Modding

Have we been told if the developers will allow modding? Sorry if this a repeat question.

whether it has been brought up or not still a great Question for the ones who will create custom scenery, I'm keeping my fingers crossed that they do so i can create CS for my recreated park and for others to use.[up]
 
yeah its a request on the main list of things the community wants, i would looove modding since it allows so much more in the game! i mean, it won't hurt the community to add it in as it isnt forced but optional.
 

Brett C

Frontier
Have we been told if the developers will allow modding? Sorry if this a repeat question.

It'd probably be better for me to ask this:

If the dev team was to incorporate modding into the game, what sort of modding? The word Modding encompasses a huge swath of items.
 
I have no interest in modding myself, but using other people's modded Scenery and building pieces is something I would be interested in.
 
Custom scenery is a must in this game. It changed the way we built parks from RCT2 to now. As great as the Dev team is for building this game. They don't have the time or resources to build all of the scenery that players will want/need. Besides, custom scenery is what keeps games alive well beyond the expected shelf life.

While I still play the alpha, the limited scenery in it has caused me to slow down to try different tricks when building things. Even with all of the scenery in the full release of the game, players will always want that one piece, or one texture that the Devs didn't foresee a need for. We have already used what we have now in ways they didn't even think of. that proves that they understand the creative nature of their fan base.
 
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At the Eurogamer event they said something like there will be tools they have not shown yet to do some kind of UGC over Blueprints.
As no one corrected this in that thread i think i got it right. Hard to hear.
 
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Have we been told if the developers will allow modding? Sorry if this a repeat question.

It'd probably be better for me to ask this:

If the dev team was to incorporate modding into the game, what sort of modding? The word Modding encompasses a huge swath of items.

I believe what he means by modding is creating custom scenery , I do think most of us here played RCT3 and created our own or used custom scenery to recreate real parks or just because the game developers did not have what the gamers needed for their park. this was a good topic here in this link about a custom scenery Importer .. https://forums.planetcoaster.com/showthread.php/182-Modding-support



Custom scenery is a must in this game. It changed the way we built parks from RCT2 to now. As great as the Dev team is for building this game. They don't have the time or resources to build all of the scenery that players will want/need. Besides, custom scenery is what keeps games alive well beyond the expected shelf life.

While I still play the alpha, the limited scenery in it has caused me to slow down to try different tricks when building things. Even with all of the scenery in the full release of the game, players will always want that one piece, or one texture that the Devs didn't foresee a need for. We have already used what we have now in ways they didn't even think of. that proves that they understand the creative nature of their fan base.

I also Agree as well, RCT3 was and still kicking strong because of the custom scenery that was created. and with this game the way it plays now , it would be endless of fun.
 
It'd probably be better for me to ask this:

If the dev team was to incorporate modding into the game, what sort of modding? The word Modding encompasses a huge swath of items.
All of them ? [rolleyes]

People just need "tools" :

For the modding :
(the "coding" aspect like physics, AI modification, new gameplay mecanics, new game modes, etc...)
------------------------------------

  • DevKit/Modding SDK
    (like what some developpers give to the player like idSoft, EA, Valve, etc...)
  • Documentation
    (of course...)

For the UGC :
(the "artistic" aspect like 3D objects, static, animated and/or scripted like custom track/ride, textures, music, sounds)
------------------------------------


The modding community could do make the "importer" (just like RCT3), but it's clearly better if it's included in something "official" (For stability, consistency and even aesthetic reasons), and of course, few people will be able to "mod" the game even without your help, but you are the only ones able to provide the "Modding SDK+doc" which would be very useful, and, above all (because it's the most important thing), the "Online Custom Content Sharing System" (if we want to share custom content online, the modding community can not do something alone)

Another mod thread [ugh]
It's not my fault this time [rolleyes]

[big grin][big grin][big grin]
 
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Brett C

Frontier
All of them ? [rolleyes]

People just need "tools" :

For the modding :
(the "coding" aspect like physics, AI modification, new gameplay mecanics, new game modes, etc...)
------------------------------------

  • DevKit/Modding SDK
    (like what some developpers give to the player like idSoft, EA, Valve, etc...)
  • Documentation
    (of course...)

For the UGC :
(the "artistic" aspect like 3D objects, static, animated and/or scripted like custom track/ride, textures, music, sounds)
------------------------------------


The modding community could do make the "importer" (just like RCT3), but it's clearly better if it's included in something "official" (For stability, consistency and even aesthetic reasons), and of course, few people will be able to "mod" the game even without your help, but you are the only ones able to provide the "Modding SDK+doc" which would be very useful, and, above all (because it's the most important thing), the "Online Custom Content Sharing System" (if we want to share custom content online, the modding community can not do something alone)

It's not my fault this time [rolleyes]

[big grin][big grin][big grin]

'All of them' is not an acceptable answer. You need to realise that for launch of Planet Coaster. [happy]

Personally, I'd love to have a Cities Skylines-esque modding support. But here's the thing: that is some serious and significant developer time to code in such features that you are describing. Rides will be different than coasters, coasters are different than shops, shops are different that trees/flora. On top of that, if we were to open the floodgates to anyone's custom modding/custom content/custom code, what happens then? You potentially get a flood of items in the game - and probably won't know what to get off the bat. You also end up with custom content/modded addons that greatly modify the game's inner workings - which may end up causing stability issues, load time issues, rendering issues, this list does go on and on. Let alone to the fact, if a player were to save their park and share it, what happens on the other player's side when they go to download and run said content without the mods, addons, extra objects? [where is it] Take a look at the C:S forum here: http://steamcommunity.com/app/255710/discussions/ - whenever Colossal Order releases an update/patch, it ends up breaking mods/addons. It's a very real issue that needs to be considered.

I'm not saying that to be elitist, i'm not saying that to be mean. I'm being very real and to the point with this. Coding such a thing isn't easy, it's not an overnight ordeal there. There are NUMEROUS issues that can and probably will prop up with such "all or nothing" support.

As for a online content manager, I would expect that to be there due to blueprints and the sharing of blueprints. [happy]

With that being said, sure - you and the others can always "downvote/low-vote" an item as seen on the 'steam works' platform and via the means of upvoting/liking and general activity such as adding to collections or subscribing.
 
'All of them' is not an acceptable answer. You need to realise that for launch of Planet Coaster. [happy]

Personally, I'd love to have a Cities Skylines-esque modding support. But here's the thing: that is some serious and significant developer time to code in such features that you are describing. Rides will be different than coasters, coasters are different than shops, shops are different that trees/flora. On top of that, if we were to open the floodgates to anyone's custom modding/custom content/custom code, what happens then? You potentially get a flood of items in the game - and probably won't know what to get off the bat. You also end up with custom content/modded addons that greatly modify the game's inner workings - which may end up causing stability issues, load time issues, rendering issues, this list does go on and on. Let alone to the fact, if a player were to save their park and share it, what happens on the other player's side when they go to download and run said content without the mods, addons, extra objects? [where is it] Take a look at the C:S forum here: http://steamcommunity.com/app/255710/discussions/ - whenever Colossal Order releases an update/patch, it ends up breaking mods/addons. It's a very real issue that needs to be considered.

I'm not saying that to be elitist, i'm not saying that to be mean. I'm being very real and to the point with this. Coding such a thing isn't easy, it's not an overnight ordeal there. There are NUMEROUS issues that can and probably will prop up with such "all or nothing" support.

As for a online content manager, I would expect that to be there due to blueprints and the sharing of blueprints. [happy]

With that being said, sure - you and the others can always "downvote/low-vote" an item as seen on the 'steam works' platform and via the means of upvoting/liking and general activity such as adding to collections or subscribing.

I'm sure that people who like to create Mods what to do all of it equally. As a user my priorities would fall in this order.

1. custom Scenery.
2. custom building material (walls, windows, poles, etc
3. custom flat rides
4. custom coasters
 
'All of them' is not an acceptable answer. You need to realise that for launch of Planet Coaster. [happy]

Personally, I'd love to have a Cities Skylines-esque modding support. But here's the thing: that is some serious and significant developer time to code in such features that you are describing. Rides will be different than coasters, coasters are different than shops, shops are different that trees/flora. On top of that, if we were to open the floodgates to anyone's custom modding/custom content/custom code, what happens then? You potentially get a flood of items in the game - and probably won't know what to get off the bat. You also end up with custom content/modded addons that greatly modify the game's inner workings - which may end up causing stability issues, load time issues, rendering issues, this list does go on and on. Let alone to the fact, if a player were to save their park and share it, what happens on the other player's side when they go to download and run said content without the mods, addons, extra objects? [where is it] Take a look at the C:S forum here: http://steamcommunity.com/app/255710/discussions/ - whenever Colossal Order releases an update/patch, it ends up breaking mods/addons. It's a very real issue that needs to be considered.

I'm not saying that to be elitist, i'm not saying that to be mean. I'm being very real and to the point with this. Coding such a thing isn't easy, it's not an overnight ordeal there. There are NUMEROUS issues that can and probably will prop up with such "all or nothing" support.

As for a online content manager, I would expect that to be there due to blueprints and the sharing of blueprints. [happy]

With that being said, sure - you and the others can always "downvote/low-vote" an item as seen on the 'steam works' platform and via the means of upvoting/liking and general activity such as adding to collections or subscribing.

Great response Brett, much thanks [happy]
 
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'All of them' is not an acceptable answer. You need to realise that for launch of Planet Coaster. [happy]
Wooooowwww [happy] !
I NEVER said "for launch", I just listed the tools we need.

But since you talk about the launch, and IF we have a chance to have something at launch, then I think that "custom content import" has priority over the modding aspect.

I guess the "online importer + online content library" is a (very) big piece, and I know that the "offline importer" should be extremely easy to code for you, so, if I have to choose something "for launch", I would say that, since it's the smallest thing to dev for you but which can allow the import of any 3D object, like the "competitor" (If we can call that a "competitor").

Personally, I'd love to have a Cities Skylines-esque modding support. But here's the thing: that is some serious and significant developer time to code in such features that you are describing. Rides will be different than coasters, coasters are different than shops, shops are different that trees/flora.
I'm agree.

On top of that, if we were to open the floodgates to anyone's custom modding/custom content/custom code, what happens then? You potentially get a flood of items in the game - and probably won't know what to get off the bat.
Nope.

You potentially get a flood of item in the LIBRARY, not in the game itselft. Which is a huge difference.
You do not have to "link" the items in the game, it's optional, just like you are not forced to download custom content in the Cities Skylines.

And in this case, the massive number of item available is a positive point, not negative. [yesnod]

You also end up with custom content/modded addons that greatly modify the game's inner workings - which may end up causing stability issues, load time issues, rendering issues, this list does go on and on. Let alone to the fact, if a player were to save their park and share it, what happens on the other player's side when they go to download and run said content without the mods, addons, extra objects? [where is it] Take a look at the C:S forum here: http://steamcommunity.com/app/255710/discussions/ - whenever Colossal Order releases an update/patch, it ends up breaking mods/addons. It's a very real issue that needs to be considered.
I'm agree with you, it's a real issue that needs to be considered.
And that is why we have already discussed on this forum, and why we find a solution.

You know, I'm not a big supporter of "Modding" in the meaning : modification of the game, I prefer to "add" content more than "modify" the source BUT I know that people want to do that, and in the same way the community can control/moderate the custom content, they also can do that with "mods".

And the "reasons" you talk about is exactly the reason why I ask an online custom content library managed by you, and moderated by the community, just to avoir this kind of disappointment when you download something.

I'm not saying that to be elitist, i'm not saying that to be mean. I'm being very real and to the point with this. Coding such a thing isn't easy, it's not an overnight ordeal there. There are NUMEROUS issues that can and probably will prop up with such "all or nothing" support.
Again, I just listed all I think "we need at the end", not all I think "we need NOW".

I personally am very patient contrary to what some might believe.
I just think that we can more easily influence what you will do tomorrow more than what you do today, because it's already too late.
Here's why I prefer to talk about the future rather than the present.
 
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Have to agree with the others, Brett. To completely knock modding/UGC would be stifling a Lot of the communities' creativity. This kind of game thrives off of the ideas that the users come up with. People are still playing and even buying RCT3 to this day, 10 yearsafter release because of how open it is for us to create the parks of our dreams. The community isn't going to just grab every single UGC piece out there, we all have standards and can easily moderate the quality of what gets shared. Heck, with how welcoming Ive seen some of the people in the community, I wouldn't be surprised if some of the better UGC creators help out the ones just starting out to make their content match quality standard.

We understand that y'all have plenty of content scheduled for the official release, and the main majority of us are absolutely A-OK that. We want y'all to be able to reach those goals and possibly even more if time and ability allows. But we aren't saying to find a spot to fit it in right this second. Please keep it on the ideas whiteboard to look into it after release when Frontier's plans are much more open to suggestion of what to do next for the game. In the long run, it'll make PC even more of a success than it already will be.
 

Vampiro

Volunteer Moderator
Have to agree with the others, Brett. To completely knock modding/UGC would be stifling a Lot of the communities' creativity. This kind of game thrives off of the ideas that the users come up with. People are still playing and even buying RCT3 to this day, 10 yearsafter release because of how open it is for us to create the parks of our dreams. The community isn't going to just grab every single UGC piece out there, we all have standards and can easily moderate the quality of what gets shared. Heck, with how welcoming Ive seen some of the people in the community, I wouldn't be surprised if some of the better UGC creators help out the ones just starting out to make their content match quality standard.

We understand that y'all have plenty of content scheduled for the official release, and the main majority of us are absolutely A-OK that. We want y'all to be able to reach those goals and possibly even more if time and ability allows. But we aren't saying to find a spot to fit it in right this second. Please keep it on the ideas whiteboard to look into it after release when Frontier's plans are much more open to suggestion of what to do next for the game. In the long run, it'll make PC even more of a success than it already will be.

I agree to this...

RCT3 is still on the shelves in shops, which means the game is still being sold. It has been 10 years since the release so it's a whole new generation of people that are buying the game right now. For that same reason content is STILL being made, even after 10 years after release of the game.

I hope, beg and almost pray (im not a religious guy) Frontier will support this game for a long long time, with hopefully many additions. But we can't expect Frontier to keep developing stuff for like 10 years. So if you still want to seel this game and pleasure people in 10 years, new content HAS to be added every so much time. And i think the community is the only way to do that.

But why is this discussion? Most importantly, we need custom scenery. But wasn't that feature already confirmed for after release? [ugh]
 
[...] But why is this discussion? Most importantly, we need custom scenery. But wasn't that feature already confirmed for after release? [ugh]
Because :

1) The modding support and custom content is something that people really want, so I guess these threads will appear frequently.
2) Nothing is clear about this feature (I had confirmation that they still don't know about how to propose UGC, so the "how the system will works" debate is still open)
3) We discussed (and suggested solutions) about "UGC", but the "Modding" aspect is a broader question. (this is the first time we talk about a "Modding SDK" or "documentation" for exemple)

There are still thousands of things to say about this question to help them to make the right decisions [yesnod]
 
Angelis, just give it a rest for now. The game is still in early alpha and I think Frontier have enough to worry about before thinking about how they are going to deal with modding and UGC. Let's just see how the game develops for now and see what Frontier put into the game. At present there are only two themes building pieces to use and from what has been created with them so far it quite amazing. At the end of the day, Frontier will more than likely grant you your wishes, in their time and when they feel the time is right.
 

Vampiro

Volunteer Moderator
Because :

1) The modding support and custom content is something that people really want, so I guess these threads will appear frequently.
2) Nothing is clear about this feature (I had confirmation that they still don't know about how to propose UGC, so the "how the system will works" debate is still open)
3) We discussed (and suggested solutions) about "UGC", but the "Modding" aspect is a broader question. (this is the first time we talk about a "Modding SDK" or "documentation" for exemple)

There are still thousands of things to say about this question to help them to make the right decisions [yesnod]

Thats al true. Not going to debate that.
All i was saying is that UGC is a confirmed feature already, so we can already be 100% sure we will be able to import our own walls and stuff later on.

Its just not sure how it will exactly work and what/how can be imported.
 
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