#modding-approval-discussion
1 messages · Page 1 of 1 (latest)
я один здесь русский
спасибо
stink
wrong chat. also, it says that to everyone. just close the the steam overlay browser window and return to the game, the mod should start installing
Why do "slight" upgrade mods have massive upgrades?
Often double unmodded stats?
When "slight" means "small in degree; inconsiderable."
I dunno why people name these things the way they do. Is there a specific mod that you're concerned about?
Every mod with "Slight" or similar names don't have slight changes but instead major changes
Then get approved after doubling a few stats and more than doubling some others
I am looking at a mod that removes friendly fire and buffs friendly perk, increases ammo, increases health and more
It is approved and "slight"
If it uses "slight" it most likely should be sandbox because it isn't a inconsiderable change
What mod specifically? I can't take a look at it without a link.
Well the one that does all this is: https://mod.io/g/drg/m/slightly-better-everything
There are definitely some stats that could use reduction but a lot of this is within the limits for Approved. Friendly fire removal/reduction is presently permitted, and most of these stat changes (outside the ones I hinted are going to need changed) are ~50% increases or less, which is our limit for what's acceptable for pure weapon buff mods in Approved. I'll talk to the mod author about what stats to alter.
Whats the mod to see how much damage you did in a mission after the mission
And how do i get my damage visible like in borderlands
https://mod.io/g/drg/m/motd-stattrack
This one will show stats in chat after the mission
Is there a mod that makes damage you do visible like above the target you deal it to?
Thanks
every type of damage is shown
yours, allies, environmental
idr if enemy dmg is shown
Ask about this stuff in #modded-drg-chat
okidoki 😄
Why isnt the mods working even if I have em active
Like for example the stattrak isnt showing after game but damage is visible
any ideas?
And oops wrong channel. My bad
some mods might require that you restart your game to take full effect (also please ask about this stuff in #modded-drg-chat)
check pins
Per https://drg.old.mod.io/guides/mod-guidelines-and-status-categories “Approved Mods must not: […] Only improve stats by a significant amount”
The mod more than doubles ammo economy with focus shots and significantly increases DPS.
Base stat increases aren’t significant. Overclock increases introduce downsides which, based on the approvers opinion, are enough to balance out the stat increases. I see nothing wrong with this mod.
Was verified. For future reference, audio-visual stuff that doesn't alter gameplay and is client side only can be Verified, not Approved.
Should I be feeling disadvantaged if I disable one of the verified mods I have installed?
https://drg.old.mod.io/brighter-objects
https://drg.old.mod.io/cave-leech-obi-wan-hello-there
https://drg.old.mod.io/enemy-radar
these are all extremely advantageous, especially the last two, with the radar being a large advantage in nearly all combat situations
and whoever thinks limited range on the radar makes it balanced hasn't played with it. it informs whether it's safe to continue to revive, it informs whether it's a good idea to throw out a gunner shield, it informs where to aim to kill swarmers without taking a single hit from them, it informs when silent bugs are coming up behind you, and "limited" doesn't say anything about how limited it is, it's still large enough to notice and instantly aim directly at it and kill a bug before it's reached you. limited would be to indicate that something is literally biting you, which is when I would otherwise notice
if I'm on a zipline shooting at the ceiling, it tells me what's going on beneath me and whether I need to help my fellow employees
it makes the leech-trivialising mod seem balanced.
Please consider what the mod does without considering the context of hearing impaired dwarves. Does it qualify to be verified?
Likewise, the leech mod, consider what effect that has. Someone with this mod will not get grabbed by a leech other than on purpose.
Brighter Objects still affects decisions in game. A lot. And others can tell I have it installed because I can ping things they cannot see. This one I don't have a problem with, but it's clearly an advantage. Mostly I'm mentioning it as an example of what can be debated, while the other two are far far more advantageous and there shouldn't be much of a question about it.
While I can see where you're coming from - it's a cooperative PvE game at the end of the day. You're not getting an advantage over another player in competition, just the computer controlled opponents. If someone has more enjoyment or can be allowed to actually play the game with the use of a mod, more power to them.
While things like Brighter Objects might ruin the spirit of the "Danger. Darkness. Dwarves." tagline, if it helps someone have more fun without being obnoxiously broken, what's the problem?
As long as the mod doesn’t impact others and significantly change the game, I don’t really see why it’s such a huge deal.
so if I miss a lot, would a mod that increases damage be okay?
and should that then be generally available
the effect of the mod is taking less damage and dealing more damage while saving ammo
other people are impacted since it changes how someone plays. the others just won't know it
(and what splitting of attention is there when it provides superior knowledge. if it wasn't for terrain you could turn the rest of the screen off)
it is similar to one player playing on half a hazard level lower than the others
Danger. Darkness. Dwarves. Spreadsheet UI.
All the “examples” you mentioned should be fairly trivial to just look around for instead, or listen to (assuming you aren’t impaired).
by that logic, yes I am impaired.
wouldn't otherwise consider myself impaired, but I cannot trivially gain that information that quickly by looking around
oh and I like not being caught by leeches. but am I entitled to that information?
other people won't be allowed to save me. they're impacted.
and I suspect it was specifically disallowed that leeches should show up on radar. but hey, that's what leech audio mods do. so hearing impaired players won't benefit from that, and the thing that the radar isn't allowed is allowed in a separate mod
You're not getting an advantage over another player in competition
there's no prize money, but that's not to say I'm not doing my best to beat the engineer in kills.
valid strategy: farming swarmer nests
not valid: using mods to deal more damage and not die
Enemy radar was made with hearing impaired individuals in mind, making that mod approved would make it fairly difficult for them to try and play with friends or others if they wanted, especially if they aren’t host.
the motivation provided by the author is that their brother didn't notice swarmers biting them from behind.
that's a very different thing from having awareness of all nearby enemy locations whether they're in line of sight or not, behind or not, silent or not, dark or not, small or not
a visual indication to being damaged from behind would address that. a very small radius on the radar, or a glow when something is near without saying where, would address that
If you don’t like it, don’t use it.
that applies to ugly colors that I don't like. mods that provide power are whatverifiedshould be limiting
being notified about leeches costs a perk slot. maybe I would trade out 30% increased healing from red sugar.
is it okay for there to be a verified mod that increases healing from red sugar by 30% provided that the same perk isn't active?
Enemy radar was made with hearing impaired individuals in mind
that's great. but that doesn't mean game integrity suddenly stops being a concern. that's why it also needs to qualify for verified even without considering impaired players. otherwise it's just making the game easier for everyone using the mod
like I just suggested, a general proximity warning, such as a glow on screen, perhaps with some indication of direction (some shooter games do this when taking damage, but could also be applied to proximity or even sounds, specifically) would let those of impaired hearing have awareness of similar power to everyone else. those using the mods would not gain a detailed map of their surroundings. there could be a similar indication for other sounds, such as approaching bug waves which could have smaller glows which are not super obvious, similar to how the sounds of incoming bugs before mission control calls them out is not super obvious
like you're suggesting yourself, even hearing impaired (as if that's the only ones, or anywhere near a majority that would use radar) can look around when they get hints to what's nearby, as opposed to a detailed report on exactly what's going on
Verified Mods must not:
In any way change gameplay and/or playstyle for the player with the mods enabled.
Sounds like a great idea as an option, any plans on working on something yourself or are you just upset about the options that already exist?
Getting a little bit more info (that you could probably get by turning your volume up/etc) isn't game breaking, isn't gameplay changing, isn't playstyle changing. Mods that increase damage/etc give a clear advantage over other players and change the game - those are left for approved.
If kill numbers matter that much to you in a coop PvE game, I think that's a greater issue than trying to help others who couldn't enjoy the game otherwise.
I feel like there's better hills to die on than this.
you're trying to invalidate my concerns with what comes accross as "u mad bruh?" instead of by arguing the subject
Not a personal attack. You are saying that work that people have done should be thrown to the side and your idea should be implemented. Feel free to take up modding and help shape what you wanna see.
I am not saying that. I am saying that it does not meet the described standard for verified
and if someone wants to address the issue, that would be an appropriate approach, as opposed to compensating by making the game easier
If kill numbers matter that much to you in a coop PvE game, I think that's a greater issue than trying to help others who couldn't enjoy the game otherwise.
this reads as: your idea of fun is invalid
I'm not talking down to people, please don't talk down to me.
in the same way, aren't you trying to invalidate other's idea of fun by getting rid of their way of enjoying the game with mods to aid in playing the game?
sorry if it comes off that way.
no you're not sorry, you wouldn't express yourself that way if you were
get out of here
I'd rather put the comfort of players with disability ahead of worries that someone will grab the mod and have more information than otherwise. It's also not like the Enemy Radar or Brighter Objects made it to Verified without compromises. Enemy Radar's range is 10m, non-adjustable, doesn't show leeches, and currently has no sense of verticality. Brighter objects increases the glow on items that already have one, but adding a prominent glow to things that never had a glow of any kind was made Approved. There is a line drawn by the devs and by the volunteer moderators. It may not be one you agree with, but there is one.
As to the funny leech mod, that's just a consequence of the auto-verification system. Audio replacement mods are automatically green lit. No one's actively tried to use this to make the game easier so far AFAIK, and I don't see any sense in being the fun police and putting meme mods in the trash (because no one is going to download them in Approved lol) by making them approved because their volume was above default. I'd also like to point to the many DRG videos I've seen on youtube that show people running funny meme mods and still getting grabbed by a SUCC leech or obliterated by whatever has a silly meme sound to demonstrate that such mods aren't even that bad in practice :P
I'd also like to say that a lot of your arguments here seem very bad faith or non comparable. "Increasing damage because i miss a lot" is clearly not the same thing as "getting a radar because I literally cannot hear." Also I'm not sure why you boil the mod author's motivation down to "his brother can't hear swarmers attacking him from behind" when he never says that? Regardless, one shouldn't feel the need to measure the extent of someone's disability to determine if this is a worthy solution.
when he never says that?
This provides a tool for those who can't hear the enemy sounds to have a heads up to nearby enemies. I originally made this as well as my PingToText mod to aid my brother in playing the game because he is deaf.
he says that, why are you so certain that I'm making it up
or non comparable
it's directly comparable. it increases my damage by providing me information
I specifically quoted the thing about swarmers
the fun police
that's what the verified tag is for, is it not
I am aware that you're aware that his brother is deaf/HOH
Hmmm, no. Because one is a display of enemy positions and one is a mod that literally increases your damage?
Not really?
My whole idea for this came from a comment when I killed some bugs that were about to hit him from behind. He had commented "Thanks, I have no idea they are there until they hit me."
you said he never says that
I just told you it was specifically about the swarmer thing. It seemed like you were reducing it down to swarmers alone when it's any bug. It appears I was mistaken and I've indicated I know you're aware that the brother is deaf/HOH.
Regardless, one shouldn't feel the need to measure the extent of someone's disability to determine if this is a worthy solution.
Don't think I've said something that would be easily interpretable as such.
What I have said is that this overcompensates and provides advantage beyond what sound does
I admit to paraphrasing. I think that's roughly the same meaning.
regarding brighter objects, I don't have much objection to that. but that's advantage. the other two are very far past that
I disagree and I don't think there's much more I can say to convince you.
ahead of worries that someone will grab the mod and have more information than otherwise.
automating the game means that to be more powerful one should pay less attention to the game and instead consume processed information from the ui
THAT is my concern
if you've played osrs or are aware of it, the game clients there do a lot of this automation. players end up being told where to click.
so we are encouraged to take our eyes away from the (very pretty) game, and instead look at the mod
both those mods greatly affect my gameplay. so perhaps the description of what verified means should be updated.
a lot of your arguments here seem very bad faith or non comparable
anything I haven't addressed about that?
I don't think enemy radar is that strong. You talk about an example where you know when to come down from zipline to res because you have it on. If you're 10m or less above your team, you can probably just see or hear the bugs down there? You can definitely look at the radar a lot rather than the game but that's just the problem inherent with minimaps, and again, I'd rather put that concern second to the comfort of players with disabilities.
the guidelines have needed updated for quite a while, you're not wrong
not to res. to shoot bugs, to throw down shields
if they die, that's something the vanilla ui tells me all about
can't always look in all directions
furthermore, it is very difficult to absorb information at the rate that the mod provides
the art has to be processed, things that don't move are not obvious, when there are many bugs it is difficult to tell what's what and where it's safe
if I'm looking behind me and below me then I'm not shooting the bugs
the fact is that bugs sneak up on people. all. the. time. except, not with this.
we're supposed to look around! and that's hard! and we have to earn that information!
Yes, I get that.
if we aren't keeping an eye about we get punished for it, because it results in worse decisions, different gameplay and outcome compared to always knowing what is near
what argument do you still consider to be made in very bad faith?
I think this description of what I've said is very unfair.
I come in here and share my view. I think a mistake has been made. I describe, to the best of my ability what my experience is.
I get personally attacked.
I'm a bad actor, apparently
this is not okay.
I think comparison of "i should do damage more because i miss a lot" is still absurd but there's no point in continuing to speak about it I think
I never called you a bad person or a bad actor
it's the same effect though. different means of accomplishing it.
the effect is that I do deal more damage while being more safe
i get to shoot things that I would not have noticed.
i'm done talking about it jsyk
alright. that's fine. I'm simply responding to the dismissals of my person and arguments
I've never dismissed you as a person
you said I was making things up about what the author's motivations was, you said my arguments were made in bad faith
That is not a vicious attack on your moral standing, and I apologize for the misread of your line about the swarmers.
it's the argument you presented, along with dismissing my perception of a power increase (which I do not consider a slight one, but a very large one)
but I get it. miscommunications happen. it was not vicious. but it still leaves me having been dismissed.
and then when past that, we're apparently done talking, so we don't get to talk at all about whether it adds power.
anyway, I don't expect you to continue the discussion, that's fine.
I do not think there is any way to communicate to you the fundamental difference between a mod that literally boosts your damage and a mod that was made for a deaf person to notice bugs that happens to be verified and thus usable by everyone if you do not perceive that difference already.
the end result is similar.
bugs die more, dwarves die less.
a mod that affects stats at the end of the game can't be said not to affect gameplay
in the case of hearing impairment, this is an unfair way to word it, because then it should affect the stats, so that they may perform at similar level to everyone else. of course!
It’s staying verified.
Yeah well. Didn't come here to make demands anyway. Only to say what I thought.
I encourage you to play with it at a non-trivial hazard level for a while, and see what it does for you.
It's irrelevant if it makes the game a bit easier visually. It has no appreciable effect on progression.
Whether it increases rate of progression or not determines if the mod fits into approved or sandboxed. Giving the player information they otherwise would not have is definitely a reason a mod cannot be verified and should instead be approved. The brighter objects add-on is approved instead of verified for exactly that reason: it gives the player too much information and is considered to affect gameplay.
The addon yes, because it shows resources, some of which do affect progression. This is merely an accessibility tool. Perhaps a bit more useful in some ways than closed captions, but not enough to warrant it being moved into approved.
It is not about progression. If the addon were deemed to give a progression advantage, it would be put in sandbox. It is approved because it was deemed to "change how a player plays" by giving them more information than they otherwise would have. By installing the mod, it's possible to see things they otherwise wouldn't and would give them an advantage over other players in the lobby. The approved tag is to notify other players in lobby of this so they aren't surprised by behavior of other players acting on information only they have access to.
Per the mod page:
Ghost Ship Games developer answer:
"Gold, Nitra, Dystrum etc are intentionally not self illuminating. You need light to see them. Adding illumination to non-illuminated materials would change how a player plays, and therefore can not go in to the verified category and the mod has therefore been set to Approved."
https://drg.mod.io/brighter-objects-add-on
merely an accessibility tool
no, it does not cease to be useful beyond that. so not "merely"
quit hiding behind accessibility and evaluate it for whether it fits on its own merits.
I'd accept the argument of making an exception for accessibility if it was also acknowledged that it adds a lot of power but you also downplay this at every turn. the description of what verified is would also need to be updated to match.
no, lol
it shows all bugs (aside from leeches) within 10m.
above, below, behind.
behind is probably the whole point, which is fine, but it shows distance and amount and outside line of sight and gives a summary of all that is around you in a way that is very difficult to obtain by yourself audiovisually
at haz 2 you could say it's equivalent because at haz 2 you would audiovisually have the capability of that level of awareness
If it can be conceded that you can get an advantage with the mod - why is that a big deal? Just curious about the tone of your discussion and its importance in a PvE coop game.
much of the tone of my discussion comes from having to deal with how I'm treated
why should balance be thrown out in a PvE coop game?
are games not all about trying to press against the boundaries of the rules to get advantage?

anyway I should probably leave if all I accomplish at this point is agitating you. I've said what I have to say
I'd say video games are all about entertainment and having fun. You can find that fun in your own way. Some find fun by being able to play the game despite their disabilities or limitations. Some find fun by turning the difficulty up to 11. Mods support both sides.
You can find that fun in your own way.
except my ways apparently.
that argument would hold more weight if this wasn't a player made mod you were talking about
you repeatedly say that's it's invalid for me to be competing or having balance between having or not having a mod
because if I'm trying to compete on performance then something is wrong with me
that's not valid fun
are you quoting the right message? I'm confused. You seem to say I should continue arguing.
are you some sort of inverse mod 🤔
Nobody's telling you to continue arguing, you're being told your argument is not a good one.
my argument that you quoted was that I should shut up and leave.

ah, it must have shifted while I was doing the quoting. I wanted to quote this one #modding-approval-discussion message
I've played modded difficulties, completed 6x2 EDDs - I come from playing csgo competitively for my college - I totally understand the thrill of competition and difficulty.
Play the game how you want, no one is saying you can't. You're the one opting to change the way others play the game. (I'm sorry for continuing this after the approval team already made comments on the mod, rock and stone and stuff)
anyway we probably agree. I've said what I have.
gotcha. no worries.
it's an absolute displeasure to read anything you write by the way.
it's all veiled personal attacks and being dismissive
are you ok? do you need a hug?
damn i thought this was the chill chat
My brother in christ, this is not the chill chat. Please run while you can
Run as far as you can.
Let's stop with the gawking. Save this space for discussion or mod approvals
👍
@lavish eagle I wish I would have directly replied to this sooner, but here are my two cents on the subject: Ultimately, I agree with the result of leaving the radar mod verified, but I recognize the mod may go too far and don't think any mod should get a free verification pass in the name of accessibility.
Two updates ago, I would have said sound cues alone would give a player just as much information as the radar mod, but since the introduction of a bug in Season 2 that suppresses footstep sounds, that's no longer the case. It's entirely possible for bugs to sneak up on a player without emitting any sound at all, thus, radar would clearly give someone a huge advantage over someone without.
Strangely, the presence of this bug is actually affected by the user's shadow settings, so another way to look at the radar mod is as a "bug fix" for players playing with lower shadow quality settings who would not be hearing sound cues as a result.
In the current game's state, I'm not comfortable definitively saying whether the radar mod does or doesn't provide too much information. I don't have time to play test every single mod going through the approval process, nor do modders have the resources to go through an endless feedback cycle to reach perfect balance. Because of this, I'm willing to err on the side of accessibility, but fully acknowledge the system isn't perfect and could be improved if it had more resources.
fuck it. The best compromise is the one that makes everyone equally unhappy
remove the HOH mod, and then add a verified mod that just flat out doubles damage
bam. everyone's upset. Happy ending.
(if i ever get in charge of a project or somesuch i can and will use this strategy to discourage arguments like the dozens of messages above)
so what you're saying is that countries should just nuke each other instead of working out their differences
there's such a thing as healthy arguments
and here I am arguing against a mod that I am using.
sure, why not.
sounds like a action that would reduce the total number of problems.
Remind me to never trust you with.. anything, really
can do.
and it'd also handily avoid arguments like the above mess, where people argue past eachother and escalate because the other is arguing, eventually completely obscuring and misunderstanding the original point or what actually needs to be decided.
fair enough
wrong chat
that back and forth was spicy
not clicking that
👆 this 👆
👍
go dota 2 mb)))))
go
Hey there!
I'm the sound dev for a minecraft mod called "Chocolate Quest Repoured."
I wanted to ask if we could use some of the dwarves sound effects, specifically some of their grunts for our dwarf mob's injured/hurt/idle/death sound effects.
Our main dev and myself have a blast with DRG and with our teams approval, we thought it would be cool to reference DRG in some way with our dwarf mobs.
No worries, should this request be denied.
Rock and Stone!
GSG has been extremely lenient with the use of their IP for non-profit projects and even some commercial projects. You shouldn’t have an issue using a couple audio files in another mod. To be certain though your best bet would be to PM ( Jacob )> ∠( ᐛ 」∠)_#1337
Thanks! Will do.
True
chocolate quest, I remember that
The DUSK soundtrack replacement mod
So, tried out the Alternative Upgrades/Equipment mod
...someone go approve of that crazy stuff
You need to be more specific if you want an actual answer as to why a mod is marked the way it is.
Is this place where I can ask to get my mod undeleted? The DRG support email's auto-response told me to come this discord, and this channel seems most appropriate.
Depends on why it was deleted in the first place but it sounds doable.
It's a music replacement mod, and I had deleted it prematurely during the audio mod copyright sweep a few weeks ago. It contains video game music, but the creator of said music is fine with it being used in fan works as long as it's non-profit and credited.
The link is https://mod.io/g/drg/m/omori-ost-music-mod if needed.
Do I need to ping anyone or is this more of a thing I should just wait for?
just wait
I will try to enable it the next time that I am at my PC.
Okie dokie, thank you very much.
Should be back now.
Cheers mate
Who here plays the 8 player mod?
This appears as Sandbox ingame and autoverified on modio
https://mod.io/g/drg/m/google-translated-mission-control
just because a mod is marked as autoverified doesn't actually mean it'll be marked as verified. it's on the mod creator to make sure they set up their mod properly. since it looks like it includes stuff to work with the shout framework, looks like it should instead be marked as aimed-for-verified and manually verified by the approval team.
Nope. <@&296918282403840000>
quick question, when i install a approved mod do i have to tick the box when i go into multiplayer?
like turn it off?
About how long does it take for a mod to get approved/verified and what is the difference between approved and verified multiplayer wise?
From what I can tell it will stop you from entering a lobby but also give you a prompt to untick the box of the mods stopping you
Pinned messages #modded-drg-chat
Also pinned messages here
Thanks!
As the sun sets over the ocean, the sky is painted in shades of pink and orange, casting a warm glow over the sandy beach below. The waves gently lap against the shore, creating a soothing soundtrack to the scene. In the distance, a lone palm tree sways in the breeze, adding to the tranquil atmosphere. What hidden secrets lie beneath the waves, waiting to be discovered
Mod: radiation after engi nuclear do shield buff like gunner shield, this mod is "sandbox"
Question: why sandbox and not allowed?
it changes main game mechanics
Say, if I would merge about 10 weapon rebalance mods to save up some space for more mods, will such amount of buffs fall into "Only improve stats by a significant amount" non-approval rule?
Without having anything concrete, no idea. It depends entirely on the changes.
If the bundled mods are already approved then it will be approved too.
Sorry to bother you, but I recently reached out about a mod request I made a while ago.
Would you happen to know if there is an average time when one would hear back about a request?
Sorry if this comes across as demanding sounding, it is not intended to.
If anyone responded to you about that request, it's between you and the mod author. No one is paid for their work creating mods, it's entirely a volunteer "for fun" endeavor.
I think I could have phrased my question better.
I was asking if there is an average time for when I would hear back from GSG about this. (replied message)
I understand people are busy. I do not mean to be rude.
You did message Jacob about this, right ?
Yes.
I actually sent him the message on
04/21/2023
You can probably ask again once two weeks have gone by.
Alright.
I'll wait a little bit then. 
Hey, where did you ask? we'll check up on it
You can also DM me with the request and I can take a look at it
Here.
I also sent a dm to Jacob.
Ok, thanks. We are okay with you using elements from DRG for the project you mention. Since it's a mod for something we do not own or control, it's your responsibility to make sure that what you make is within their rules and guidelines.
I.e. it is your responsibility to make sure that the use of the DRG material is within the terms and rules of the platform or service you publish your mod to,
Alright!
Thank you for the information and allowing permission regarding the request here.
Is there anything else I should do on my end?
Like, inserting credit(s) for the source of the sound(s) that will be used?
An example of what I imagine this to look like would be a comment in the sound file data that says "Created by Ghost Ship Games" or something along that.
Probably wouldn't hurt.
I will add that anyway. 
Audio mod, what could be the problem for verification? I'm not the author, I just like the music from there 🙂
https://mod.io/g/drg/m/rift-collapse-escape
- No "aimed for" tag so it'll never go through the approval process.
- Audio mods, if built correctly, get auto-verified by the game on load.
- If the author doesn't hold the rights to the audio, odds are good it will be deleted. Something about copyright infringement.
Oh wait, are there any guides on adding your music to the game?
I have a few of my own tracks that I could add
Is there a mod for C4 to always explode with the maximum explosion radius ?
The guidelines are pretty simple : the mod author must own the rights to the music, or have (written) permission from the rights owner to add music to a mod.
If you created tracks and want to mod them in, go for it.
You can find guides and help for this on the modding discord, the invite link is in #fan-communities
This channel is for discussing mod approval decisions, you'll want to ask in #modded-drg-chat
ok
A free Look mod just dropped, this could be really useful for traversing terrain while scouting for Leeches could be a strong utility , but would it be too powerful?
I like it as an idea and concept would be awesome to see it get greenlit for use
Any mod uploaded to modio can immediately be used ingame.
I mean as in Approved or Verified, that's on me for poor wording
At the very least approved. I'd have to look into it to see if it'd fit verified.
Oh man, free look, that seems like it could have VR potential?
HELLO
hey guys , i need some help , i used to use mods on drg , but one day the mods just never worked again , i have tried everything , installing , re-installing , deleting mod.io from my pc , deleting my mod.io account throughly, and still they dont work . when they are getting extracted , it shows "error:package_invalid" , has this happened to anyone else?
So I decided to reupload and port one of VividDragon's sound mods to game version 1.37. Specifically the dubstep gun shard diffractor. In the description of the original mod, Vivid says doing such a thing is ok, because he is no longer involved in the DRG modding scene.
My question is, since the original mod was verified, despite having copyrighted music, would my reupload be able to be verified as well. I am aware of GSG's stance on the matter of copyright infringement, and I am only asking this because VividDragon's original mod was verified.
Thank you for reading.
Hey, if you submit a mod using the AimedFor tag, we will review it according to our guidelines.
If your mod seems to have copyrighted content, we will ask you if you have permission to use the content.
alright. I will do that
can we request approval for a mod that isn't ours
No, you request approval by adding an AimedFor tag to the mod. So only people with that access can submit the mod in question for approval
thanks
Hey, i wanted to ask why some mods that have features that fall under the sandbox category are approved like the 40 Nitra Resupply Pods, doretta or fall damage reductions or the swarm control mod. I get that these mods is intended for modded hazards but you dont need to use it for that, there are people that use this on normal missions which influences progression and rewards.
In no way do i want to say that these mods are made or only used that way but the line between a sandbox and approved mods is sometimes a bit thin.
And thanks yall for making many cool mods btw!
I'm thinking of using mods but scared my save will be converted to sandbox. Is there a real threat to a mod being changed from verified to sandbox? Is there a warning if a sandbox mod will be enabled on my save? Perhaps a copy of your save file should be made before it is converted to a sandbox save just in case it is an accident.
Saves do not get converted to sandbox. It simply makes a new save with the sandbox tag when you enable sandbox mods. All you have to do to go back to your main save is turn off sandbox mods and swap saves in the save menu. It's that easy.
Any time you enable a sandbox mod, it prompts you to swap saves. You can always hit cancel to disable the sandbox mod and return to your main save if this was not intended.
Oh okay thanks for the clarification
True, there's a gradient between Sandbox and Approved, and the creative nature of mods means any guidelines we make will not be able to encompass all situations. For the mods you mention, yes they influence progress by making missions easier, but you still have to complete the missions. So they don't seem to let you boost your level or similar.
One of the points of Sandbox definition is 'Mods that dramatically changes gameplay elements'
And for Approved, one of the points is 'Mods that moderately alter gameplay elements while still retaining progression in line the base game.'
Those mods seemed closer to the latter point
hm okay, but what about the Spawn Menu Mod, doesnt that let you spawn crassus detonators and paired with the swarm control mod you could farm an absurd ammount of gold in minutes
also thanks for the response
Whenever alex posts I like to think that he is actually scout since he says things like that

h
Goldblade removed anything that could effect progression like that so it could stay Approved.
i just getting game crash and the text said that because of some mod. i just use some legit mod not something really crazy.yester day i play with those mod really normal but only today have this issue. anyone have same issue ?
If it's improve FPS mod
Remove them
so apparently 100% jet boots chance mod was approved but now its sandbox? anyone know about this lol
moderators are not sure if this mod should be approved or sandboxed, as shrimple as this
bruhhhhhhh
i need it approved, i’ve played like 7 games in a row and haven’t seen any
i know they’re pretty useful but like cmon they really gotta advertise dwarves with jet boots and it’s a 10% chance
- There's boots on the rig.
- Personal desire does not dictate approval category.
- If you want to see them in a mission, a sandbox mod should be perfectly fine for your needs.
Can you come to a compromise and find out what percentage will satisfy the approved category?
Probably not. Sandbox mods are “mods that modify the chances of special encounters or events in the mission.”
Not everything is so clear
Of course, this is not 100%, but an increase, and quite significant
I was not the one who approved that. I follow what's listed in the approval guidelines. Guidelines say it's not allowed.
Then why is it allowed in this case?
Same reason why increased spawn chances for Bet-C and Korlok is allowed. They don't grant you anything special, have to be found, are a risk to do and still require effort to accomplish.
They affect the progression and their chances are increased 5-6 times, at the same time to increase the chance of spawn of Jet Boots from 10% to, say, 20% or 30% is it too cheating? They also need to be found and also need to be activated. You say that the percentages of random encounters are automatically a sandbox, but I find examples that this is not the case, I am completely confused.
i agree
upping those chances basically just increases the rate at which you get performance points, and the season passes are literally the only new things you get apart from ocs
jet boots are useful but they’re not useful enough to have 10% chance be warranted
Hi, I'm having trouble getting my audio mod auto-verified. It's tagged as auto-verified but it doesn't have a proper approval tag yet so it just defaults to sandbox. Do I need to check "aimedforverified"?
What's your mod? I have moderator privs on drg's mod.io and can check it out for you.
Looks like you have a lot of non audio files in your mod. That will prevent the mod from autoverifying, since it's looking for just audio files or audio cues. I recommend deleting every folder inside Content other than Audio and _CustomSounds
ahh, thanks
then delete everything here except SFX
then repack the mod and reupload
Auto-verification looks for the replacement of audio files, audio cues, and basic images and textures. Stuff outside of that, like the reverb files, etc., will make it not autoverify since the content might need review by a human.
okay, now that I've done that, do I need to do anything else?
should I still keep it tagged as auto-verified?
keep it tagged as autoverified yes. if it's done correctly, it should appear as verified in game
I just checked and it does verify now!
is it weak to write in Russian? we are trying to translate
hey everyone im having crashes whenever i try to pick up a beer and throw grenades...... Any mods that can cause that? i cant pinpoint which one
its probably the autosprint mod, also #modded-drg-chat
whats the reason for better bosco mods to not be verified? It does not alter multiplayer lobbies, and as such those are not modded & shouldnt appear as modded in the lobby browser
I would like to use these in case nobody joins, but when I use them definitely nobody joins. People who look for modded lobbies dont want to join a vanilla game
how much time does it take to verify a mod?
The moderators are all volunteers with lives outside of going through mods on mod.io. So the mod will be verified when it gets verified.
💀
Modifications to upgrades is the reason why
Hey guys, I looked at the guides and yet I would like to clarify here beforehand whether our mod (https://mod.io/g/drg/m/all-upgrades-at-once) can be tested and approved, it seems to pass all parameters. We initially put it in the sandbox just to test its performance. Now it is finished and works stably. (sorry for my English)
This does not meet the requirements for approved.
Approved mods must not only improve stats by a significant amount
https://mod.io/g/drg/m/equipment-x2-but-not-so-x2
Stats are increased by 2 times (not even 1.5) and has been approved
That mod doubles both the penalties and bonuses of each upgrade thus complying with "not only improve stats by a significant amount" while still only allowing the user to select one upgrade in each tier. Your mod allows the player to select all upgrades at once. The last time something similar was done, equipping all perks, it was marked as sandbox. I see no functional difference here between that perk mod and yours as they apply to the approval categories.
Only overclocks have penalties, and not all of them, or am I wrong?
And even so the author points out that not all penalties are x2
Initially, all the perks were approved, and then they were placed in the sandbox because when the mod was disabled, perks remained active, which broke the gameplay. We don't have such a problem.
Not all penalties are x2 because some disable the gun's functionality, as per the mod's description.
Regardless, equipping all upgrades at once is a huge power boost that isn't going to be allowed in approved.
For example, The first mod grants the player free weapons without penalties 😦
And second one gives free support mules.
When you check approved mods there are quite many mods that are more op than equipping all upgrades.
If you make his mod sandbox then make these mod sandbox too, it's not fair for him and I want use the mod as approved.
https://mod.io/g/drg/m/spo-shoulder-weapon-system1
https://mod.io/g/drg/m/personal-mini-mollys
First one only works in solo and has it's own balancing and ammo pools that require resupplies to function. It is why I approved it.
Second one was originally just mini mules that followed each player which was a highly requested mod for a long time. Other mods like Speedster and Twitch Integration and other things allowed you to spawn donkeys on any mission type and the devs were okay with it. So as a result I approved the personal mini mules mod and it evolved over time.
Categories can never be always the same for every instance as something always pushes the boundaries with creativity and what we try to roll with is in favor of allowing more creative mods to be approved instead of sandbox, but usually with many tweaks. It's a matter of not limiting usually solo experiences and allowing some more things if it is appropriately balanced with a negative.
It's still a significant flaw of this system that all the guidelines and precedents are so muddled. While I think all upgrades at once is pretty clearly against the way changes to existing weapons are addressed in the guidelines and precedent, the 50% rule is still not written down AFAIK and there's still plenty of stuff that could be considered breaking guidelines with certain points of view. It can seem very arbitrary at times even with solid attempts at consideration, especially to anyone not involved in approving the mod.
That's a good example though. Would any mod adding anything new be sandboxed right away because it is 100% more than nothing? A bunch of old mods are approved because the system was more lax back then as we were still trying to figure out a decent middle ground without impeding on creativity or concepts very strictly.
Well explained but I still think it's not fair.
Sounds like only veteran modders can make op mods approved, this is so weird as a mod user 😔
It is a good example. I don't want to sandbox a creative mod just because it gives an advantage over vanilla. I also don't wanna make a mod approved if it just demonstrates an accessibility change. Etc. I think we've all made such concessions and compromises. But it ends up making a very incomprehensible system to anyone not privy to our thinking and the guidelines are lacking info and very muddy. I'm just saying that as of right now, things are very lacking and I feel a lot of sympathy for anyone feeling like their mod gets unfair treatment, because things are not clear right now.
This is a perfect example of how this mod system looks right now. What someone got out of this is "you need to program really well to impress the moderators enough to make it approved"
That may not be the reality of any moderator's thinking but that's how it can come off
What's the opinion on using copyrighted music for mods?
I've made a boss music replacement mod in 2021 (https://mod.io/g/drg/m/shantae-boss-music) and not long ago I received a DM from GSG on mod.io telling me to remove the mod as it contains copyrighted content. For now, I've privated it so that the few people who enjoy using it (including myself) can keep doing so, but I don't know if I'll update it if it ever breaks in an update.
For context (and I know this doesn't matter much in terms of copyright, but) the music was composed by an indie composer for an indie game and the music is available on his Bandcamp for free.
What bugs me about this the most is that similar mods using content from other media (both audio and visual) come out on the daily and are allowed to stay up.
The devs had to reach out about that because of mod.io's urging iirc. They messaged about those all in a wave a long time ago (I got one too and took my mod down just recently). I think it's up to GSG when those get notified to be taken down.
What's interesting is I got that message like 6 months ago? And my mod was still up when I came back to do DRG stuff. As of yet there doesn't seem to be any forced deletions or account suspensions but it's always a gamble with those things after getting a warning. You never know what will happen in the future.
In that case, I might just relist it
It's not doing any harm to the original creator, anyway
I just took mine down because I didn't want my whole account suspended in the future if they went that route. You do you.
🤷
Oh wow, I wasn't expecting it to be broadcasted again as a 'new' mod lmao
Well, alright then
But yeah, thanks for your input
From my understanding we as modio moderators are no longer supposed to categorize mods if they are something that we may think is copyrighted.
GSG Alex said that GSG will manually review music mods that are potentially copyrighted. In my experience this seldom happens and when it does they simply request confirmation or proof of permission to use the music. If none are provided they used to delete the mods but after talking with them about it they no longer delete them but rather just leave them uncategorized.
So as it stands, music mods must either have proof of permission or lack of copyright or must be auto verified by the game. Otherwise they will remain uncategorized.
Does being uncategorised mean anything in terms of gameplay? It won't be counted as a sandbox mod or anything, right?
This is expressly stated with UGC Policy / standard Modio policies anyways. There were just a lot of copyright claims and general uneasiness about giving permission to publicly distribute something copyrighted so it'd be in their best interest to not give it a green light.
All mods are considered sandbox until categorized.
There's a tool in the modding discord to see what files are preventing auto verification as well.
Ah wait, I just checked the licence and I should be able to redistribute it in the mod legally, after all
The lawyers have been defeated
Take this, legal system
Yeah, that's pretty much all we need to categorize it.

I'll dive a bit deeper into all this when I get home later today and add some legal info to the description, just to make sure
Thanks for the assistance
I verified it, just lmk if something says to do otherwise, lol.
Thanks mate
The problem is that penalties are only on the overlock, if you don't take them (or take only green ones), then your weapon is just 2 times stronger (compared to my mod, it's much stronger), in any case, if the approval team believes that my mod affects the balance too much, I will use "this" for 5 difficulty "in full confidence that this will not affect the speedrun of missions and a simple increase in gold, experience and minerals, because it is approved". I don't want to offend anyone, it's just that the situation seems a little absurd to me.
Edit: Completed a deep dive without shots, bosco killed everyone with 1-2 shots while the bugs were standing still. Balance.
and once again, I'm sorry for my English, I use a translator
Oh I see what you mean. Yeah that's a misunderstanding on my part for sure. And you're not offending anyone. I think it is good to bring these issues and conflicts up. The messy system cannot improve if people don't give feedback, so thank you.
You're welcome
There are multiple ways to buff weapons
You don’t have to make all upgrades equipable
For example making +2 dmg mod into a +4 mod is not allowed but adding +4 dmg on weapon with 8 base dmg is
Same goes for reload speed magazine capacity and ammo capacity
Any weapon stat really
Seriously? That is, the option in which everyone plays with the host's weapon stats is better than the option where everyone has the right to choose their own combination of upgrades for the build?)
This discussion is pointless when your mod is considered "unbalanced" and at the same time there is a mod in the approved category that makes bugs immobile and killable with 1 shot. The decision has already been made, unfortunately my mod is not good enough to interest the approval team or I don't have any privileges. Apparently this is how it works? Please don't bring up this situation again if you don't have a solution.
This makes me so confused, why are enemies with 1 shot approved?
It sounds not creative and is cheating instead 😕
For me, equipping all upgrades feels creative because no one made this kind?
Did this guy try abd use an a.i. prompt here?
is custom mission control lines and icon approved for normal gameplay
If it has the VERIFIED or some sort of variation of that tag you can use it in normal games/your lobby wont show up as MODDED
Are there any drawbacks or limitations when using client sided mods? (ex: a custom or extended HUD)
Fair warning I have 0 knowledge on modding in DRG whatsoever
When using them? Not really. You still progress normally (save isnt impacted, server isnt marked as MODDED, and you can still earn achievements). Cannot speak for developing them, you would likely need to ask the modding discord, theyd probably know the most. The person created MCR might but im unsure if they would know about clientside stuff given the scale of their mods
Alright cool cause I was just using small QoL things (Brighter objectives/minerals, HP numbers, Overheat meter on the crosshair)
Hi! I have a question on how I can go about approving my first mod. I read the guidelines, and I've put the mod onto mod.io with the "Requested Category" as "AimedForApproval". It's been a week and I have had no response or change in approval. Their guidelines state that they go and check approvals most weekdays. Is there another way to get the mod into DRG dev hands for review?
the devs dont review, itll be a mod.io mod
Usuaully if you post it here and just ask one of them will have a look when they have the chance
oh fantastic, I'll post it here, thank you
Hello Mods! Was hoping to get my first mod reviewed for approval. Thanks in advance! https://mod.io/g/drg/m/gold-heals-you
Hihi I am hoping to get my mod verified! It's a basic audio replacement thingy! Gonna do lots more audio mods in the future!
https://mod.io/g/drg/m/mission-complete-aot-music
Note: Currently soft deleted as I am trying to edit the zip and am contacting mod io for support aaa
Introduciiiiiing.... THE DEPRESSED BARRELS MOD! BARRELS ARE NOW SAD AND DEPRESSED! Voiced by yours truly........ ME!!!!
Hope to get this verified! Had a lot of fun making it! Here it is: https://mod.io/g/drg/m/depressed-barrels
Pretty wild mod, I like it. Can you also adjust the length the sound effect is running?
I wonder if there'd be an interest from the community to crowdsource voice lines for every piece of DRG equipment, theme it around H2G2's Genuine People Personalities. (Molly constantly complaining like Marvin. "With my processor, I could be calculating the solution to entropy right now, but instead, they have me path a way to a guy with a grappling hook and a death wish.")
Adjust the length the sound effect is running? I suppose. For what reason? And how would I go about doing that?
Well, like the suggestion, you could have the bots give various little Hitchhiker's Guide robots style comments as they're commanded around, that sort of thing.
Oooh the length of the sound effect. That might have to do with the script file for the audio. I think I remember seeing some numbers there
It pitches and speeds up the sound depending on the length of the original audio, but it could probably be adjusted since other audio mods do that. I'd have to ask how though.
Lemme ask around in modding discussion
Dead chat
nu uh
nuh uh
nuh uh
nuh uh
nu uh
nu uh
yuh huh
mods are a 10/10
tf you mean "nuh uh"
No
Nu uh
xd
None of this is relevant to the channel topic.
someone know if the mod who make the mission control guy singin billi jean can be real i want that
Does anyone know like on average or as an estimate how long does it take to verify each file in an uploaded mod?
Verification is manual, so I can't give you a better answer than ‘When somebody gets around to it’
Also, files aren't verified, but entire mods are
I know that part I was asking how long it would take for each file to be checked so the mod would be verified
Yeah so it's taking a long time for my mod to get verified which is the exact opposite to my last mod
hello i was told to put my question from the stream here.
i have a rare type of colorblindness, none of the in-game options work for me, i have been using mods to make it accessible. however the nitra/gold/dystrum mod (https://mod.io/g/drg/m/brighter-objects-add-on) is not verified while most others are, why is that? verifying this would help a lot more colorblind people than just me as red/green is one of the most common types.
For why it isn't verified, that's answered in the description of the mod:
I do understand how that can be frustrating when you have to depend on the mod to play, though. I am aware of at least one nitra recolour mod (https://mod.io/g/drg/m/purple-nitra-and-sugar), but from the replies, it currently seems broken because of a bug in the base game. Also, unfortunately, I cannot find any recolouring mods for gold nor dystrum.
recoloring is not a great solution anyway because i also cant see most shades of purple, it kind of just moves the issue to other biomes
To be fair, even with healthy vision, nitra can be pretty hard to spot in the salt pits
someone willing to help me make a more promotions mod
like the one with the +3 promotions or whatever but im gonna add pass legendary
i just dunno if its possible
There's one that shows promotion levels as a ‘+[number]’ past the max promotion (https://mod.io/g/drg/m/promotion-levels-after-legendary-3-indicator), but also, I think you should be asking this in #modded-drg-chat or the modding server.
supp guys i m interested in hazard 6 x2 but idk if it s safe and worthy. my other question would be that if normal people can join or does my m8 need to instal it too?
I'm not sure what you mean by safe and worthy, but mods that need to be installed by everyone will be installed automatically when they join your game
thanks man
i ment that safe for the pc and if they can join without having it
If it was unsafe, it would've been removed
You're welcome
ok ok tnks
Im unaffiliated, but why is this still registered as sandbox ingame? https://mod.io/g/drg/m/elevator-music-ziplines
@carmine glacier yours?
honestly amazing how this is approved and better spectator is verified
doesnt make whole lot of sense tbqh
and like the regular better objects is verified too
like what
As stated in the screenshot I provided, the difference between regular Brighter Objects and the add-on is whether the mod is only enhancing already light-emitting objects or adding light to previously unlit ones.
Fossils do not illuminate iirc
They do.
Is this verified? A comment says not but I can’t properly check right now, if it isnt, why?
It says it’s auto-verified, you should be fine.
i just double checked, its not verified according to mod.io but it is when enabled in game
It says auto-verified right there
nevermind man
I wish mod approval was done here tbh
Would removing a single enemy type still be able to be Approved, or would it be considered a Sandbox mod in some cases?
you can already do that with other mods, such as custom difficulty or swarm control, and mods to remove seasonal content such as prospectors/corruptors exist in approved so i see no reason why it wouldn't be
Wait you can? Like, Cave Leeches too?
I mean, I knew you could do it with stuff like Glyphids with Swarm Control, but Cave Leeches spawn on cave generation iirc.
they count as stationary enemies and you can control the spawn of those too
no worries
how hard is it to get a mod verified?
so far I've relied on auto-verify for my sound mod, but I'd like to add a sound attenuation setting
do I have to make the latest version live and set the requested category to verified, in order to get someone to look at it?
I don't want to the mod to be unusable for 76 people while waiting to verify the new version
I went and set it to request verified, and it shows up as already verified in-game.
I guess that means I don't need to wait, and it'll work until someone un-verifies it (which I hope doesn't happen)
Why who done it is approved lmao? The only thing it does is just spits a bit of text in the chat
Why is this mod approved?
https://mod.io/g/drg/m/who-done-it-button-mod
to make joiners aware of it
Why do they need to be aware though?
It was decided that it affects the game for all players who join. This was a decision that was pushed up the chain and I agree with it.
How so? Not in an argumentitive way, just curious
Quoted Jonas: “I disagree. It is clear that the intention is to kick people for being new to the game, or not playing how the host think you should play.
With that intention and that it changes the game for anyone that does not have mods installed at all, it should be but in approved 😄”
I guess that makes sense yeah
What if the mod added a feature of some sorta disclaimer that shows in chat everytime someone joins?
That’s why it’s approved so players can avoid that lobby. That being said, updates to general guidelines prohibit mods that single out players to be penalized. I’m inclined to leave this mod where it is, but if it gets abused then it may need to be reviewed.
But would an in-chat disclaimer that shows everytime to people when they join make it verified?
Probably not
Damn, fair enough
guys im thikning about mod which would turn on only sounds of batteries of cargo crates for those who wants to find them, no bug screaming, not mules beeping, just sound of bateries for quicker find.
Are you inquiring what a mod like that would be categorised as? If you're requesting assistance, you should ask in #modded-drg-chat or the modding Discord (#fan-communities message)
I would very much like to be that mode in verified, cause i think the quicker finding of cosmetics doesnt affect gameplay. Even if you acquire minerals from cargo crate, u need to complete mission. But I’ll take it elsewhere as u mentioned. Thanks
Guys help, what doin if alternative mod loader crushing when i start game with him
And if i can start game mods wont work
This channel is not meant for support, only to discuss the approval rating of specific mods.
See #modded-drg-chat for that
oh ok
Ok NVM, after I looked at them again I've seen the disclaimer down at the description 😅
rock and stone
why is this mod approved and not sandbox? and does it plan on staying not sandbox?https://mod.io/g/drg/m/spawn-menu
Because when it was initially approved it didn't let the player spawn anything that could affect progression in any meaningful way. I'm inclined to believe that is still the case unless evidence to the contrary is presented.
last time i had seen it used you could spawn golden lootbugs with it
shoot a message to the mod author
Why does the game announce who's calling a resupply, both textually and verbally? I've seen people be kicked for that as well.
Would it not stand to the same reasoning that, if the mod has the potential to be abused, then so does the vanilla call-out feature?
And, likewise, wouldn't both offer the same opportunity to inform newer players of what is conventional courtesy for initiating events and spending resources?
I'm not expecting anything to change, but I am curious about how the rationale is seemingly being applied in a selective fashion.
how is this mod verified? https://mod.io/g/drg/m/walk-with-map isn't walking with the map open considered a gameplay change?
lolll I tried that one the other day and it looked so silly
Yes, it would. I'm not an employee of GSG. All I have to work with is what is provided to me in the current state of the game as well as the guidelines. There was a deliberate decision to notify players when a resupply was called. They've had since May 2020 to introduce something similar for machine events and other intractable objects in the game and GSG has chosen not to. When the "who done it" mod released we, the moderators of mod.io, saught guidance from Jonas (a GSG employee at the time responsible for mod integration). The decision was that the sole intention behind the mod was to penalize players who didn't play the way the host wanted them to. Multiple of us mod.io moderators agreed with that decision and I still do. Based upon the current interpretation of the mod.io guidelines I'd deny such a mod today. Although that doesn't mean much since it's easy to bypass the system entirely. The least worst option however is to leave it as approved rather than verifying it or removing it entirely. Players have a direct way to avoid joining lobbies with that mod unless the host is utilizing it and bypassing the system.
And, likewise, wouldn't both offer the same opportunity to inform newer players of what is conventional courtesy for initiating events and spending resources?
Conventional is subjective. I typically play haz 5 and start events whenever I feel like it. This makes the game fun for me. Your view of conventional would mean I'd get kicked. So how is it fair for one player in my lobby to see this then go to say yours and be penalized? The solution is to use the ingame voice chat or the text box and communicate with your teammates.
I asked in the private approval channel.
That the accessibility benefits outweighed the extremely minor gameplay alterations.
For the sake of full transparency: I do not kick people for calling resupplies or pressing buttons, and agree that improving team communication would be the most productive remedy. The intention behind my questions was simply to examine the application of that rationale between multiple game mechanics, and I appreciate your thorough response.
https://mod.io/g/drg/m/lobby-settings verified auto-kick mod. i thought auto-kick mods weren't allowed?
I was wondering about this mod too, actually
It seems to serve little more purpose than to kick people for not having enough playtime
The mod that announces player actions (though doesn't auto-kick) wasn't verified for similar reasons
Noted. I asked the other approvers. If I don’t get a response later today I’ll be removing it entirely as it directly violates the modio guidelines. It has been removed.
Why is Calamity Mod Soundtrack sandbox?
https://mod.io/g/drg/m/calamity-mod-soundtrack#3482476
Sounds really good
It is sandbox because it is untagged and the audio modder didn't set it up right to auto verify
You can spawns hundreds of huulies and lootbugs, resups. It definitely affects the gameplay drastically when abused.
This was my last attempt to find objective reasoning behins mod categorization, thank God mint exists, the game would be intolerable without.
Speaking of who done it
The actual solution to so called witch hunting(which is already given to a host by the kicking option, just saying) is to not implement an inherently flawed system that allows it, simple as it is. I've played hundreds of missions with both who done it and host only buttons and nobody told me a thing about these two mods. Some ppl get confused, but whatever as host who pubs you are obligated to control how the game flows: managing when to push, when to hold so the team doesn't fall apart (that's ofc for modded difficuties which are the only ones I play currently, since you can afk most of h5p4 mission) look for the team being ready to advance an objective, event etc , monitor that nobody cheats(thank you gsg for giving us tools like an indicator that shows if a person's ammo never drops below 100%, an indicator that shows that a person has x3 rof etc), griefs. Limiting the ability to manage this and covering it with some holy guidelines wrap is again very hypocritical. Again host only buttons COMPLETELY SOLVES this witch hunting bs thing.
The autokicking thing is even more cringy: you can "witch hunt"(which usually means not ruining the fun for both you and the greenbeard who can barely orient themselves in a cleared room, during a 6x2 mission) manually, but you cannot do this automatically, go spend some time afking while kicking that unpromoted scout but don't you dare to automate that process guidelines you know, witch hunting, no toxicity, please buy our game, we need to up sales
...
...
Inb4(since I had this discussion multiple times already)"don't pub if you don't want to carry everyone everytime everywhere" not everyone enjoys playing "hold e to revive" simulator. There is a reason why there are so many lobbies with "kick if your blue lvl is <x". You might choose to ignore that reason, but that's you accepting the fact that you cannot put down those "no toxicity" pink glasses, without actual trying to find a solution.
It honestly seems like a shout into nothing message, since you probably can't and even if you could won't attempt to solve any those bad gamedesign issues.
Oh also funny categorization thing, you can drastically change the gameplay with cd(and probably swarm control) by setting the mobcap to 0, go thru the missions get everything done and mined with zero effort even if you are completely braindead. By that logic CD should be sandboxed, but if it was it would result in either an extreme and justified backlash or nothing since mod categories mean nothing nowadays. The whole thing is extremely flawed and you know it
Again thank God mint is a thing, I would quit the game if it was patched. The whole situation of gsg ignoring the modding integration problems resulted in the savior of the game. And this is funny ngl
Oh and thank you mint creator so that I can stay out of these inherently hypocritical discussions
Ps.Sry for grammatical mistakes and everything, I'm not native yada yada ai dont spek inglis vere gud
Ps2. Damn thats a wall of text
y is this mod not around anymore?
https://mod.io/g/drg/m/synth-rock-galactic#3552260
Person who made it removed it or it was taken down for DMCA purposes
How on Earth is this verified? It's literally called "The Book of Grudges"
If that isn't toxic then IDK what is
why was i just pinged in here
What does "Approved Mods" even mean
Technically, "The Book of Grudges" name is probably a reference to Warhammer
The reference is cool, yeah, but the mod's actual function is what seems aberrant/toxic
I have some feedback about several approved mods and want to bring attention to them in case certain features were overlooked during the approval process. Hopefully this is the right place for it:
-
Spawn Menu - Allows you to spawn unlimited Huuli Hoarders (and automatically kill them with spawned grenades/turrets/boscos) which allows the collection of unlimited gold and minerals at a rate which can be hundreds of times faster than standard progression, making the acquisition of most items in the game trivial. Also works with spawning Lootbugs, Golden Lootbugs, and Crassus Detonators, albeit at a slower rate due to the low exchange rate for minerals. The only non-cosmetic item progression this doesn't completely trivialize is the acquisition of overclocks, but it can be used to gain experience at a high rate by spawning & killing Prospectors in the same way in order to fast-track promotions.
-
Twitch Integration - A more advanced version of the above mod which can be used in the same way
-
Mission Director - Another mod that spawns unlimited creatures and grenades/turrets/boscos but has all of the above creatures disabled except for regular lootbugs and Prospectors
The rate of credits/minerals/experience gained depends on how many entities your computer can handle and how fast you can deposit, but the Prospectors have phases and take some time to kill even with dozens of turrets in addition to the experience being less impactful (assuming all dwarves have already been promoted at least once) so the first two mods above are definitely in a separate tier in terms of how "cheaty" they can be. Nonetheless, all three of these mods enable progression exploits which seem out-of-line with other approved mods.
That issue is known.
It's been brought up in the past.
(just as a heads up)
Gotchya. That sounds like it won't be addressed any time soon. I was surprised and a little disappointed to learn that these exploits exist, and that even when playing entirely without mods, the people I'm playing with may have used them to acquire everything in a few hours. Kinda killed my motivation to play.
It's not gonna be addressed for some time, indeed. As to why, I can think of a few reasons but those are assumptions :
- Lack of time, as GSG is preoccupied by more important things than addressing some mods.
- The fact that the whole categorisation is getting bypassed by people using a sideloader because...
- GSG currently doesn't have a dev working on mod integration (that person left the company to work somewhere else) and they don't have the possibility to hire someone new at the moment.
- If people want to cheat, putting those mods in sandbox will barely stop them anyway.
Again, those are my assumptions.
Verify pls?
https://mod.io/g/drg/m/synthwave-music#1315809
Why didnt you put the Aim for Verified tag
I would if I could
Ill add to what Ser Pounce stated. Those 3 mods are mine. I had approval from Jonas, the dev working on mod integration back in the day for those to be approved not sandboxed because the stance from Jonas and the team were:
- Spawning lootbugs is not an effective way of cheating.
- If the mod offers a unique gameplay experience, its okay to approve it.
Above all else, the whole categorization system is pointless and ineffective. None of these mods effect yourself if you don't use them, so ignore them.
Does the approval team have no method of recategorization? "Infinite huuli hoarders" seems like an open-shut case.
I could name plenty of Sandbox mods that offer a "unique gameplay experience".
Saying that the categorization system is pointless as a reasoning for why a particular obviously incorrect categorization exists is basically a self-fulfilling prophecy.
It's pointless since there is a mod side loader that is growing more popular daily that bypasses categorization completely
If it's so pointless as to allow through things that blatantly break the categorization system:
- Why does the approval team relegate anything to Sandbox these days? Or even Approved for that matter. Just Verify everything if that's the reasoning.
- Then there'd be no problem bumping stuff like this to Sandbox. If it's so pointless as to affect nothing and no one, it shouldn't matter, right? Basically the same either way under that reasoning.
hm
GoldBl4d3's opinion is always good for modders, well good luck make his mod approved then he might make modhub sandbox and make everyone suffer lmao
Are you suggesting that categories have to do more with interpersonal politics than adherence to established criteria?
The dev abandoned the modding system and have been unfriendly things for modding, imo the verification system must be removed after that terrible failed
That's very dramatic lol
Hi
I have one question
Auto-verified is a verified mod?
Cus "Voices from the Void for Heightened senses perk" mod says "auto-verified" but in the mod manager says that is a sandbox mod
(srry I think I put this in the wrong channel before, is not an intentional spam!)
auto-verfied is an author supplied tag to indicate their mod is automatically verified ingame. If it isn't then they didn't build it correctly or didn't read the guidance.
Maybe the reason is this mod is not updated?
Cus is only audio I mean, can put It a verified tag or ...?
(not my mod btw)
https://mod.io/g/drg/m/custom-shader & https://mod.io/g/drg/m/focus-shot-aim-down-sight-for-m1000 should be verified.
These two mods used to be verified and usably without a sandbox save, however ever since https://web.archive.org/web/20231226211323/https://mod.io/g/drg/u/lesnovbrascovitch removed their account from mod.io , all their mods went away with them. (Using web archive so you can even see their profile page)
The custom shader is simply a shader. (it has a cell shader, pixelated shader, some others)
Then the aim down sights is just an animation mod I like.
(Most of Lesnov's mods are reuploaded by now, these were uploaded recently. I just so happened to come across them after wondering where custom shader went ||I missed my cell shading||)
still needs checking tho, who knows what i could have uploaded instead of original mods
True. Fair enough.
(Still want my cell shading back though)
they are already verified
It is VERY likely I sent that while it was still sandbox status... hmmmm 🤔
might have changed but seems like you should be able to play with them without a problem
hooray
🗣📣✨
does it even work still
ok, verified it
yay ty
Requesting approval for my new mod:
https://mod.io/g/drg/m/pgl-rebalanced
Will a detailed change list be added at some point?
Yes, I'm working it out right now
No rush, I approved it for now.
Thank you!! It's my first time publishing a mod for DRG 🥳
YeetMeister you make mods? Nice
I only made the one, just bc I wanted PGL to be more usable 🥺
Why is Payday 2 assault banner still sandbox?
Because I have been extremely busy irl for the past 2 weeks.
The reality is those of us that are left that can do approvals are extremely busy with things that are more important. More are required.
Fair enough
im not busy, give me permission to approve mods. :)
How is this verified?
https://mod.io/g/drg/m/gold-chunk-cleanup
It clearly has the potential to interfere with progression
It should be approved so that players joining will be aware that the host isn't allowing gold to be mined
mint
the remaining approval moderators have been taking liberties with the approval guidelines. they barely mean anything anymore
I know but that's still relatively esoteric
you can still mine gold without issue, just don't leave gold chunks on the ground. if the chunks were coded properly, then it wouldn't have to be something that needs to be resorted to.
it also works as a client - which is why it's verified, to allow clients to set their own chunk threshold because of the aforementioned very poorly coded chunks.
I wouldn't complain too much, save performance on the small chance I lose out on a near useless mineral
I'm moreso thinking of situations where someone's bag is full and they continue mining without realizing that what's dropping down is getting deleted either immediately or fairly quickly, situations like gold rush/pots of gold/crassus
hmmm, looks somewhat of a brute force approach to massively reducing gold chunk perf impact. but I could understand the need.
correct. it was made out of necessity for low end gamers trying to play the Golden Bugs game mode. it makes the game basically unplayable unless you actively go around picking up every single gold chunk.
there is a chance of it removing some gold chunks and you lose some gold. but i think the likelihood of 60 gold chunks existing in the world is pretty low. the host could lower the value, but if they need to do that then the game will be running very poorly for everyone at that point anyway.
Hmm, I think it would at least help if there was a floor to that limit, otherwise a toxic host could set it to 0 and effectively force all fallen gold chunks to be almost instantly deleted.
Perhaps I'm especially keen on that given the extant toxicity surrounding gold mining
But otherwise I see your points about it being useful for improving performance and think it deserves to be available
What if there was another slider for a minimum gold drops required? Like, you could make the mod not do anything til there's at least 15 chunks on the map
Id pay for someone to mod a blackjack table into the hub just sayin
via losing against house thats tied to their cc?
@shy sapphire are you fine with this being a separate mod? I don't want to categorize without asking, since it is your work and there is no indication of permission being given.
https://mod.io/g/drg/m/remove-mineral-scatter-again
Assembly posted his mods to GitHub with an MIT license, I believe that's permission, unless I'm mistaken.
A working table I presume ?
I noticed that.. that was a bit.. surprising. I'm from the "If it shines, we mines" era

Precisely
Well it's because gold lags
Potato setups are a thing
Especially modded golden bugs will make you restart the game because of cashe issues
There are a ton of things in the game that don't particularly benefit any given player, but a lot of enjoying DRG is making fun of the mundane
the reason I heard was because completion is worth more than wasting the time to mine the gold
That's not why the vast majority of leaf lovers shame gold mining...
the one I heard just smacks of that whole cult of speed-running
It's because the time:gain ratio of gold is very poor
That is also technically true so
which frankly is a fault of balancing
But I only disable it bc lags
It doesn't lag when it's in someone's inventory
there's no reason to disable gold completely
no reason that isn't toxic
I can see limiting chunks across X duration but disabling it completely is toxic
Well golden bugs exist
hence my original objection to a verified mod having no limit to how little gold there can be for how little duration
Especially when I play 9X2
Inventory isn't taking the thousands of gold on the ground
Right, but 9x2 isn't verified like the aforementioned is. The problem is that a verified mod allows the host to effectively disable all gold in an environment where it would almost certainly not be understood or expected.
It technically isn't verified however it is perfectly runnable in a verified lobby without any side mod loaders and such
- I really don't see an issue and doesnt make sence to make it as approved when it does not affect player progression at all and is still a performance mod to say the least
I'm well aware, but the majority of players aren't savvy enough to forgo use of mod.io. It does impact progression in a negative way, albeit not by much, and certainly impacts the game experience for clients who are used to chunks not disappearing on them.
me dwarf. me mine gold.
sorry dwarf, @half junco wants to take that away from you 🥲 /jk
I want more fps to shoot more bugs
I've mined enough gold since beta
Since the days we bought turrets with gold and resupplied with it
Kinda surprised that someone who's played for that long and plays 9x2 using MINT would be at all concerned with the approval category of a mod on mod.io. I realize you joined the argument late, but did you review what had already been said?
I do care on how mods should actually be approved
me kill bug, THEN mind gold
Then let's petition for an adjustment to the mod.io approval criteria so there isn't any arbitrary discrimination 👍
according to official guidelines Shout Framework (https://mod.io/g/drg/m/shout-framework) should be Approved and NOT Verified
Verified Mods must not:
In any way impact clients joining a server where the Host has Verified mods enabled.
In any way impact Hosts who are joined by clients with Verified Mods enabled.
The mod does both, as ALL players can hear those farts spams, including those who don't have the mod installed.
I can bring a truckload of mods with this guideline
do it then
Okay so we can start with global information mods
Monster count, alternative player ui, combined resources and such
They impact decision making as both client and as host
Especially could be said with monster count with in built chat integration
Auto bhop impacts gameplay as a whole by enabling humanly impossible inputs such as climbing a 70 degree cliff
Delete collision with molly/betc is just straight up impossible movement without the given mod
Weapon fov adjustments change where projectiles are shot at, again impossible without the given mods
This can effect some projectiles allign with tcf and such
Drg VR is just a different game as a whole is yet verified(should be an edge case tbf)
Simpleqol giving features as recall rebind are also impossible inputs as those are toggleable when resuppling(hold r doesn't work at then)
spawn menu is an approved mod
I dunno how people feel about those mods that let you place more waypoints
I find them very handy QOL
people use waypoints?
i place them for machine events, etc, things i want to come back to
the fact that this mod is sandbox while spawn menu isn't is absolutely wild
ope nevermind I just looked through my mod list for something else and noticed it was changed to verified, W
all mods are sandbox from the start - they only get changed when an admin checks them.
oh ok I didn't know that
anyway to get mods now without require email address?
Mint loader I guess?
Also #modded-drg-chat for this type of questions
many of good verified mods are outdated since last update, is there a way i can fix that or play with these without crashing or smth?
Disable those mods and wait until they get updated. Contacting the mod developer may help.
you can play with the vast majority of verified mods as of now.
Low poly ennemy is one example of a mod causing crashes and it probably won't be updated
Shout framework is a necessity for a couple mission control change mods
Shout framework should stay verified imo
Honestly, I would be fine with a change that removes just the ability for global spamming. People who do that are pretty obnoxious.
Shout framework got an update to exactly take care of that!
For others to be able to hear your shouts you need to be the Host or have a Host with Shout FW enabled. If you join a Server that has Shout FW enabled theres also the option to mute shouts for you completely. Download the Mod and its just a click away.
That's nice
Hey, I have a quick modding question. If I were to make a mod that fixes font issues for a language by replacing the in-game fonts with modified versions that add missing characters, would it be OK rights-wise to upload to mod.io?
As long as you are not using proprietary fonts, it should be.
Well, I'm using the fonts extracted from DRG, like Carbon
why spawn menu mod not working?
Petition to have this audio mod verified
https://mod.io/g/drg/m/custom-heavy-autocannon-sound-thunderhead
Alternatively they could follow the instructions in the modding discord and it’ll auto verify.
In a perfect world perhaps, but is that not what you're here for?
Done.
Thank you 🥳
https://mod.io/g/drg/m/no-salvage-drop-pod-lights-less-bright
hello, i uploaded this mod a couple days ago and it seems i misunderstood the auto-verification thingy, it shows as sandbox ingame because it modifies assets that arent auto-verifiable
could someone take a look at it? i changed the tag to aimed-for-verified
yeah
?
Done.
ty
Hey, may I ask for the verification of my (currently hidden) new mod? I've tried getting it auto-verified, but it didn't pass the filter.
It only modifies textures and a font – I suspect the latter would need a game restart to apply its changes, but as a sandbox mod, it gets disabled upon reopening the game.
Done.
Thanks!
am i allowed to just send a bunch of random sound mods that don't have the verified tag (on mod.io) for some reason
If you disable the embedding on them I don't see why not. I can take a look at them. I primarily go through the newest mods or those marked with an aimed for category. Sounds like they are fairly old mods or have auto verified (that doesn't actually do anything unless the game automatically verifies the mod).
well aight then
https://mod.io/g/drg/m/tf2-heavy-ya-dadadadada-minigun#2259039
https://mod.io/g/drg/m/metal-pipes-my-beloved#2396235
https://mod.io/g/drg/m/pew-pew-pew-sound-for-rival-enemies#2141866
https://mod.io/g/drg/m/wave-cooker-droplet-death-sound#2052007
https://mod.io/g/drg/m/lego-yoda-fall-sound#2259069
https://mod.io/g/drg/m/deez-nuts#2202689
Verified them.
hell yea ty
Hey, there's a hud mod I think needs verified
It's only a clientside UI mod, so It should be verified, right?
thanks in advance
I wanna use this mod but it hasn’t been verified
@full briar (please don't get mad at me for ping)
wait actually
@ripe tinsel sorry for the ping but you're part of the mod approval team right?
probably
could you check the mod I linked? pretty sure it should have verified
If it's built correctly then it doesn't need the verified tag, it'll auto-verify ingame.
the auto verify didn't work
it's just a UI mod, so it should have verified right?
it's verified
thanks so much
https://mod.io/g/drg/m/halo-ce-anniversary-shield-recharge-sound Do we know why this one updated and went from verified to sandbox? Did the auto verification not work?
It doesn't have the auto-verified tag
hello dwarfs
what mod should I use for getting 8 players into 1 lobby?
Now it has the auto verified tag, still showing as sandbox in game tho.
Nope, uninstalled, restarted game, reinstalled, still sandbox
I’m confused on the difference between approved and verified mods, ik that approved is supposed to mean it won’t mess with progression but some of the mods in that section look like they will
check the pinned FAQ for details
Added a cosmetic mod for the spacerig for review 🙂 It just allows lighting control on the rig to make it darker or a different color client side.
https://mod.io/g/drg/m/spacerig-17-after-hours
Got it
Need verified
https://mod.io/g/drg/m/glyphid-memoirs
May I please get these mods re-verified after I made changes?
https://mod.io/g/drg/m/halo-ce-anniversary-shield-recharge-sound
https://mod.io/g/drg/m/tf2-smart-pistol-sfx-for-lok-1
I'm just gonna dump these 3 QOL mods for manual verification.
https://mod.io/g/drg/m/personal-korlok-indicatior
https://mod.io/g/drg/m/personal-double-dip-tracker
https://mod.io/g/drg/m/using-monitor
Please verify. Thanks.
Seems my update adding volume sliders moved this mod out of the verified category XD It's just an audio mod with one cosmetic change to Doretta's Head. When there's time if it could be looked at to be re-verified 🙂
https://mod.io/g/drg/m/portal-sounds-modpack
It should be verified, I believe it was part of last week's batch
Was it because it was auto-verified? In those cases you can add an AimedForVerified tag and we'll take a look at it
Yea it was auto verified, but I think it cant be anymore due to having its own volume sliders. I've added it to the aimedforverified 🙂
Thank you for taking a look 🙂
Please approved this
https://mod.io/g/drg/m/better-pickaxe2
I'm not a moderator, but looking at this mod, I'm pretty sure this can never get verified. Maybe approved.
it will be enough for me that it is not a sandbox
https://mod.io/g/drg/m/helldivers-2-killstreak-counter
Waiting for verification.
It's verified now. Thanks a lot!
Wanted to see if it would auto Verify as an audio only mod, but it couldn't XD Whenever theres a moment I submitted this mod with applyforverified 🙂
https://mod.io/g/drg/m/a-new-hand-touches-the-beacon
https://mod.io/g/drg/m/goofy-leeches
This isn't auto-verifying. It's audio only (and my very first mod ever)
(Sorry for not marking it as AimedForVerified. Still waiting for verification approval)
~~I'd like to submit this mod for reevaluation:
https://mod.io/g/drg/m/quick-reload
Since being granted verified status, the mod has evolved to include several features that usurp what is normally possible in the course of unmodded gameplay, giving a distinct advantage to mod users in the form of accelerated rates of fire that unmodded users cannot match. As such, I believe it ought to be reclassified as an "Approved" mod, rather than a "Verified" one.~~
Specifically, the mod allows users of "Pump Action" to fire at a higher rate than would be achievable without the mod, under any conditions. This also affects the Platform Gun and Flare Gun, albeit to a lesser degree.
Aforementioned mod has been revised to eliminate the issue with Pump Action.
#modio-feed message hey folks
this mod right 'ere
kill the fuck out of it
reason is suuuper simple: nsfw thumbnail, absolutely fake mod!
https://mod.io/g/drg/m/2651631
https://mod.io/g/drg/m/yyj
https://mod.io/g/drg/m/kim
https://mod.io/g/drg/m/baiyang
https://mod.io/g/drg/m/death7201
other potential scam requested for reviewing and abolishment
don't forget you can report those directly on the website too
aye aye cap!
oh wait wheres the report button at
Thank you, I soft deleted the mods and revoked the user permissions. 2 of those mods were keyloggers and the rest were just mostly random stuff but not applicable to the game at all. I'll see about getting the 2 keylogger accounts banned off of Modio entirely, if I can. Neither Modio virus scan nor my antivirus were able to detect it in the zip files, but looking at the files it was pretty obvious by using a file extension exploit paired with png access points. 💀
keylogger??? wtf do they need with that... 😨
They didn't even try to obfuscate it, lol. It was all plain text keylogging stuff afaik.
Hi all, I made a new mod (https://mod.io/g/drg/m/glados-mission-control-head-of-r-d/) and it's been up for about 10 days with the [AimedForVerified] tag 🙂 I'm just wondering how long it's expected to take? (I don't know if it's usually days / weeks / months). Thanks!
edit: Oh, I've woken up and this is now approved! Thank you behind-the-scenes approver people ❤️
Hello, Im questioning the approval status of the Deep Scan Crystal Better Visibility Mod (https://mod.io/g/drg/m/deep-scan-crystal-better-visibility)
The Mod has progressed to a state that doesn't even resemble the Thumbnail anymore
While it originally only showcased a "steamlike" texture that went through the ground to make the crystals slightly better to see, it now completely removed that feature and instead added an unmissable brightness on the ground, as well as an Iron Will like beam that is currently impossible to turn off.
With no way to turn off features that make the mission too easy as well as a misleading Thumbnail I am questioning its approval status as a Verified mod
Eh seems fine, game is still challenging with or without it
And that is fine if you think that way, I think that being able to see the crystal right away the second you turn a corner or enter a cave is too much. But that was just one part of my issue with the mod which could easily be fixed in the future by adding a tab on Mod Hub and UUI to toggle certain effects on and off.
What is not fine however is the fact thumbnail and the actual mod itself show 2 different things with no way to change it to what the thumbnail offers. The effect that is showcased on the cover pic is literally nowhere to be seen in the current mod. People download the mod thinking they'd have a pretty vanilla-like experience but are greeted with a brightness +1000 zone and an IW beam that they probably didn't want or even expect lol. Probably also the reason why the dislike/like ratio and the comments look the way they look.
It's like trying to order a Pizza with Mozzarella cheese but getting one with Blue Cheese instead. Yes, its still a Pizza with cheese at the end of the day but you didn't want that y'know?
I think you should apply these heroic efforts to all mods to verify they are in the correct category. Who knows what other diabolical mischief is taking place!
isn't the whole point of this channel to bring up questions like that?
Yes
mod is updated. we await your approval. please and thank you. :)
Just wanted to clear up that the mod never worked by spawning the visuals "the second you turn a corner or enter a cave", they would only appear after you or a teammate walked very close to a crystal. Totally get your feedback about how the thumbnail didn't match up with what the mod progressed into, so we've added user customization and by default it is now very similar to the thumbnail, like it was in the past. There's an option for a new "enhanced mode" that gets rid of the iron will line and excessive brightness, and instead uses small particles that kinda glow.
the iron will beam effect was only supposed to be a placeholder until we found something better, but the lack of modding tools makes it rather difficult to cohesively mod this game without wasting hours reverse engineering and debugging things that should not be required for modding a game with official mod support :)
https://mod.io/g/drg/m/starship-troopers-tattoos-reborn-extra-tattoos
[I wrote here just in case.]
So um. I upload Tatto Textures mod replacement yesterday. Its still in sandbox sadly. Can it get Verified Category?
UPD 27.01.2025 - For some reason Requested Category was empty. Now I set it to [AimedForVerified]. Hope this speed things up.
https://mod.io/g/drg/m/chaotic-biome-visuals could we please get this mod verified. :)
https://mod.io/g/drg/m/starship-troopers-tattoos-russian-loc-ver
I made another Tattoos replacement mod. Waiting for verification.
https://mod.io/g/drg/m/ut2004-music-pack hello, don't mind if the mod is on ''beta'' it's most likely almost done, i will wait while this gets verified (while im doing some changes to it)
I separated my framework mod into the framework (Verified) and the Extra cosmetic fun stuff (https://mod.io/g/drg/m/sgg-framework-extras) to reduce bloat on the main framework mod. Can I get the SGG Framework Extras mod verified when you have the time? It's all the same cosmetic changes (visual and audio client side) that was already in the original verified mod 🙂
Hi, can I get it verified? Please and thanks. 🫂
https://mod.io/g/drg/m/synthwave-galactic-overdrive
Edit: Verified now, thanks.
https://mod.io/g/drg/m/new-world-symphony-extraction
Can this mod be verified?
Why some of my mods are off when i open the game how can i fix it?
https://mod.io/g/drg/m/show-teammate-shield-above-healthbar can i please get this mod verified, thank you. :)
petition for verification:
https://mod.io/g/drg/m/revert-grenade-collision
bump. its been a week since this request with no updates.
in fact, no mods (besides one that was self approved afaik) have had any categorisation happened in 11 days. that is a really long time to have zero updates on mod status. not sure why you're (seemingly) trying to punish modders, and players who want to play with mods, but it seems unfair. if there are problems with the mods, some communications would be very useful. thank you. :)
Pretty sure a bunch of people at the office got sick.
https://mod.io/g/drg/m/darksynth-music-pack
Hi, I updated this mod with more songs and now it's set to Sandbox. Could it please be verified? Thank you!
https://mod.io/g/drg/m/random-death-sounds
Can this mod I cooked be verified?
https://mod.io/g/drg/m/sbxhr666
oh my fucking god
another scam mod
i reported too btw
what does it do?
nothing or just activate a keylogger
reported as Illegal Content
https://mod.io/g/drg/m/plankton-uhhhh-egg-allert#description
Hello developers, please approve the mod🙏
https://mod.io/g/drg/m/karl-class-fixed#description can we plz verify this mod
No, it’s staying approved
https://mod.io/g/drg/m/fms-mod-kit
I'd like to have this mod verified, thanks.
who?
#modding-approval-discussion message
this mod is not gonna be verified.
It's gonna stay approved.
how come
Pinned messages
https://mod.io/g/drg/m/no-more-dollar-store-flashlights-3x
description says its marked as approved, but the tag is listed as verified. is this supposed to be marked as verified?
comments say this also works in verified games now
I think the other person was talking about whether or not the type of tag (verified, approved, sandbox) is correct.
Not sure, but I think the mod was initially tagged as "Approved".
Maybe it got re-reviewed at some point and was deemed tame enough to be verified,
and that the mod author simply hasn't updated the desc. because it's an old mod.
Just my guess.
"supposed" as in whether or not it actually follows what should and shouldn't be approved. diggler got the right idea as to what i was asking.
Ahhhh, my bad
A friend made a mod for me. How can I get it out of sandbox so I can use it in games? https://mod.io/g/drg/m/custom-chat-colors
Can my mod get verified?
https://mod.io/g/drg/m/serious-stupid-music-replace#description
Following the instructions in this guide will result in auto-verification upon loading. https://mod.io/g/drg/r/drg-mods-a-comprehensive-guide-to-audio-modding
No tag required
Hello,
I noticed that some mods submitted after mine(https://mod.io/g/drg/m/stream-reactive-chzzk#description) have already been verified, but mine is still pending.
Could you let me know if there’s an issue with my mod that’s preventing verification, or if it just needs more time?
If my mod violates any policy, I’m happy to update it quickly.
Also, is there a specific channel where I can check the reason for a mod not being verified?
Thank you.
Just from a cursory glance it will likely require the same restrictions as Twitch Integration.
So it would be approved to let players know it is active since it affects clients by spawning things.
It'd need to have things (if applicable) like Crassus, Huuli Hoarders, machine events, error cubes, cargo crates and such removed to make it not sandboxed due to those things affecting progression more directly.
Oh, I understood. I will post the messages for knowing everyone in the room.
and I have a question.
Does the Crassus affecting to progression? This mod does not spawn other stuffs(except Crassus) you mensioned.
If the Crassus makes problem to the user progression, I will remove it. You mean that the Crassus is detonator, right?
Yeah, the golden bulk detonator.
Does it affect the users progression? I did not get it.
Yes, it does, due to the severe amount of credit gains.
Ah, I got it. I will remove it from the spawn list.
I updated mod.
- Remove Crasus from the option.
- Post messages to all users that this mod is activated on every missions.
- Post message to all users when spawn monsters, wave is called, or supply is called through donation.
Please let me know if you have any other worries.
Thank you!
It literally just released. Have some patience.
eugh i misread the time
shouldnt mod drg while sleepy..........
It'll probably be sandbox anyways.
Hi, so I found a mod that simply writes in the game lobby chat who pressed the button, i.e. it only includes visual information functionality, but for some reason it is in the “Approved” category, not “Verified.” Maybe this isn't the place to discuss it, or maybe I'm missing something about mod verification, but to me, the mod looks legit enough to be verified 🤔.
https://mod.io/g/drg/m/who-done-it-button-mod
I made an endless deep dive style mod that scales up in difficulty as you play. It sticks to vanilla assets and only the host needs it to run the missions. I was wondering if it can be looked at when there is time for approval. 🙂
https://mod.io/g/drg/m/the-gauntlet#description
Any reason why these audio mods were falsely tagged as sandbox mods when they were initially verified?
https://mod.io/g/drg/m/rabbid-glyphids#1496931
https://mod.io/g/drg/m/supply-pod-cartoon-bonk#1653078
https://mod.io/g/drg/m/avast-menace#1165379
https://mod.io/g/drg/m/neurotoxin-grenade-fart-redux#3171302
https://mod.io/g/drg/m/stalker-deaths-whistle same for mine I wanna know why it hasn't been verified pretty please
These four audio mods are still falsely tagged as sandbox instead of verified, and it's been well over a week since I mentioned it before. What's the deal?
Only 1 person is verifying mods at the moment, and they are busy with other things iirc.
Why not bring more staff in to verify mods?
I don't think they have the capacity to do that? I don't know. I do agree they should look at having other people moderate mod.io
The main problem is that these mods were already verified at one point and had been falsely flagged as sandbox within the last few months or so.
I doubt they're looking to hire someone will just spend 8h a day verifying mods. They might work for 2 weeks straight and spend maybe 5h each week after that.
So that's not really a great solution.
If you wanna keep this discussion going though, I'll ask we switch it to #modded-drg-chat instead.
My guess is that since they seemingly never had actual category tags, the auto verification system flagged them as sandbox due to recent game updates.
Alternatively if you were using Mint prior and the categories did not matter they behaved like a verified mod until the recent game update that caused Mint to not work without a specific launch parameter.
I will try to go through those and other mods sometime today and assign them proper categories to resolve your issue.
I have had major life issues lately that took precedent.
Why is this marked as sandbox when all it adds for us are a few cosmetics that were tied to limited time events? I understand that they are limited but still, sandbox?
https://mod.io/g/drg/m/all-previous-campaigns-available#description
Did you not read the mod description? It says its intended to be used with Mint.
is there a way to report a mod thats marked as verified despite it giving an obvious unfair advantage to people who have to installed?
This would be the proper channel to request a follow-up review or inquiry.
There have been numerous instances of such mods for several reasons that usually boil down to certain compromises or intended use cases.
Also to consider is whether the boon is significant enough of an impact that it warrants segregating the user and delegating their server to the modded category which generally have very little traffic for multiplayer - even before the recent, game breaking Modio implementation changes that made it extremely difficult to join modded lobbies using official means.
sorry but could you please simplify the "boon is significant enough of an impact that it warrants segregating the user and delegating their server to the modded category which generally have very little traffic for multiplayer" part? i couldnt understand even after i google translated that to my own language 😄
It might be easier to give some examples. The mod categories always needed to be flexible due to the possibilities.
- There is an "Enemy Radar" mod that was set to Verified by me because it has limited range, cannot show cave leeches, it is intended for deaf or hard of hearing players that cannot use sound to find an enemy location. Yes, it has advantages over people without the mod but it is Verified due to the limited range, the ability for most users to hear the enemy before that range and the creation of it being for their deaf sibling to play.
- There is "Customizable Ally Outlines" that was originally set to the Approved category by GSG but it is now Verified as it is possible to see player outlines when taking out the laser pointer. That mod just prevents you from having to have the laser pointer out every few seconds. Yes, it has advantages such as outlining things that normally have no outline, but is considered quality of life for players to do something they normally can or to outline things that don't give a real gameplay advantage.
- One of the more debated ones is "Brighter Objects" which was set to the Verified category by GSG as it was intended to be used by players who have difficulty seeing dim glows or lights on mission critical objectives. It has fairly significant advantages over users without it and while I personally would not have given it the Verified category, that is what was concluded.
- There is "Driller Vision" that has both an Approved and Verified variant that I worked with the modder on for meeting the desired compromises. The Verified version has the same range as the normal terrain scanner, requires the terrain scanner to be used before it activates a short lived visual of the terrain scanner things in the world. I viewed this as a good quality of life mod for those who have a hard time using or understanding the normal terrain scanner and can help ease cave exploration for those who get lost easily.
If things were set in stone and not flexible, a huge number of mods would have less people using them for subjectively minor advantages.
Many quality of life or accessibility mods would force the user to struggle to get anyone to join them in multiplayer as that is what the Approved or Sandbox tags more-or-less enforce due to lobby and save game segregation.
Even if they did get someone to join, the joining person would have to struggle to properly join the game with the official mod system - which results in immense frustration for most folks.
With the existence of other mod loader(s) the general restrictions have become more relaxed as to not, in a way, punish users for using the official mod loader.
quick reload, quick pickaxe, no walk only sprint
ok thank you for the explanation yeah that makes sense and seems fair. in that case the thing i think that shouldnt be in verified category is pretty much a pure cheat mod. like hayang mentioned its called "quick pickaxe" and the description is very misleading. it says that it auto action cancels pickaxe swing for faster mining but what it does not say is that it actually straight up increases the pickaxe speed, the mining with this mod enabled is almost as twice as fast as the perfect possible pickaxe cancel mining speed in base game. i had some people join me with this mod enabled twice and they didnt even realize that it modified the pickaxe speed, they only thought it was only action cancel. they were mining so fast it was like EPC driller.
its been out for like a year now so im surprised noone has said anything here yet. some people did mention that in the mod comments tho, me included
imean not gonna lie ive tried to use it and its super fun but im pretty sure you cant do that in the base game
I saw this claim multiple times and with my understanding of the game and how the mod works, no, the mod does not increases the speed of the pickaxe
it uses a different q mining technique from what we used, it is not humanly viable but it is doable within the boundaries of the game
it uses laser pointer cancels to cancel the pickaxe ready state as well and using it to perfectly cancel after the given terrain/mineral is mined
in theory, this is replicable with a autohotkey script
I mean it is a huge advantage but it is replicable on the base game with no mods
just clearing that out
Im saying that I think no walk only sprint is even more of an issue than quick mining as it has a interaction that is straight up impossible from base game
it can just work as a flat movement speed increase with the second wind perk as your dwarf is always put in the running state, it always triggers when you move forward
wait so if it uses some sort of button pressing thats not psyhically possible by human hands and makes mining 50% faster why is it allowed then? wasnt the fast q mining patched like years ago?
the original q mining still works but is ~10% faster when executed perfectly at this point, this uses a totally different method as I explained on top
"if it uses some sort of button pressing thats not psyhically possible" argument can be done on the bhop mod as well
it is an insane advantage but isnt enough to make it a non-verified mod imo because it is technically possible on the base game
thats horrible. i just hope theyll have better restrictions with mods in rogue core to make it fair
that newest mod cant be following tos
how exactly did the spawn menu get approved
Noone knows lol
that should seriously be sandbox because ain't no way I should be able to spam hundreds of golden lootbugs for hours on end and have it count towards XP and credits
I worked hard for my money (except all those times I drank pots o' gold)
At the end of the day the categories won‘t matter anyways
I tried out a "bosco improved" mod today since it was a verified one... it straight up let bosco do whole missions for you and could set him to fly at mach 5.
I've had tons of these QoL mods that maybe each just make the game a little easier. but I've always said, "Well if it's verified, it can't be that game-changing" which was my excuse for any game-altering things (like the eggs glow differently to indicate if they cause a large wave mod).
Obviously this mod took it too far while being verified, but it made me realise something:
it'salways been on me to decide what's too game-changing. the devs (or whomever) are just a sort of fallback.
That's it really, just a little thing i wanted to say to see if anyone else had a similar moment, and share their stories
Is there a great deal of why the "Who Done it?: Button Mod" Isn't verified? Seems so little compared to some of the other mods
https://mod.io/g/drg/m/starship-troopers-mod#description
Seems to be a repost of an alr existing mod at first glance, however doesnt seem to be the case with the file size being 99mb.
given github link for alternative downloads doenst exist now, cant find any waybacks to confirm if it is malware
At best, it is some junk file uploaded wrong and at worst(very unlikely though) is some sort of malware although idk how that will ever work
Dont see any reason to not remove it
Found the given zip doesnt contain a pak file which means its some sort of junk file or malware
Thanks, it's being looked at.
use mint and stop caring about the silly little categories, imo
that mod is why I moved to it (:
fair enough
hey uh
why was this
approved?
it was verified in 1.39
because it uses a client side anim cancel which is used to do quick mining and not actually make the pickaxe quick
Like the guy above said, use mint and ignore the approval categories 👍
i do lol
but its kinda weird
from what I have been told iirc i think its because it allows for changing the pickaxe speed to be even faster, when before i think it was only as fast as the pickaxe cancel tech. Could be wrong tho so take that with a grain of salt
for me i went for a 1.5 pick axe speed
2x speed makes the pickaxe functionless lol
inhuman speed of pickaxe
Is Ghost Ship Games currently responsible for approving mods, or is it the community?
it mostly GSG and one person from the community.
https://mod.io/g/drg/m/who-done-it-button-mod#description does someone know why this isn't verified?
all this mod does is send text messages, afaik
Use the search bar, it’s been explained before.
Hello, I’m not sure if this is the right place to ask, but is it possible to remove this user’s mods?
https://mod.io/g/drg/u/kalimjeiko
I know I made these original mods, and I also realize I probably shouldn’t have created them before the Early Access release. I only shared them privately on another Discord server and deliberately avoided uploading them to mod.io because it felt disrespectful before the actual release.
However, this user recently uploaded all of my mods to mod.io from Discord.
I already reported the issue to the mod.io team, but I haven’t received a reply yet, so I’m asking here in case you’re able to remove them.
I also deleted all of these Rogue core mod files that I shared on the Discord.
I’m uncomfortable with the situation because the mods use unreleased assets such as animations, models, and sounds from unreleased Rogue Core. I’m also really sorry for my own careless actions that led to this.
Funny because they claimed to have your permission on a comment that they now deleted, as well as claiming to be a Rogue Core developer. Gotta love chronic liars
I didn't even get any message from the user about uploading these
Is it all the mods?
Looks like it from all the comments.
All of Rogue Core ones, except for the Rogue Core armor. and I apologize for that... As others pointed out, it wasn’t respectful toward GSG, since I used assets from an unreleased alpha version...
It was stupid and I thought it would be fine to share it privately, but it ended up going public, and when that happened I got scared that GSG might be upset about it. I'm really sorry.
Don't worry about it. I removed all of it, and removed his anything-privileges. As far as I know we've been trying to not have anything that might be unfinished or unreleased up on Mod.io, but we're not going to "police" it outside of that.
Thank you so much for taking the time to do that🙏 I’ll make sure to think twice about my actions from now on
It's happening again btw https://mod.io/g/drg/u/p-drg1 this guy is uploading mods under the pretense of being an official accout of the pdrg staff which he is not
probably should have mentioned this earlier but i dm'd him as well
He's been nuked.
thank you
if it's possible to ip ban him to avoid alr accounts it's be really nice
dunno if mod io has that but yeah
https://mod.io/g/drg/m/remove-s6-particles
can my particle removal mod be approved for verified
wasn't me, i ain't that mad 🤣
interesting that there are others though
may I ask about the categorization status of https://mod.io/g/drg/m/vons-custom-rooms#description and the two variations? aiming for approved
I second this request above me.

unsanction karl class kthx
New channel 
me
current system is totally a lil flawed
I’d like to see only qol mods and verified mods on main
literally everything else can go sandboxed
Heyo fellow miners. So I've got a bit of an issue.
The mod here is listed in verified: https://drg.mod.io/exchangeable-class-traversal-tools
The purpose of the mod is to rearrange certain items or weapons in your weapon wheel to make them easier to access; as stated in the description of the mod. However this mod enables you to take whatever support tools you want on any class you want.
This is an amazing mod, don't get me wrong. However it affects players' gameplay who want to play without mods and end up getting with someone who have a verified mod that allows the gunner to be a semi-engineer. If either the creator of the mod could fix the issue or it could be moved out of verified that would be amazing.
Rock and stone!
exhibit A 
xD
Is this thread even worth anything given how arbitrarily the mod categories were assigned by devs themselves?
pretty sure this thread is so that anything that goes into a category that it shouldnt go into is disputed
(even though that shouldnt happen in the first place)
Thanks, good catch, yeah that detail wasn't in the description. We generally approve the mods by trusting that the mod devs provide all the relevant details in the description, so posts like these are super helpful.
We'll look into it and act on it.
https://drg.mod.io/increased-pipeline-build-and-repair-range
This one is verified also and is still active when you join others' lobbies, larger gunk seed radius is understandable but this one is a little OP
I don't feel that the increased pipeline build/repair range mod is a buff, it just alleviates the accidental grinding instead of building/repairing.
You're still in the danger zone of the enemies.
then dont play with that person who has the mod?
I think it is like 130% larger radius, so that is indeed an advantage over others.
if anyone doesnt like a mod that host is running dont play with that host
it's verified, so you literally cannot see who has it
its revealed in the mod list
besides the the fact if you have access to everything and you dont like that leave?
you're missing the point of both the categories and the fact that you cannot see the host's verified mods
unless they're dependency like BPMM
oh it's approved now
guess it got changed since the discussion so this talk is pointless now
No. 😠
rude
that's the spirit
isn’t the entire point of this channel to point out discrepancies like that?
what’s with the “just don’t play with them lol”
why are you even in this channel
ok what about when a developer of the videogame thanked them for bringing it up just a few messages above you?
I think the increased build hitbox is fine and its what made me sub to the mod in first place (unless theres some subtle hidden strat im unaware of) but I definitely agree that the increased repair can be a gameplay advantage. Ive used the mod for awhile now and Ive taken advantage of it by being able to safely repair pipes that I otherwise would have probably taken damage from if I had vanilla repair range.
The increased repair radius is definitely helpful when the repair spot is flooded and aggro’d by enemies or a prae/opp that you might take dmg from so it lets you be in a safer repair range. Especially if the pipe is inside a tight driller-made tunnel. Not only that, it lets you be just slightly out of reach of enemies that would have re-aggro’d and attacked you the moment you finish repairing
it might be “fine” in a balance sense but that doesn’t mean it fits under the current definition of “verified”
Should be 2 separate mods, the build hitbox being verified is fine imo
thanks for showing me the mod
The problem was not necessarily the change in radius. the problem is that if affects everyone in the lobby despite being a verified mods. Verified being mods that only influence your version of the game.
Oh yeah i didnt see that part, was mainly adding and agreeing to what OP said about it being too OP
Or gameplay changing but yeah i see thats also another problem of it
Speaking of influecing everyone in lobby, anyone gonna bring up everyones favorite beloved cosmetic mod that allows you to have a shiny gold color to ur weapon? Heh
considering it's just expanded weapon coloration and different blade placements, I don't really think it matters. esp since i haven't actually noticed people using it. it doesn't disrupt anything or change gameplay
Well regardless if its noticeable or impactful, it still affects other people who don't have the mod in some way even in the slightest amount.
The reason I brought it up because there was an interesting situation awhile ago where there was a very similar mod to this mod, but this other mod could be argued to be more "impactful", ended up being approved instead of verified. Regardless of impact, both break the verified guideline, but only one is verified.
There's also an interesting situation with audio mods too. As it stands, basically any pure audio mod is considered verified. I don't play audio mods much but I ended up trying one of those audio mods that replaces the shellback sounds with music. And the first thing that was definitely noticeable is that it made shellbacks significantly easier to hear, know where they are, or if they're around. And another interesting area is leech audio mods. There's audio mods that modify that grabbing sound (not just the already-grabbed sound) that leeches make and these audio mods make getting leeched, which can easily be a game changer, way easier to avoid. What if someone made a mod that made enemy footsteps louder? Grabbers flying to you louder? Or doesnt even have to be directly amplifying sound, what if the mod replaces the vanilla sounds with a sound that just so happens to be quite loude/noticeable that affected gameplay in some way?
As it stands, the guidelines for verified category in particular seem to be quite vague
Affecting all clients/whether everyone has to download it or not shouldn't even be part of the verification categories' function and considerations anyway, but there's nothing else in the game that has any sort of control over it and nothing modders can do about it themselves so far, to my knowledge.
My view on it is that mods help you play the game how you wanna play it.
Sure, some audio or visual mods make the game easier/etc but not so much to a degree that would greatly change the experience. Sure, being able to easily hear a grabber would make that enemy a lot less threatening but it isn't drastically breaking the formula of the game (which you can view as a kinda lame/not very Rock and Stone way to play if you want). I think those are fine in what is currently described as verified - client side things that don't change the game in a major way or impact how others want to play.
The idea of approved makes sense to me for things that change up the game from the base formula (thinking of things like higher Hazard levels to make things more challenging, or other changes that affect others). But these mods stay in the realm of the default progression of the game (as the devs have mentioned before as something they don't want mods to mess with too much).
Obviously there's a bit of grey area between the two and maybe a better distinction between the two would be helpful but I don't find it that troubling.
Then you have the sandbox which can be a free for all for all types of wacky mods that change the game, making it wildly easy, drastically changing things, etc.
I know this is a bit different than the discussion at hand, but just wanted to give my two cents on the categories - sorry about the wall of text.
Intent is a big factor, honestly. I don't really care that joke mods are easier to hear or slightly easier to see, but a mod made explicitly to make things easier to hear/see for non-disability reasons would have me 🤨
Even so, I don't really care that much about it because I feel like policing such small changes do way more harm than good, especially since you can't know everyone's intent/circumstances all the time, and since it's just a game
RE the pipeline repair distance, take back what I said earlier... this should not be verified