement's here
Is there anyway I could commission a mod? A real simple one, I just want the destroying crystal voice lines removed, because I'm apparently the one and only person who finds them incredibly annoying and unfunny.
I could do that for you. DM me and we can talk about it.
Let the drawing of naughty shapes on other people's scanners begin!
I wonder if the fact that it will appear on the screens of other players without their permission will disqualify it from verified despite it not impacting gameplay directly enough to really be Approved
Hope not. It sounds cool.
Oh, rip
Well, still sounds like a nice QoL addition
Yeah, I can't test with others unless I upload it to modio. Kind of annoying.
Just curious if Im missing any (am blind); are there any engi/scout mods in the nature of the Humanoid Drillzoer, High Quality Ziplines (For driller/gunner) --- which improve their platforms/turrets and/or flaregun/grappling hook (Verified or Approved only)?
I'm sure this question as asked a million times, but I couldn't find anything pinned about this π¨ How would I get started with making mods? I couldn't find anything on their official announcement about an SDK
there's no SDK or API, but you can use Unreal + community modding tools. I suggest checking out the modding discord linked in #fan-communities . There's tools and guides to get you started there
Wonderful! Thanks for your help!!!!!
So, what do you guys think about our modding support implementation so far?
oh no he said the thing
I can handle it
It's a decent foundation for further forays into modding, and it's miles and heaps better than the first system implemented during U34 Experimental.
Still salty about you choosing to disable achievement gain for Approved mods despite the backlash this decision received on DRG Modding; some mods should be straight up recategorized (looking at stuff like Upgraded Doretta, 40 Nitra Resupplies etc.) but if you feel they should be Approved, all the power to you; approval system is too reminiscent of what Fatshark did with Vermintide and how that fared is a tale known by many here. Mod profiles could be a nice feature we've already suggested a couple of times here and on DRG Modding. There are issues with save files reverting to Sandbox for some players, hopefully that's sorted out eventually. There could be an option to ignore Vanilla servers. Many issues to iron out like that mod cap thing.
which one should I use, starship troopers or swarm size control?
Can anyone help with my request?
There's none I can think of that hex modding would get you. You should ask on DRG Modding, maybe some blueprint modders can find that in .cpp dumps.
Enjoying it a lot. Very easy to use, well integrated. There's a few bugs that remain, but I'm sure you guys in QAyy lmao are very aware of them :P. As Greyhound suggested, mod profiles for easy swapping/loading would be a beautiful update to the mod system in the future and it's the only thing I as a casual mod user find lacking about the interface so far. Thanks so much for all the awesome work. It's very fluid and very cool. 
Maple with the instant joy face
Yeah the mod conflicts, and load order, and mod cap probs are points for improvement
how soon before we run skyrim in DRG
You'd have to ask Todd.
make it run on one of those tiny ass screens in the space rig
Mushroom juice is better than original yellow box
I liked new character icons with animals/re design of current dwarf ones
new music besides vanilla tracks in jukebox is also big improvement
i tried the class icons over the vanilla profile picture ones
purr purr lootbug is charming and adorable ingame
but ehhh, i've gotten used to seeing nefario as driller
(I have more juicebox flavors on the way once I figure out how to properly implement them without spamming mod.io, glad you enjoy it.)
there's so many interesting mods and only a 25 mod limit π
make 25 and use up all the mod slots π
Perfect 
excited for the full suite
I'm using the doom music mod and it is extremely loud during the mission loading screen. I already lowered the music volume but it won't help. Any way to fix?
I wanted to turn on/off jukebox in any location in hub and not only when you close to it and click E button, but I think its harder to implement with mod
Could be possible with blueprint stuff, tying the function to a hotkey of your choosing
not sure tho
The mod cap of 25 is temporary!
volume buttons for jukebox without clicking options also would be good
or ok
separate volume setting in options for jukebox
Current doretta voice mod is too quite
TTS Doretta?
reminds me of Zentreya from Vtubers group
she sounds exactly same
and using text to speech
so its hilarious to hear doretta every time
Gotcha, yeah it was one of the first mods I made and I didn't understand the audio settings fully. Fixing the volume for TTS Doretta is on my list of things to do, as well as adding some more voicelines. Thanks for the heads up.
I wish there was an option to decline downloading the same approved mods as the host. I believe this was done to prevent issues from client and host not having the same mods (doretta HP and resupply cost desync is what I can think of from the top of my head). But most approved mods I don't think this should be affected that much. It is really annoying having my mod list be bloated with a bunch of mods that I didn't install myself. Some lobbies I dont even wanna join just because I don't feel like having their mods installed with me. There's also some approved mods that also affect me client side and don't mind joining a lobby with one, but would prefer playing without those mods even if I'm the only one without it.
It would also be nice to have Approved mods that got installed from joining a lobby into its own separate tab.
Would also be nice to have my own approved mods that got disabled from joining an approved modded lobby to be automatically re-enabled after leaving that lobby. And have the option to automatically unsubscribe from approved mods that we installed.
Hi guys, entering the mods mode I had many saved games and deleted all but one, but now it seems that I have completely lost the progress of the game (when I had almost 99% of everything unlocked to date, and the event cosmetics, such as the 1,2,3 year old deep rock hats etc ...)
What I can do?
Try the 'Restore Save' button in the Saves tab of the ESC menu.
Thank u very much! i go to try it
Todd Howard ruined everything again? smh
Fixed! thx! β€οΈ
Easy to get going, quite 'idiot proof', a bit fiddly the more mods you have.
The naming and approval system still seems to confuse people, so the mouseover tooltips seem fine. (Dunno why you didn't name it Whitelisted, Greylisted, Blacklisted for Game Progression. Though I read your difficulties with proper namings)
mod.io is easy enough to use, basically steam workshop ingame overlay with lobby filters.
The only things missing (I posted two of these points in different channels already)
- mods need a 'check / uncheck all' comfort option.
- 'disable sandbox mods' button so I can switch to my main save quickly.
- maybe make a second button to save menu inside the modding menu
- key shortcut for the modding screen
- I had issues with the game enabling all mods on its own, giving me the sandbox save, throwing me out of regular play until I disabled them manually again to be able to switch to stable save
- I had one instance of a friend who modded before not being able to play as the mods would screw his game, so he needed the -disablemodding option. Imo this is 'too technical' for the average player and should be introduced as launcher option ('Reset all Mods' or smth) below the DX11 / DX12 options. You cannot expect the average 'start my game and play' user to look up the solution with launch options in forums / discord.
- You said you're still discussing this? Option to download the verified mods of a host if I want to, or maybe for the host to offer these mods to clients optional when connecting.
- Starting a with sandbox mods active / on the sandbox save game should possibly activate 'Sandbox' server filter so you see servers per default
I haven't played with mods and different players enough yet to make a statement on this.
Oh just came up with another one:
- the game should show you your STABLE save in sandbox mode with greyed out 'you need to disable sandbox mods to load your regular savegame'. I had quite an uneasy feeling when I thought my main save was gone until I disabled the sandbox mod...
sad that I can no longer play with pubs because no one joins modded games
modded games are automatically not seen by pubs unless you specifically turn on the "approved mods" tab
accidentially joins modded games. I dunno how this will develop in the future.
i used to be able to stick starship troopers in my games pre U34.5 and people would join it like a normal game
would get a full squad in minutes
now i can wait for hours and no one will join
I agree on zhous concern however, maybe the filter for 'modded games' should be always expanded to not cut off the visibility of modded games completely.
I mean, you can't accidentally join a modded lobby unknowingly anymore. The game prompts you to install mods when you go to join, it's kind of hard to miss lol
Mhh, true, too
I had a really troublesome method to get people to join my EDD
copy pasting this from yesterday
I literally had to unmod my room and name it βStarship Troopers waiting roomβ
And wait for people to join
And then I tell them Iβm about to mod the room and come back in 30 seconds when I modded the room and started an EDD room
Managed to find a squad to play with with this method as opposed to waiting for an hour for no one to join when I mod my room normally
Hmm. It's tricky, @olive widget. What solution would you suggest?
hey, anyone know any good mods that affect cave generation?
don't automatically hide modded rooms is one
most people don't know you have to manually show modded rooms by ticking the "approved mods" section
i think quick join doesn't work for modded rooms too
so right now the player pool for modded games becomes drastically smaller compared to pre U34.5
what about verified mods only?
when people mouse over modded rooms they should be able to see what mods are on
that one is alright it won't make the room modded
verified mods are cosmetic
kind of weird
only affects you
custom waves is verified??
i thought that would be counted as approved
yea i figured it would be approved not verified
This is already the case
lol is it
well i haven't been able to see any modded rooms so far
everyone probably just gave up after 10 minutes lol
Did you set the filters? 
yes i did
there were still none
i think they just gave up
wait i did see one yesterday
Can someone make a mod for engie turrets to be color customizable
@compact cloak I have this issue again
I only had verified mods active.
Started the game, am prompted to load a sandbox save and when I load my playerlevel 900+ it throws me into the TUTORIAL
I didn't read anything about this, am I the only one?
I had it yesterday, skipped tutorial, deactivated sandbox, loaded stable save
Today I start the game, same issue.
I'm playing modded rn
The game treats me as a new player, even though I deleted playerlevel 1 save and loaded (sandbox) playerlevel 900. And shows me the DLC Prompts again (the second time after yesterday)
3 modded games on SHORT searching distance
I see 5 approved modded lobbies near the uk at haz 4/5
I'm running a lobby in AU, Starship Troopers haz 5
Also not really a mod support specific thing, but can our filters and sort options for the server list save persistently across all sessions? Especially the "Approved Mods" checkbox filter.
Takes 6 clicks just to view my preferred lobbies and 8 clicks to view list of approved mod lobbies. Would be a really good QoL change
looks like we are too far away from each other
Interesting. @raven canopy just had this internally as well.
What's the progress on the save that throws you into the tutorial? Is it reset?
Yes
Even though I was promted for a (sandbox) save on startup and picked playerlevel 900
ignored and threw me in as lvl 1 with the tutorial
You can restore save and choose it through there as a temporary workaround
But yeah, there's something weird going on
just disabled sandbox, restarted AGAIN right now and back to choose save, playerlevel 1 or 900
you need my save / modlist, or can do it internally?
You must have had other mods than sandbox
Are you 100% sure you don't have a sandbox mod installed?
Installed 1, (waiting for approval for verified or approved?) but deactivated
but its enabled on restart of the game, throwing me to said procedure above
Also, can you send a screenshot of the pop up on start?
And when you're loaded into the game, send a screenshot of your Saves menu
Mods that are waiting to be approved/verfied are Sandbox until they've been reviewed
So that's intended
WaitingForX mods are all Sandbox
Yes I know, the point is I deactive it and it's enabled when I restart the game
screenshot galore as PM to not flood the channel in a minute
Do you press Apply Changes when you deactivate it?
yes π
is all modded game in modded realms only or do i risk losing my vanilla save file /save "corrupted " by joining modded game
i checked the modding tab and it said i need to have mod.io account
does it mean if i dont have the mod.io account i dont have to worry about what server is modded or that my saves dont turn bad or corrupted or modded or how to say it
id like to stick with vanilla game but everywhere i read about the mods i am just confused how they behave
You can't join modded games without a mod.io account.
can modded people join me ?
or do i know if someone is using mods in my game ?
Modded people can join you - but all mods that affects gameplay and you will be disabled for them when they join you.
okay so they basicly join either un modded or with just some character /gun skin on ?
You won't know if they are using Verfied mods - like a silly hat only they can see. All the Approved mods are disabled.
Yup
this makes more sense
i was hoping non modded folks but i can live with a silly hat another player only sees π thanks for clearing it up
So if you play with swarm size control does starship troopers still have some effect on the enemy spawning?
Yeah the idea is that Host dictates what gameplay altering mods are allowed or not - So if you do not have any gameplay altering mods active, neither will anyone who joins you.
We do not check and/or test mods compatabiliy with each other - sounds like those two mods would conflict.
Im confused in the manager it says swarm size control override starship troopers
Spawning
Hey, sorry if this has been asked before, but are there modded an unmodded profiles? and do you get xp/rewards separately?
Read the second sticky in this channel, it explains the categories π
the 10 minute video in the news/library section when you click on the game in steam has a very good amount of info in it
OK, thank you both very much, sorry didn't do much of my own research first
some of the mods look like stuff that could be in base game already like the mod that makes molly only move if you call it with C
so many times during swarm molly decides to watlz in front of you -.- π
Is there a way to control the load order of the mods?
oh boy I need this in my life.
However, this is a failsave for new players who forget about calling molly π Else she'd be at mission start in mining expedition, hindering progress
She always follows 'the last' player after some time / distance between them IIRC
i mean true sometimes its nice that the molly follows but it would be also nice if there was option to enable /disable that behavior since i personally rather have molly come to me only when i call
not trying to take options away from people but instead add choice
There is two mods that do just that, they are on the approved category.
Molly Respects Boundaries (55 m distance before she moves)
Obedient Molly (doesnβt move unless called)
mod list looks cool all n all but idk if i wanna dip my toes into modded stuff yet over molly behavior π
but those starshiptrooper or swarm size and hazard 6 -7 mods looked intresting
could be nice way to bring some challenge to game after many years of feeling that its eesy althou i still die / get downed from time to time π
No unfortunately. If two mods edit the same file, the latest mod applies fully.
For Hex mods: Update date on Mod.io if I had to guess because DrillboyJenkins and I had issues like that, any update I made to CVO broke compatibility with Scoot OC's.
Ok, probably the worst case then (at least for the short term), ty for the info.
Reddit moment: all comments on Mod.io start with 1 positive karma. This makes downvotes a bit unclear: the first one sets it to 0 and doesn't show up the number until the 2nd downvote comes in.
Indication could be made better.
Link to full description of all Approval Categories and Mod Types: https://drg.mod.io/guides/mod-guidelines-and-status-categories
so is Starship Troopers mod a sandbox mod
No. Approved
what about the lower supply pod cost
oh nevermind I get it
I added a bunch of mods, but despite none of them being sandbox, it made me create an alternate save
The mods that u inatall on the Game from mod.io update automatically when a new versiΓ³n came or u must check the website?
what category is a mod where it doesn't halt progression?
Check the 2nd sticky post, it explains it all π
They should update automatically when a new version is posted
@small horizon thanks, and for eliminate/uninstall a mod , ΒΏJust unsuscribe from mod.io?
uncheck it from mod menu
Unsubbing is supposed to set the mod for uninstallation.
It's a little jank sometimes though.
When it does get jank, I find restarting the client to fix the issue.
Thanks both
wait so you can activate approved mods that use 50 nitra instead of 80 for resupplies?? I'm surprised they approve that it helps quite a lot
It's usually paired with starship troopers or some other mod with high bug spawns
if people want to join your game but dont have mods that I have (aside from client only mods) will it automatically download before they join?
Reasoning is:
If you want to make it a bit harder or a bit easier, that's okayish as long as you still have to run the mission and core gameplay loop.
And it doesn't give you an advantage over others
It should automatically download everything that isnt client side
is starship troopers the go-to mod for high bug spawn?
I love this mod lmao
one of, there's also swarm size control and a couple other mods
Saw this mod on Jacobs dev stream, the flares are always white, not class coloured, no?
im not sure
im having a blast with mods lol this is awesome
perfect
hi i cant find this mod what is the name of it or the link if its okay
Alan Wake remaster removing duracell batteries when they look authentic in both DRG and this game T_T
As I can see there is no guide on how to get started making even the basic mod, am I right?
minecraft torch flares
especially after I saw the txt in mods folder
Guides and tools are in the modding discord. Link in #fan-communities.
sniss did a guide on it
I see
thank you!!
this too if you like https://drg.mod.io/diamond-pickaxe
wonderful combo
im using Starship Troopers mod but I dont really see a difference in numbers
You need to pair it with a mod that can increase the spawn cap
I've really been enjoying the new modding support and ease of access to these mods through in-game menus, I don't think I'll ever be able to post in #drg-gallery ever again, #modded-gallery is my new home because RGB lighting everywhere is gonna raise some eyebrows for new players
Is it possible to add stuff, atm I only see replacement mods
hmm.
i've seen people add cosmetics but i've only browsed the verified mods so far, and even then those mods tend to replace cosmetics without really adding it to the game, maybe some of the approved mods actually add things since those are server-side and require the whole lobby to have the host's mods installed
Can I use more than 25 verified mods and stills hosts a game with no problems? or the limit counts for verified too?
verified is client side so I'd assume there's no limit to that
at least as far as I know they're all client side
I know someone made a spacecraft in drg but i dunno if this can be added with official rmodding release, I would love to work on my own gun but if I cant add it to the game without replacing another i am not into it
yeah they're all client
other people don't need the mods to join you
ok then yeah it's safe to assume that there's no limit to verified mods when hosting or joining another lobby
from what I understand approved mods are the one's being limited to 25 in non-solo lobbies
but there's this limit, and also warns that you can't host or people won't be able to join when you use more than 25, but don't affect solo runs, at least the host option still appears
so I really don't know
I think not
i'll re-read the patch notes
We're working on increasing the cap. I know the host option still appears past the 25 mod cap, but players won't be able to join you, unfortunately.
so this applies to verified mods too?
even for just verified with no other types of mod?
So i entered a game where everyone had unlimited nades despite the room not being marked as an Approved lobby, does that mean the host modded it in some other way?
I haven't tested it myself, but I'm afraid it also affects verified mods.
But again - don't panic. The cap is temporary until we've fixed the joining issue
alright, thanks, I'll be sure to keep that in mind
Sounds like a cheater
and not a modder
infinite nades sounds very common from what I've heard, never had it happen myself but I have a couple instances of people being crazy op
You are in the game? Try joining me
same nick as discord
BR tag
Ah I see
let's test this
It affected me as well thats why I thought I had accidentally joined an Approved Lobby
alright give me a sec
lobby doesn't appear on the browser
try changing the distance
does world cover all distances?
yeah
you dont have server mods in the filter enabled
make sure you're on the right character save file
we're testing the mod limit cap with verified mods only, there is no filter for verified mods
still nothing
you can try loading up a game and seeing if anyone joins
could try disbanding the lobby
I guess I really don't appear because I have more than 25 mods
yeah, maybe really don't work
I didn't notice at first, but this part was missing, there's no seat thing
but I think you could still join into others people lobby
I already did that one time
with 26 mods
wasnt 25 the limit ?
You currently cannot host a game if you have more than 25 of any type of mods installed. This is a ***temporary ***limit!
See this: π
#patch-notes-steam message
Well yes, I am sad as well. I am working on a fix though π
new limit will be 26
ok so for reference, we can still enable more than 25 mods, but it will force us into a solo lobby despite options for multiplayer still being visible. the limit applies to all mod categories (i.e. verified, approved, and sandbox)
I might be able to squeeze 27 out of it π
Yes, this is correct π
ok, thank you for the clarification
well, we need just to wait, hope this would be fixed with sucess, hope you can fix it easily
the good thing is that it's only for host
joining missions works fine
I tested a verified QoL mod that increases the range of build/repair node hitboxes, still trying to wrap my head around how a hitbox tweak can be client side
but a good question now, is what happens if I join a normal session, surpassing the limit of mods, others people could still join or maybe I just lock out the lobby and nobody can join no more?

I am thinking so much
I need to stop
aoksoskkoas
That should be fine, as it is only the host that limits the amount of mods, afaik π
Well, I can already say it is not an easy fix. But hopefully I can succeed at it anyway π

is anyone here using the text command wheel mod? is there a way to get it to work on gamepad?
you need to remove your old mods from the paks folder
Where I can find it?
"Browse local files" from steam, then go to FSD\Content\Paks
Thanks)
its in multiple channels^
Are there modders here? I have an idea for something that doesn't seem to be up yet
When a host orders a beer in the rig, it should pour 4. Or perhaps if someone else joins the lobby - Lloyd should pour them a beer since a round was already ordered for the instance
A lot of time the flow of play for DRG is load into rig>select mission>beer. If you want the most of the beers you ordered as host, you're kinda screwed if you don't want to wait for a full room before ordering
starship troopers seems really fun
finally found a use for all that gold I dont use
you know they have molly customization, but I wonder what else could be customized
like bosco or the drop pod
Is there a mod that shows the angle at which I'm using my drills while playing driller? Would be useful.
Hey, there! Where are located downloaded mods? I'd like to edit mod with music just for myself
You can make a mod and upload it to mod.io and instead of having it public : set it to hidden. If it is an audio mod that only changes audio files, it will automatically be set to Verified in the game. - no Requested Category tag needed.
I want to edit only one file in existing mode so that's the reason I'm asking π€
You should not edit other peoples mods :I
I want edit it just for myself so I can't see anything bad in it π
then going to ask mod's author
DRG handles a ton of stuff client side, actually. Because it's not a PvP game, the host server can "trust" each client to more on its own. This makes it a lot easier to cheat of course, but it also enables stuff like this mod.
Last "mod support" patch has destroyed mods, in my opinion. There are several problems, but the greatest are the following:
- Default "no show" of modded servers. Literally each time you open the list the "show modded servers" is set to OFF. The biggest amount of players will not activate it forever, also the mid-high-skilled players who would enjoy and appreciate these mods.
- The "sandbox" mods require a dedicated saved game, so in practice these mods are dead. There is no reason for a player to create a useless saved game and stop progressing on the main one.
- Less impacting problems: no way to uninstall mods, no way to search "modded only" servers, no way to modify mods after the lobby is created.
Results of this "mod support" patch:
- All "sandbox" servers has exactly 1 player, there is no way to build teams with these mods. Also the 90% of "approved mod" servers has exactly 1 player.
- The modded Deep Dives (that are the most funny challenge for high-skilled players) are literally dead, not a single DD or EDD with mods can be filled.
- Average-skilled players are used to meet mods randomly, by entering matches without looking at "modded server" description. And most of them appreciated it, and started hosting mod servers. Now that "modded" has became a tag, it is extremely difficult for average-players to meet them: they simply dont feel confident to enter a modded server. I've played tons of modded DD and EDD with ingenuous low-skilled players, and they have enjoyed them a lot.
Conclusion: For high-skilled players (who play only with mods), this game is destroyed. We should move back to the non-supported version of mods, that was incredibly effective, even if supported 100% only by community. Or we may try to fix this "mod support" patch, but in a more qualified way.
This is just meant to be a suggestion to developers, from an experienced player. I dont know if there is a proper way to please everyone.
GL
And how should you seperate people who prefer sandbox mods and people who dont like mods at all?
Before people had to rely on the mercy of modders who inform you if the lobby is modded or not
Sad to hear that you don't like the update. We made it with the hope of making adding mods to the game easier to get into and less "scary " and give players the option to make informed choices about what kind of game experience they want.
Some points though:
- the game not remembering your server settings is a bug, it will be fixed with the next build
- there are a way to uninstall mods - you can either unsubscribe from them OR launch the game with -disablemodding : both will uninstall mods added from mod.io
Allowing modifying mods after a multiplayer session has started creates experiences where players do not know what kind of game they have entered. And as much as I am sure that normal players sometimes liked accidentally running joining a modded server - I also know that a whole lot of players did not find that to be a fun or enjoyable experience.
lol i was loaded to the brim with mods and just set my lobby to public... surprisingly, we had someone join π
Not that surprising - Mods are a lot of fun π
aye
hit me up with dem extra bugs, im here for a good time, not a long time π
any mod that gives a buttload of bugs, and the better spectator cam, π
the only thing that comes close to that amount of chaos in vanilla was haz 5 lethal swarmers
interesting bit of knowledge, I did hear something form the devs on that but I didnt know if it was related, thanks for the info 
np
@edgy wharf sorry for the late ping, I forwarded a bug to Mark earlier which will constantly activate all mods and put me to a lvl 1 sandbox save once I restart the game. Is there a workaround yet except -disablemodding?
(If not I can wait for the fix no problem, but that also hinders my testing a bit π )
Does this happen when you do not have any Sandbox mods installed?
Yesn't.
I have a mod waiting for verified (still sandbox) installed but DEACTIVATED
Does it happen when you unsubscribe from that mod?
strongly disagree with your conclusion here. One of the biggest complaints about game changing mods before the patch was how many players accidentally stumbled upon them, if you only filled lobbies before hand by accident then the dev's have done the right thing. Give people time, the update literally came out yesterday, the less mod savvy portion of the player base will need time to adjust and learn.
Man I could have thought of that >_<
Nope, doesn't happen once I unsubscribe from that waiting for approved (verified?) mod.
Mark had the screenshots and forwarded them to you guys this morning.
Thank you, until it's fixed π
About that, I don't think it's working. Here's three audio mods that should be verified that aren't verified.
https://drg.mod.io/tf2-giant-heavy-minigun-sound-for-lead-storm
https://drg.mod.io/bigt-meme-pak-v17
https://drg.mod.io/deusex-music
If you use "approved" mods, but want to play as unmodded host: Is it enough to deactivate the mods or do you need to unsubscribe?
I found that turning off all approved/sandbox-level mods works
didn't need to delete them
but if it isn't it should probably be mentioned
We're still tweaking the filter. Those mods might be changing some files that sends them to Sandbox - so we'll have to review them.
Where can I find the DRGPacker and DRGParser? I can't seem to find them anywhere
However, every start of the game enables all mods by default... π¦
So the bug is actually that. Is there a workaround to that?
No workaround for it yet - but it should be fixed with the next build
Thanks Amanda
Was on DRG Modding in the guides-and-tools section. DRG Parser is deprecated though, there's better tech for parsing uasset files now.
For anyone experiencing the sandboxed main save, in addition to sending a zip of your savegames folder to anyone in QA, could someone send me a zip as well? Just need one so I can create a tutorial for a temporary workaround. React with a
if you sent me one so others don't. Just need one .zip.
There is also this: https://steamcommunity.com/app/548430/discussions/1/3044985412487214673/
Attention, Miners! Although we strive to deliver a flawless gaming experience in the depths of Hoxxes IV, we canβt guarantee you wonβt encounter a crash or a compatibility issue at some point while playing with user-generated mods. Currently, Deep Rock Galactic automatically detects if an installed mod causes a crash and disables them on subsequ...
that does indeed solve that
There's a guide for how to fix it yourself that works as long as you have a non-sandbox backup somewhere
Still can't find it, and the guide linked in the mod.io "how to: audio mod" leads nowhere
Hi, I haven't touched DRG ever since the introduction of Escort, but decided to come back after introduction of mod support. Is the site for Mods safe? Because I expected the "mod support" to be something like a launcher like tLoader for Terraria or Curse for Minecraft. Just don't like the idea of having to use a .io site plus having to sign into it with my Steam credentials in order to use mods.
@dense shadow DRGPacker is definitely there, find Rauliken's last message and download the zip with all tools. Should be in the Main Tools folder of the zip.
What would happen if a player with a spawn multiplier mod joins a sever?
Will the online players also see it?
Nothing. Spawn multiplier mods are Approved, therefore they don't work off-host. Host determines which Approved (or Sandbox if applicable) mods everyone in the lobby runs.
I don't think they would be able to connect to a sevrer if the host doesn't have the mod,
Ah I get it, thanks you two. Sorry all this mod stuff raises so many questions lol
My biggest question is if the .io site is safe and secure. I was expecting the mod support to be a launcher like how the devs. for Terraria officially support the tLoader program.
I'm fine with mods and how they work, but security is priority number one.
Yakuza music pack downloading again and again for like 7+ times. No idea whats wrong
problem with mod site or DRG?
Haven't had any issues with that on mod.io yet... you might have to carefully analyse everything written in their EULA (or ToS) if you're concerned about loopholes or too much data collection. As a modder, I'm forced to use it anyway.
Not about data collection but rather is it safe to use as a whole. I'm not going to slap down my Steam credentials into a unknown source.
iirc it stated that signing in with steam wouldn't share credentials
it's a unique key if your account is generated through DRGs interaction rather than you creating an account manually, not your username and password.
Okay, thanks for the help. I'd feel more secure if mod support for this game was like tLoader or Curse.
still can't find it, he doesn't show up when I search for him. does he have a different nickname now or something?
Lul, Rauliken is still banned on DRG Main and I doubt it's ever going to be reversed.
Anyway, you've missed the important part: the zip with the tools is in a different server, called DRG Modding. Follow the latest link in #fan-communities, it should get you there. Once there, find guides-and-tools channel. Should be straightforward from there.
oh ok, thank you
Some genius needs to reskin the phereamone canister to look like jarate from tf2. Extra points if you clip the sniper saying piss when you throw it.
hello every one i have a question, maybe you can help me ?
don't ask to ask, just ask π
i want to try the starship trooper mod but for that the modder says i should cap with Custom Enemy Cap at 300/200
yeah
it doesnt do anything i m trying to find the key
ah
i downloaded the mods in the game directly
Does anyone have a tutorial on mod creation? I'm thinking about making a music pack
@storm crest You need to join DRG Modding discord server and you can find tutorial there
Ahh, is there an invite in this server that I missed cause I'm stupid?
Thanks π
is modding restraining achievements ?
only approved and sandbox disable achievements
ok fuck
can someone please make a mod to make loot bugs play the grunt birthday party sound from halo
Trying to join another multiplayer server with sandbox mods, and it's infinity loading. Any fix?
anyone up for some hellscape fun? I'm doing missions with wacky spawn conditions, look in LFG
only when killed with headshots of course, we're not degenerates
Alt+F4 out of the game. I'd suspect the host has more than 25 of any mods active which is the current hard cap due to an issue my testing team has uncovered a week ago; this issue causes infinite loading on join.
Is it not possible to join a modded multiplayer server then?
You have to have 25 or less mods active when hosting.
is it possible to make gameplay-wise mods? new enemies, to be precise.
Minimum - making an enemy type that is same model but recolored, with changed stats, and fires a different projectile or a projectile with different stats. Would be really nice - creating a new type of projectile, with different behaviour, altered stats and color (also maybe different effects and model). Maximum - uploading a custom model, changing enemy's AI behaviour, making new mechanics for enemies or merging existing ones.
Question is - how hard it is? what do i have to do for that? is it possible to add a new enemy type?
(don't make comments about how ambitious it is, concerns about how hard it is, i know it's really tough, everything worthy is, I wonder what i have to do to achieve that. i have no experience in modding, but i want to start, but first - want to see if it worth it)
for making the mod, it probably depends on what you want to do with it. Making a fast glyphid that shoots the tri-jaw's projectiles? probably pretty doable. Making a glyphid that does the Q'ronar's spraying animation? doable as well. But when you want behavior or projectile behavior that's not been coded before in any present enemy, that's when stuff gets harder. Still possible, but way harder.
The easiest to do are the ones where you just tweak an enemy's values. make a glyphid faster, stronger, shorter cooldown between shots, that sort of stuff.
i'm sure of that - it's just changing numbers after all.
it's good that making something new is possible, but what is the hard part?
but of course
Besides coding? Making models, rigging, animating probably
I mean, new behavior is something you will need to code. new models are something you will need to rig and model. it's the difference between making a new bionicle with the parts you already have and litterally molding your own parts.
You'll have to make behavior trees, models and animations in UE to begin with. You won't be doing any of that with editing existing stuff.
i don't mind coding that
i'm afraid of dealing with netcode though
Don't think any mods touch on netcode or any connection whatevers
you mean i can't partially take something that exists already? i mean, for animations and models mostly i can't, but for enemy behaviour? or i would have to write it from scratch because it's a closed info that is not availiable?
i really hope that it wont be needed
so...
how would i start? >_>
i know that's a silly question. maybe there's a guide? at least for that "altering numbers" thing
No, you could certainly use both.
guides and tools are in the modding discord. check #fan-communities for the link
was wondering if anyone with modding skills could make a mod that removes the creepy eyes that can be found in crystaline caver and radioactive exclusion zone because my friend refuses to play in those biomes since they find them really creepy
that's great
thanks for answers, i'll look into the modding group
How do I know if I'm on a sandbox save or a regular save for achievements?
last night i played an exploder infestation on haz 5 x10
you could see the tunnels glow a bright red seconds before a flood of exploders charged in
if you have only verified mods in mod section checked then you using regular save
also in save menu you can see active save and sandbox usually below main save
If I have approved mods at all on a save, does that mean I donβt get the promotion achievements as well?
Cat music pack is currently bugged and although it says verified in reality its sandbox
Strom's Music Pack
achievements only supported with verified mods
because approved mods changing balance of game too(same as sandbox, but not that drastically)
I am mostly thinking about promotion achievements, since unless it checks more than once you only have once chance to get those
It's listed as "Aimed for: Verified" which means it's not been confirmed yet so it defaults to sandbox still.
anyone know if there is a mod to triple the speed of all enemies?
needs to work with a multiplier mods as well
There is a time control mod.. but it speeds up EVERYTHING 3x >.>
thanks but that's not really what im looking for XD
Why is there a limit on the amount of mods i can install?
It's temporary solution until they can fix it to increase the cap
because you can't have everything
I am somewhat annoyed that after joining a modded game and returning to my solo spacerig, the mods from the previous host are ALL still enabled
I end up with conflicting mods enabled after leaving another modded game and then have to disable a bunch of stuff
anyone know if that's the intended behavior? IMO it's a poor experience
are there any must have mods? The only ones I've seen that are generally great are Fast Forging, Fabulous Molly, Closer Promotion Terminal, Display Events. I also got good old bet-c but I haven't turned it on since it kinda seems like a cheat
Odds are itβs unintended and might get fixed
It's a known issue, dunno when they will fix it
So I've logged into mod.io via the steam overlay browser and have subscribed to mods, but they never install or show up in game
Did you restart?
I have multiple times and verified files
@lethal echo Can you do these steps?
- unsub to all mods on modio site and delete account
- launch game with -disablemodding in launch options
- exit to desktop and delete -disablemodding from launch options
- go to "C:\Users\YourUser\AppData\Local delete modio folder
- go to "C:\Users\Public" delete modio folder
- (Check "C:\ProgramData" and see if there's a modio folder, if there is - then delete it)
- then launch the game
Will do
man, I can't believe how salty people are about the mod update.
I've never played with mods before and so far I'm enjoying it
seems really easy to install mods and play them with friends
Anyone know if more loadout slots is possible? Or if anyone is working on it? being limited by 3 is pretty meh.
@gaunt locust Sorry to be hasty and jump to step 4, but I jumped right to deleting the mod.io folding under roaming, and rebooted the game. mods are now working. thank you!
if you don't have them matchmaking with modded users is very limited and almost empty
I'm not sure but this has been talked about before and I think it's impossible
that's not really the devs' fault, is it? maybe people just don't want to play modded
atleast it was yesterday when I checked sandbox lobby
Also the shortage of modded players might get better over time
with verified mods searching is very fast
well, yeah
as far as other users are concerned, verified is vanilla
verified mods only affect the one who installs them
I don't understand
Even if no rooms with mission I need created ppl always join my room/mission when I hosted it
...I still don't understand what your complaint is
I'm not complaining
I'm saying facts
no friends in steam/discord - zero chance to find party for you modded room fast
I can see that
but I don't know what can be done about it
beyond just trying to raise awareness of mods
something something #lfg-modded-steam?
and that
I used to be able to stick starship troopers in my room and people would just join pre U34.5
Within 5-10 minutes i could get a full team
Now itβs impossible
Nobody joins
probably because they didn't know what they were joining
^
the current state of affairs is definitely better, imo
I want to know what I'm getting into when I join a game
I named my room [mod] starship troopers
And people joined within 10 minutes full team
Pre U34.5
what is Starship troopers mod anyway?
More enemies
More enemies spawn and instead of haz5 health they have haz4 health
I honestly had a more fun time pre U34.5
Now nobody can see my room because modded rooms are automatically unseen unless you deliberately turned on the filter for them
Give it some time. I think there are probably a significant number of players who only learned there were DRG mods because of U34.5
Copy pasting this from yesterday
I literally had to unmod my room and name it βStarship Troopers waiting roomβ
And wait for people to join
And then I tell them Iβm about to mod the room and come back in 30 seconds when I modded the room and started an EDD room
Managed to find a squad to play with with this method as opposed to waiting for an hour for no one to join when I mod my room normally
idk, I think people will figure it out over time, and there will be less of a problem
and I also don't have any ideas on how to fix it, besides removing the filter and I don't want that
as someone who has never tried mods before, I am definitely going to check them out now
so from my perspective, U34.5 is a clear improvement
the filter doesn't need to be removed, the argument is to set the filter to include modded lobbies by default
that's a bit strange tho, isn't it?
I can't think of another game that includes modded lobbies in the server list by default
I think there was mention of also fixing up quick join to take into account the filter as well, but I can't recall
It's just a bit of a shock to most people that have been running mods for the last few months.
yeah, that seems to be true
Lobbies don't fill as fast, if at all
Well, we'll see how it goes, I guess
Yeah, it's not even been a week since the update dropped lol
exactly
there's a good chance me and my friends try out Starship Troopers this weekend
as our first modded game
just haven't had time yet
good luck 
Anyone know of or hear about a mod being worked on that might allow for more than 4 players? Did a quick check yesterday and didn't come up with anything.
Kind of assuming it might not work as easy as I'd hope.
none that I'm aware of
Not looking for a balanced gameplay experience really, just to have the option on hand if I knew more than 3 others who want to play.
I've seen it happen in glitches so it might not be impossible?
no, we've tried a few times, but we haven't come up with anything that really works. last I heard, the steam backend was the main bottleneck
there's potentially one really hacky workaround, but it hasn't been properly tested yet as far as I know
yeah I figured it might be something like that
Thanks for the reply, and the effort!
thats a damn shame. I love trying out funky builds, issue is remembering them now. Google docs it is.
@slender sandal
anybody know if anyone's working on a mod for folks with arachnophobia? i don't have it myself but i bought this game for a friend not knowing he had it and i rreeeealllly want to play with him. the beards and hats thing is a nice start but not sure that's going to be enough...
no visual mods can do that as of now. I think he just has to be desensitizes to the bugs by experience
maybe make him play engi with some good pgl build for catharsis?
do we have anyone here that's been making mods? i got an idea for one but idk if i can get the programs running on my computer
https://cdn.discordapp.com/attachments/878318716801155236/887845603227336755/image.png
i guess no more progression for me
i also have a mod idea
RIP. Isn't that what the save restore function is for though?
See the DRG Modding server, it has modding guides https://discord.gg/p4UGSnU
oh sweeet
none of these mods are sandbox mods
yet when i enable them......
sigh
it's the spawn menu....
apparently a mod that's "aimed for x category" will call it the cateogry it's aimed for in-game, but it'll actually be sandbox
and thus cause a lot of weird issues
not an issue; any mod that is NOT approved or verified yet, is a sandbox mod by default.
if you filter for approved, spawnmenu does not appear in that list
it is an issue tho because it's categorized as the category it's supposed to be in when not applied. which causes the weirdness i experienced
Don't get me wrong; I agree that the fact that it gets its categorization ingame when its not yet approved is.. a bad call
but my point is; you knew it wasn't approved (or should have) when you got it
I'll caveat that with 1 bit; if you search a mod by name (as in, if someone says 'go get spawn menu, its approved') and you type in the name, you have no idea what category its in.
i didn't see it
and when i was looking at it in game it was saying "verified". which is the problem
ah I found it; its in the bottom right corner when you scroll down when viewing a specific mod; but yea, thats not a good spot for it
I apologize; I thought you were confused as to why something thats 'aimed for x' is sandbox atm.. and I've been dealing with alot of people who don't seem to understand modding categories >.>
all good :P
Is there an FAQ for modding somewhere or can I just post some basic questions here?
#fan-communities for the modding server for guides and help.
can i still get achievements using approved mods?
Iβm pretty sure
no
only with verified mods
got it. thank you so much!
approved mods run on the main save right? so if I wanted achievements to work again I need to start a game from the start and never use approved mods? my main save is the only save.
achievements only disable if you have a least one approved mod enabled. it doesn't permanently turn achievements off for the save file
so if you want achievement progress, just turn all your approved mods off and apply changes
ahh ok fair enough
will it soft lock the promotions achievements if I promote with approved mods? or itll be fine once I unapply mods/restart game, etc
Lmao the mod I use that changes the jukebox music has the Mos Eisley Cantina theme as one of the songs
no clue.... they should really explain how it works better
because it very drastically changes the game
i think it might honestly be a cool feature to have certain mod pairings when downloaded in like a package together or something be able to be used together as normal play. like here with certain high difficulty mods, you get to use double ammo on approved
does snakebite mod in brt stack with neurotoxin slow?
If you run game breaking mods you permanently get placed in the modded servers? And you can't go back to normal servers?
how do you tell if you're part of that?
your saved game will say if its considered "sandbox"
options > saves
ty
Man its so hard to get people to join your modded game if you just host it public in game
give it time lol
hi all, with modded profile u are unable to get achievements?
i have 4 mods verfied and one aproved
anything approved or sandbox disables chieves
while you have approved mods enabled, no achievements. but you can turn the approved ones off and get the ability to make achievement progress back
only works with just verified
thanks both
ffs why does nobody join modded
filtered out by default i assume :[
I will afk in space rig for 30 min and still nobody joins
And this was not as big an issue prior to update 34.5
It might be that the link on #lfg-modded-steam says the game ended
Yea I posted that hours ago, but I am talking about people joining from me just hosting from in game, not discord
Yeah I think it might just be that a large number of players donβt play modded
Yea it sucks
So many new people
I am forced to play vanilla with them if I want people
And I am bored of vanilla now
After playing lots of modded it just feels so dull
At least due to full mod support itβll draw more players to modded games
Itβs also currently midnight in the US and 5am in the UK a large amount of players likely wouldnβt be online
I have yet to touch any approved mods aside from support pods, really what I think it boils down to is the relatively small modding community and what the mods bring to the table of gameplay. as of right now i've only seen weapon and enemy tweaks in the approved category, on top of that you can see how many people have installed a mod and the numbers are certainly too low for matchmaking to function at it's best. given the circumstances of a small modding community lfg seems to be the best way to load up a modded party.
is there a mod that allows you to take weapons in the rig?
It was decent earlier today. ^
I have a question
If you use the spawn menu and spawn a drop pod it will enable weapons.
why is my main save a sandbox save and how do I make it normal again
oh i will mess around with that later
pinned messages #bug-discussion
ty so much
why mods no install
i tried to join my friend's game and it tried to auto-install the mods i needed, and says i have them all subscribed in mod.io, but it wont let me join bc most of them havent installed properly
Yea maybe if I just wait a bit modded will become bigger and more people will join my games
Child trauma after Harry Potter : chamber of secrets? I can only recommend to imagine lewd spider girls who wants to rape you in caves if he scared of normal spiders. Humanization of your fears is usually best solution for recovery.
This official mod support has ruined the game for me. I use simple mods like having a slightly better flashlight, but that now puts me as a modded game to everyone else. I used to be able to play missions and people would join quickly no problem. Now I rarely ever get one other person that joins my game. Not a fan of being put in a group that is off by default as well. I understand having Sandbox mods off but QoL mods? Really?
Yea I know your pain
read on how mod servers get displayed, the toggle will come in a hotfix iirc
I played with starship troopers also prior update 34.5 a bit and got a lot more people
Still not gonna fix the main issue of people not joining games. Most people see "Modded Game" and ignore it completely.
lol if you're the kind of people who have to bait vanilla players into joining a modded lobby then smh
Is it a technical issue or just most people not knowing about modded, or too noob to want to play modded lobbies
technical tbh
cuz the toggle to display modded servers don't work atm
keeps unchecking itself
i reported that bug in experimental. sad to see it was not fixed before going live
Baiting people into joining modded lobbies? I use a flashlight mod that makes it slightly better that ONLY effects me. Nothing changes for other players.
for you that issue is with the checkbox
people don't see your server
unless they check the option to show modded servers
every time they open the list
Yea
Hope you're right about the checkbox issue getting fixed resolving this issue because the game went from a really fun coop game to me just saluting bosco since no one joins the entire mission.
So then get rid of checkbox, but still have modded games marked but filtered with everything else?
IIRC deleting the C:\Users\Public\mod.io folder fixes that
make sure there aren't any files in the DRG content folder
Honestly think having the checkmark box having to be marked at all and not enabled by default will immediately cut out a large portion of potential players to play with since they either will not bother enabling it manually or just quick join missions, skipping the server browser entirely. Personally feel having the blue tag marking it as modded with the contextual list is more than sufficient.
Further proving my point that having it off by default is just not optimal imo. Should show in the list by default and have the option to hide all modded lobbies as an alternative, not default.
Yea bc before mod support modded games were filtered with everything else
And now that we have a fancy blue tag indicating it's a modded game should be more than enough to prevent unnecessary player fragmentation over using incredibly basic QoL mods.
Yea really needs to be fixed
It fixed the problem, thanks!
okay so when i installed a sandbox mod it made me make a save game. But i still progessed. Im assuming im just progressing off that save game. So how would i get back to my original vanilla save?
there's a save menu tab in the options menu
you can swap back to your main save there
tho it might ask you to disable your sandbox mods first
i havent used sandbox myself so im not sure of the order
Thanks for the info
I just plan on doing modded runs with a friend group
Looking at mob spawn increases, with dorretta/rock tweaks and 60 nitra cost, and a reduce ragdoll timer for better FPS. Just compiling a list for a heavy swarm playthrough
mh i have question which mod do you advice for i can spawn much more bulk detonator i want ? or a mod who spawn them more often
this one
theres no tweak options tho
just so you know, bulks take up a lot of weight as far as how many mobs can be spawned at once so you probably want a mob increase mod as well
Sweet 
i wanna make audio mods and shit u reckon voice lines are moddable?
definitely and easily
are they done for each dwarf
all the dwarves share lines
it's just pitch shifted in game to make them sound different
well yeah but i mean that drill and gunn and scouteng are pitched differently
does the game just treat each dwarf to have a separate voice line file or what
no, they draw from one file and the game just shifts it depending on the dwarf in game
im not sure what you're trying to do exactly
if you're trying to avoid pitch shifting by replacing lines with something else, ima ctually not sure exactly how that works (im still learning)
id suggest asking in the modding discord
they also have a really handy audio modding guide there
Is there a specific DRG server for modding? I have a few questions regarding creating mods myself.
#fan-communities, last link in the topic.
i have a quick question
i deleted all of the pak files after installing the mods i wanted ingame
now it displays this and i cant seem to launch the game
nvm, i tihnk i found the problem
i deleted the FSD smth
You have done a big oopsie. FSD-WindowsNoEditor.pak is the main game content and is required to run the game.
Is there anyone working on a 5+ players mod?
hmm
I really miss the glitch
"There have been several attempts for many months now by some of the DRG modding community to make a mod that does this; however, no one has succeeded so far."
Few questions about the modifying the game. If any one knows the answers.
1.Does it affect progression? Such as if I played a modded game and got a bunch of minerals and gold and XP even skins and cores, if I were to disable it and just wanted to play base game would I still keep all that stuff in the base game or is it stuck to the modded version?
- Does it disable Achievement advancements and do the advancements reenable when I return to base game?
3.Lastly are there mods that actually would prevent any of the above questions from doing that stuff and some that wont affect any of that stuff? Such as a mod giving you the ability to spawn 500 Bismor or something compared to a mod that just changes the way a creature looks.
- verified allows but approved and sandbox disable
and come on read steam post, it explains almost everything you asked
