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Integrate Steam Workshop with Mod Browser #1276
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This is already something we had in mind for 1.4 TML |
I told you, we can just move to steam workshop and have mod browser remain as nothing more but a query server, which will be used for giving direct downloads for gog users and workshop downloads for steam users. The client interface can remain pretty much the same. Workshop APIs have a function for getting a direct download link, but it's only accessible by developers' servers. Which is why mod browser will have to act as a "middleman". |
Further echoing the 'middleman' mod browser approach, I came across these two feature requests regarding mod browser for server managers (for managing the server's mods):
Further considerations to keep in mind on future of Mod Browser and Steam Workshop -
(link of direct downloading via SteamCMD https://www.reddit.com/r/DivinityOriginalSin/comments/73y9g4/how_to_download_steam_workshop_mods_for_the_gog/) As an aside, is there any advantage to implementing two different downloads? IE, is workshop downloads favourable over direct download for any reason? |
This is a good discussion issue, and having mod browser act as an in-game steam workshop downloader sounds good to me. It will definitely wait till post 1.4.2 |
Some further things to consider; how we handle libraries and dependencies in a SW environment. Edit: Some ideas to improve library usage, via Collaborators (not mine):
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Some further considerations from Collaborators:
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A further question from Collaborators:
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Q: If the above fails, is it possible to download workshop items by themselves without owning Terraria, and just have a file folder locator to get the Workshop content? Something to consider later as a backup in case ReLogic's implementation for texture packs for GoG and WeGame don't meet our needs and the direct-download path fails. |
maybe even syncing the texture folders of terraria and tmod? |
This does not seem to work for Terraria's Workshop. Not sure if whether or not anonymous downloads are allowed is set by Re-Logic, though. |
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Update: Re-Logic has enabled anonymous downloads from Workshop. It is now possible for game servers and anonymously logged in users to download Steam Workshop content, so it shouldn't be too hard to integrate it for GOG and other non-Steam users. |
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Assuming that you meant to type 'it is now', it's very good news. We'll definitely aim to get vanilla workshop downloads working in TML. |
Correct, it was a typo. |
Alright, I think this can be closed as the core work listed here is done. |
Description
With the officially announced development of Terraria (1.4.2?) that will have Steam Workshop support, it has been raised that Steam Workshop should be likewise implemented for tModLoader.
For better or worse, this raises a key question of what to do with the current Mod Browser within a Steam Workshop environment.
What does this proposal attempt to solve or improve?
This feature request suggests some features of Mod Browser that could be integrated with Steam Workshop to maintain legacy user experience, without significantly compromising on the benefits of Steam Workshop.
By supporting legacy Mod Browser UX, tModLoader stands to maintain a significantly better browsing interface over Steam Workshop for users who have grown accustomed to the Mod Browser, while maintaining support for other platforms.
The proposal is as follows, based on an underlying assumption that Valve stores SteamWorkshop page data in a database/query-able format [a fair assumption imo]: (MB-> Mod Browser, SW -> SteamWorkshop)
MB modname -> query and return list of SW mod entries
MB mod description -> query SW description for selected mod
MB last update -> today() - (query SW date posted) for selected mod
MB download -> query SW direct download for selected mod
MB Report #1273 -> string magic + hyperlink SW Report item (let Steam moderate?)
MB description links -> Let SW moderation handle link monitoring and scam detection
MB Categories #245 -> three steps (1: implement all tags from ModHelpers as tags in Steam Workshop. 2: when transferring data from tModLoader current mod DB to SW, include ModHelper tags metadata in transfer for the mods. 3: Have the code from ModHelpers query SW tag list for the selected mod as its source to provide content category features)
MB Update Control -> An important issue for SW is preventing Steam from auto-updating workshop items and breaking in-progress saves; updating should be handled through MB imo (although I'm less certain about this one)
etc. -> querying
Which (other) solutions should be considered?
I'm not an expert on Mod Browser or Steam Workshop so I can't comment further on implementation alternatives. Likely variations exist. Other considerations may apply once 1.4.2 is released and more comes to light.
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