Got a quick progress update for you so let's dig into it, shall we?
First, just clarify, the airship announcement was, as most of you skillfully recognized, a joke for April Fools'. Drillships are here to stay and airships are NOT coming (but you know what they say, never say never).
Now, as far as development goes we are currently working on two main things:
But let's start with the Cold Fix since that's coming sooner.
Cold Fix
Is pretty much done when it comes to fixes regarding technical bugs, AI navigation, and the other usual suspects. And most of the team has already moved on and is working on features for the next update. So far so good.
Why is the Cold Fix taking so long then?
Even though everything seems to be ready, we ran into an issue related to balancing and progression in general.
The way we've been balancing things until now has been pretty wobbly. In simple terms, we just continued adding things on top of things hoping it would hold together, and till now it somehow did. But this less than ideal approach has finally caught up with us as we released the last update and showed that things need to change. So now we're trying to build a more sustainable system that can be reliably used for every update. Sort of like a tech tree that takes everything into account and can be quickly adjusted for every update without so much room for error.
So to wrap this part up before you fall asleep, the Cold Fix is taking so long because the last update caused some balancing issues and in order to fix them, we need the new system I mentioned in place.
As far as when it should come, we don't really have an estimate but I'll keep you updated.
Next Major Update
Now the rest of the team that's not working on balancing issues has begun working on the NEXT MAJOR UPDATE!! woo big hype
We do have a pretty solid idea about all the things we want to add in it but you already know I won't spoil it all right away. But don't worry, I won't leave you empty-handed either.
Here come the teasers!
Drones
Flying drones will be a new type of enemy unit in the next major update! OGs might remember the concept art from some time ago. There will be 4 classes of them (like the current units) each with their unique abilities.
Here's a REFINERY DRONE, TIER 1:
And here's concept art of MILITARY DRONE TIERS:
New Gun(s)
The Mauser C96 will be added to your arsenal in the upcoming update. As well as a couple of other well-known guns from the same era.
Controller Support
Another thing that's finally coming is proper controller support that you guys have been asking for. The reason why we've been putting it off is because it will require a pretty significant overhaul of the game's UI.
And yes, this is a stepping stone for the eventual console release. Don't have any details yet though.
More teasers loading...
Other stuff we've been working on for the future
Meaning this won't be part of the next update but some update later on.
Our level designer is knee-deep in working on the island rework I mentioned at the bottom of this announcement some time ago. From what I've seen so far, I can confidently say that once all the map changes get released, it will feel like a whole new game.
Here's a sneak peek at one of the new locations, THE MILITARY BASE:
And that's it for this quick progress update. So keep an eye out on our socials for updates about the Cold Fix as well as more teasers from the upcoming major update!
Take care guys and as always, thanks for the support!
- Rich
Social Links Join the community on Discord Follow us on Twitter for more teasers Subscribe to our Newsletter to get only the most important news in your inbox (e.g. new update)
The team and I decided to make a pretty major change to Volcanoids. The drillships were cool and all, we had our fun with them but I think we can all agree that they are getting kind of boring and overdone at this point.
So to keep the game fresh and original we've decided that for the next update, we will remove all the drillships and replace them with airships.
As for the core gameplay mechanics, this change won't affect them all that much. For example, instead of hiding underground from the eruptions, you will have to fly away from the island for a bit and so on.
We really think this is a step in the right direction and we hope you're on board with the idea. Stay tuned for more updates, pilots!
- Rich and the team
PS: you might wanna check the date on which this was posted
Social Links Join the community on Discord Follow us on Twitter for more teasers Subscribe to our Newsletter to get only the most important news in your inbox (e.g. new update)
You know the drill... another major update is here and we've got a lot to cover!
Two things before we look at the new stuff though.
1) In case you haven't read the two previous posts, this update is dedicated to some of the most requested features by you guys mainly related to overall quality of life but also production, quests, and other parts of the game that needed some long overdue love. BUT there's some brand new stuff as well.
2) Volcanoids is 20% OFF for the next 48 hours! So if you (or your friend) have been waiting for a sign to finally take the drill for a spin, this might be it!
Now that we got that out of the way, it's time to answer the ultimate question:
What's new?
Control Bracer
The first and biggest addition is the "control bracer" aka as everybody calls it "the steampunk pip-boy". With it, we took all the different gadgets that were previously scattered all over and put them in one place.
How does that work in practice? Pulling the bracer out (using the "Q" key) will bring up a second toolbar with these gadgets. Some you already know (eg. drillship calling) and some that are new.
One of the new ones is remote access to the periscope. Basically, no matter where you are, you can always access your periscope using the bracer and quickly check on the drillship.
In the case shown below the turret takes care of the attack but if it didn't, you could just easily send the drillship underground using the control bracer as well.
Second new gadget is the camera. When you run into something and you're not quite sure what it is, you can just activate the camera, snap a picture of it and the archive (which is like our in-game wiki) will open with info about it.
But wait there's more! The camera can also work as a diagnostic tool. If you just point at things around your drillship (like a turret module) the screen will show you a bunch of useful info that was previously hard to find. And in case of the turret (and couple other things), you can use the scroll wheel to get even more information.
Last thing I should mention is the watch part of the bracer. It tells you 3 vital pieces of information:
Red light on the left = volcano is about to erupt soon
Green light on the right= the location you're currently in is going to keep you safe from the eruption
Time = how much time is left before the volcano erupts
Customizable Toolbar
This is one of the features that has been looong overdue.
You now can:
drag and drop items on the toolbar
left-click on an item in inventory to place in an empty slot
right-click a slot to remove the item in it
drag one item over another to switch their places
Reworked Boiler
We noticed a lot of new players getting overwhelmed by the amount of information and interactable parts the old boiler had. So we selected only the most vital parts to keep and improved them.
The new dial above the driving handles actually shows how the drillship is moving when someone's driving underground.
While the dial above the diving lever shows how the drillship is going underground, back up, deploying, and so on.
Production Changes
TLDR version: you can now produce and refine basic items underground the same way you would if the drillship was on surface but slower.
Longer version:
Each module adds a certain amount of production/refinery/research points to the drillship. You can now see how many points each module adds by pointing the camera gadget I mentioned in the beginning on it.
The more points you have in each category, the faster you can produce/refine/research.
Now to start production you'd also need access to storage and energy.
BEFORE, the drillship would have zero points in each category on its own so you needed for example a production module + storage and energy modules to be deployed in order to start producing something.
NOW the drillship has some points in each category on its own. Storage works the same way no matter where the drillship is. And the boiler produces energy even underground.
So now even if you're underground and all modules are closed, you can still produce and refine some basic items (like ammo, small components, etc.). It will be slower than if you'd be on the surface with deployed modules (therefore had more production points) but it's better than nothing.
We decided to make this change because we noticed that a lot of you didn't like how there's not much to do underground. Especially if you're playing co-op and someone is already driving. Now one of you can be driving while others are setting up basic production lines preparing ammo and other supplies in the meantime.
Geothermal Module
Now what if you overdo it with the production underground and the boiler isn't able to produce enough energy to cover it?
Enter the geothermal module! This new roof module that comes in two sizes (T1 and T3) gives you an alternative way to produce more energy underground.
The way you can do that is, when you drive through lava the module will convert the heat to energy and store it so you can continue producing. We added a new indicator to the travel view window that shows the energy output/input and how much you have stored.
Be careful not to stay in the lava for too long or it will destroy your modules or even the whole drillship.
More Periscope Improvements
Periscope finally got a proper model that pops up from the ground (or the drillship) when someone's using it.
Another improvement is related to using the periscope underground. Till now, the periscope would only work in a few selected spots. Not anymore though, you can now use it anywhere.
Item Filters
If you open your inventory you will notice these new little boxes with small icons on them. They are filters that allow you to quickly show only a specific type of items in your inventory (eg. ore, tools, ammo).
Damaged Part Prompt
Say adios to tediously pointing the wrench at each thing making sure it has full hp. Damaged parts are now going to be marked on your UI when holding the wrench.
Worktable -> Station -> Hub Upgrading
Once you acquire necessary upgrades you can now upgrade the worktables into stations and eventually the stations into hubs.
This is possible because we changed how they relate to each other. Each version can do what the previous one could and something extra. We also changed the station's visual to better reflect this change.
Bypass Core
There's a way now to claim enemy drillship without needing to destroy majority of modules first. You can now use the "bypass core" upgrades that are much more expensive and harder to get, but let you capture an enemy drillship without damaging it.
Additional Patch Notes
Fixes
Fixed flashlight making weapon scopes brighter than the Discord light theme
Fixed doors closing by themselves in enemy drillships
Changes/Improvements
Hard difficulty can now be selected only if you already finished the game once
Increased the time it takes for the drillship to explode when all its modules are destroyed
Removed non-vital devices from submarine to make it less cluttered and easier to navigate for new players
Removed non-vital devices from the starter drillship to make it less cluttered and easier to navigate for new players
You can now drag and drop items anywhere outside the inventory window to drop them on the ground
Hid destroyed drillship icons on travel map
All interior subpart sockets (round things on the wall you can build stuff on) now require hull upgrade 2 or higher to appear
The basement door and the mine gate are now visually damaged to indicate there is something behind them
Optimized default module textures
Optimized COG unit navigation (should no longer get stuck thinking where to go next)
Player gets notified about every new item that enters player's or drillship's inventory (can be disabled in settings)
Improved the damaged core model and added VFX to make it easier to spot for new players
Added warning text when the drillship is about to explode
Added an option to audio settings to change volume of the menu sound effects (eg. that clicking sound when you point at a button)
Installing higher Core upgrade now adds extra inventory slots for the front drill default storage
Installing higher Core upgrade increases default energy storage value and boiler power plant output
Added sounds effects that play when you complete or acquire a quest
Drillship doors now get visually damaged
Backpacks on the ground disappear when fully looted
Lots of adjustments have been made to the quest system
Before we wrap up I just wanted to address that we didn't manage to do the preview branch testing this time but we definitely want to continue doing it in the future!
And that's it for this update folks! We'll catch up on some sleep, probably do a caffeine detox, and start working on the next one.
However we'll still monitor the bug reports and in case it's needed, we'll release a hotfix update asap. So if you spot something, don't hesitate to report it through the in-game feedback system.
Thank you for the amazing support leading up to this release and hope you have a blast with the update!
- Rich and the team
Social Links Join the community on Discord Follow us on Twitter for more teasers Subscribe to our Newsletter to get only the most important news in your inbox (e.g. new update)
As for what you can expect from this update, we dedicated it to some of the most requested features by you guys mainly related to quality of life but also production, quests, and other parts of the game that needed some long overdue love.
Pretty much every change or improvement we did for this update was based on some suggestion, request, or feedback we got from you or from watching gameplay videos.
So lots of improving here and there but we also got some completely new stuff for you as well as you'll see below.
Enough small talk let's get to the best part...
TEASERS!
Hope you liked the teasers! Will be sharing more leading up to the release on our socials (links below). So I'll see you there and if not, then see ya on Monday!
- Rich and the team
Social Links Join the community on Discord Follow us on Twitter for more teasers Subscribe to our Newsletter to get only the most important news in your inbox (e.g. new update)
Hey everyone! The end of 2021 is slowly approaching so we figured an end-of-year development update would be in order before the team leaves for the holidays.
So first things first, let's cover what you're all here for...
Theme of the *Next Update*
The upcoming update is going to be dedicated to the most requested features by the community regarding quality of life, the steep learning curve, production, and many other aspects of the game. There is still a lot of play-testing and figuring out how to approach the changes. But the main focus is on production, simplifying the systems, and allowing things that were not possible before.
Translated into features, you can expect stuff like
Customizable toolbar
We've seen so many players getting confused by the predefined toolbar. So in the next update, you will be able to just drag and drop items from your inventory into any toolbar slot like you're used to. No more hectic scrolling during intense firefights.
Remote access to periscope
How annoying is it that the moment you decide to go exploring, you get a notification that your drillship is under attack? And now what... do you go back or continue exploring risking that you'll return to a destroyed drillship? Well, we are working on a feature that will allow you to access your drillship's periscope from anywhere so you can see how serious the situation is.
Damaged parts showing up on UI
Say bye to running around checking each module's HP individually, any damaged parts will show up on your UI when holding the wrench.
New modules
This module will passively produce energy when the drillship is close to lava underground.
Early-game improvements
As mentioned in the beginning, the steep learning curve is a big issue, especially for new players and we really want to do something about that. Above is an example of one of the many improvements we'll be making. We've noticed that new players always have a hard time capturing the first drillship because they can't find the core.
Two big changes regarding production
Making online storage (the collective inventory of all storage modules) function underground
Making it possible to keep production going even when underground
These two changes combined mean that you and your crewmates can do a lot more while waiting for the eruption to blow over. For example, you can arm yourself while heading towards the next laser cave, or set up the production line so that you can run out the door as soon as the drillship lands. No longer you'll have to sit underground with almost nothing to do, just waiting for the volcano to calm down.
So what's the point of deploying on the surface then?
Production on the surface is going to be way more efficient than underground. Also in future updates, we plan to add more survival mechanics that will make underground production more resource-heavy than on the surface.
The idea behind these changes is that we want to reward players for having a deeper knowledge of the game's systems, rather than punish them if they don't. So the better the knowledge the better you will be at utilizing all the production systems and getting the most out of your resources and time, and therefore progress much faster. And if you don't have the knowledge yet, you won't be as heavily limited as you were before.
The impact of these changes already solves some of the most requested QoL changes:
The front drill storage no longer gets full with items, forcing you to stop driving and move items elsewhere. Now those items will just continue pilling in the free storage modules you have on the drillship.
Waiting underground can be now used much more effectively since all the drillship systems continue working (e.g. production, research)
Many quests are no longer going to be interrupted by the eruption and you will be able to continue doing them underground.
And much more...
But that will be leaked in the coming weeks because I don't want to spoil everything right away hehe.
Rough release estimate
The to-do list for this update is still fairly big but we are definitely aiming for Q1 2022. I'll let you know once there's a closer estimate.
New mods in Workshop
While working on the new update, we also keep polishing the workshop guides and adding information that modders reported to be missing or confusing. To experiment with some new directions modding in Volcanoids could go, several new mods were created for you to check out!
Finally, the whole team wishes you a great holiday season and all the best in 2022! Hope you had fun playing or even just following the development this year. And thank you for all the support!
Rich
Social Links Join the community on Discord Follow us on Twitter and Instagram for more teasers Subscribe to our Newsletter to get only the most important news in your inbox (e.g. new update)
Thank you for your patience and all the feedback on the modding guides! We are constantly reflecting on your feedback and adding more info to places that are not explained well enough. And we will continue doing that until the guides are easy to follow and clear for everyone.
So if you ever get stuck on some step, don't hesitate to post into the modding-help channel in our Discord (and tag Tomas#9155, he specifically requests that) or in the Workshop forum. And please always mention the guide you have an issue with and which section. It will help us a ton!
Patch Notes
Main Game Fixes
Added Mod info window when loading saves (it informs you about the differences between mods set in main menu, and mods set in the save file)
Steam launch dialog on Linux allows you to choose between OpenGL and Vulkan
"Load game" menu now shows settings and delete buttons above each save (it used to show only when you hovered over them)
Improved player's jumping, giving you a better chance to escape from spots where you'd previously stay stuck
Fixed multiple issues where you'd get stuck in spectator view above the submarine when loading a save
Fixed broken armor equipping animation
Fixed issues where mods caused connection problems in multiplayer games
Fixed issue with the Captain not having a proper dress code for the Halloween event
Fixed wrong order of the new dragon and skeleton decals for paint jobs
Steam Workshop
Added new tags: starter, design, visual
Starter tag - Used for any mod, that affects the starter drillships (starter drillship = the first drillship you capture in the game after completing the first few quests for the Captain)
Design tag - Used for mods that adjust devices in the starter drillships
Visual tag - Used for mods that change paint jobs of the starter drillships, for example, a mod that would give a starter drillship a dragon paintjob
Mod SDK Fixes
All creation scenes are now automatically duplicated and available for modders
Duplicated creation scenes have the option to be reset to the default state when Mod SDK gets a new update (this is optional)
Mod Guide Fixes
In general we added and keep adding more information to all Captains modding guides based on your feedback
The guides are being constantly tested, and any reported issue is being reflected
New Captain Mod
Blind Cogs - COGs are blinded from constant work in dark caves with super bright lava. It is almost impossible for them to spot you unless they are fired upon, or damaged in any other way. If that happens, they will charge in the direction of incoming fire and fight back!
Mod Fixes
Large Backpack - Fixed issue with dropped backpacks having only 32 slots, when it was supposed to be 100
New Crew - Captains skin no longer stretches in random directions when wearing a modded armor
Advanced Armor - Fixed issue with armor preventing revive or respawn
Advanced Armor - Fixed issue where wearing armor would block you from changing skin in wardrobe
Interior Device - Fixed wrong camera position when player was seated in the throne
Wrap up
That's it for now folks! Once again, if you get stuck somewhere in one of the modding guides, don't hesitate to reach out to Tomas on Discord or post in the Workshop forum (+ mention the guide and section).
If you have any questions, suggestions, or concerns, post them in the comments below. Stay tuned on our socials for sneak peeks from the next update. And as always...
Have a blast y'all!
- Rich and the team
Join the community on Discord Follow us on Twitter and Instagram for more sneak peeks and teasers Subscribe to our Newsletter to get notified only when there's a new update release or dev log
Lastly, Volcanoids is 20% off during the Steam Halloween sale!
Adding something for Halloween was sort of a last-minute decision but we still wanted to give you guys something. Next year around we plan to do a lot more for it.
Happy Halloween y'all!
- Rich and the team
Join the community on Discord Follow us on Twitter and Instagram for more sneak peeks and teasers Subscribe to our Newsletter to get notified only when there's a new update release or dev log
And with it, almost 60 different mods already available in the workshop for you to play and tinker with!
There are mods for every area of the game. Gun mods, enemy mods, character mods, building mods, quality of life mods, I don't even know what to call these... mods and more!
To celebrate the workshop release, Volcanoids is 25% OFF this week!
We also created a Workshop forum and a bunch of modding-related channels in our Discord so feel free to discuss all things modding there.
Shout out to Melodic Albuild, Lord Gregory, Labyrinth, and everyone else who already jumped in and started creating their own mods and guides for the community!
Last thing I want to mention in this section is that the mods you'll see below are what we call "official mods" which means that they are from us, the devs. All are posted under the Captain's Steam account. The reason why we made them is to show you what can be done with the workshop support and create some foundation.
Now, they are fully at your service. The support is here, as well as the guides and documentation (+ more on the way). So feel free to use these mods, adjust and republish them, or create your own from scratch!
What's new?
when it comes to mods
Gun Mods
The revolver, shotgun, SMG, and sniper all got their modded counterparts with different attributes. Get this mod
Enemy Mods
Add a creepy giant drill head that's inspired by the Pyramid Head from Silent Hill. I highly recommend not running into him during the ash storm. Get this mod
Mix up the battlefield even more with new COG soldiers. Get this mod
Character Mods
Finally, everyone in the crew will be able to have a different character. Just add the wardrobe device to your drillship and pick one of the characters. Get this mod
Building Mods
Add the new heat extractor structures around the map. Get this mod
Finally be able to enter houses in the villages. Get this mod
Armor Mods
Equip new types of armor that look like you put them together from COG scraps. And on top of looking badass, they will also give your entire crew different buffs such as faster production. Get this mod
Module Mods
Turn your drillship into a certified battleship with these new turrets. Get this mod
Fill the bland empty spaces on your drillship with these shiny cosmetic modules. Get this mod
Quality of Life Mods
Increase your character's backpack inventory with the Large Backpack mod. Get this mod
Sprint for as long as you need with the Infinite Stamina mod. Get this mod
Regenerate your health without med packs with the Slow Passive HP Recovery mod. Get this mod
Added community suggested decal sets - dragon, skeleton, corn
Build tool now shows all device variants above the toolbar
Added option to change save file settings (hover over a save file and gear icon appears) - you can even change a save file that was singleplayer to multiplayer so friends can join you
Added option to delete save files (hover over a save file and cross icon appears)
Fixes
Fixed critical issue where mortars and grenades from COGs destroyed your devices inside the drillship, even when walls were not breached yet
Fixed paint jobs on COG drillships
Fixed issue with brown chests around the map not syncing well for host and client
Fixed in-game chat issues
Fixed issue where some players would get stuck in spectator view while loading a save file
Components being used for production are no longer destroyed if the station gets destroyed or removed
Multiple game crashing fixes
How to add mods to your game
It's really simple. Just follow this guide once and I bet you will remember the steps from then on.
1. Start Volcanoids and click on the "Mods" button in main menu and then the "Open Workshop" button.
2. Steam overlay will open on the workshop page. Here you can browse all the available mods. If the author is the Captain, then it's from us.
3. Once you find the mod you want to try, just click on the green "subscribe" button.
4. Then use the SHIFT + TAB combination to hide the Steam overlay and the mod will appear in the mod table. Now just click the checkbox and then the "Apply Configuration" button.
5. The game will restart and you're good to go. To double-check if the mods applied when you start a new game this table with mods should appear telling you which mods you are playing with.
Yes! The way it works is that the person who creates the server has to choose the mods (as shown above) and then anyone who joins him/her will automatically download those mods without having to do anything.
Is there any way I can remove mods from my save file?
Yep, check out the guide below. When you hover over a save file the gear icon will appear. Click on it and the "Edit settings menu will appear. All the way down is an "edit" button. Click it to open the mod menu. There uncheck any mods you want removed, click "ok" and then "save and start". The game will restart and the save will load without the mods you unchecked.
Which mods are from the dev team?
All the mods that have the Captain as the author, are from us. We call those the "official mods" and they are fully at your service. You can use them, adjust and republish them, whatever you want. Any mods that don't have the Captain as the author are from the community. Browse all the official mods here.
Why don't you just add this to the vanilla game?
The reason is that with the workshop in place, we have this fast prototyping ground where no idea is too crazy to be done. Anything can be quickly put together and checked out in the game without having to worry about how it will affect the gameplay for everyone. Things are not super polished, and bugs can appear here and there.
This is a huge shortcut in development and a powerful tool that can give us a better idea of what you guys like and want in the game. If a specific mod becomes super popular, you bet we will consider adding it in the vanilla game! We look at it as an opportunity to create a new form of communication between you and us.
Why adding the workshop now, is the development coming to an end?
Not even close haha. The reason why we're adding workshop now is similar to why we added multiplayer so soon as well. Because it's real pain to add it later on in the development when there might be some stuff implemented that didn't take workshop into account etc.
What we've worked on besides workshop
We realize that no matter how cool we make the mods, some of you are simply not fans of modding. But don't worry, even though this update has been dedicated to adding the workshop support, we parallelly worked on a lot of new things for the vanilla game.
I don't want to spoil too much but among other things we've been making good progress on the island map rework as well as the lore aspect of the game that will tie into the map locations. Basically, we are committed to fixing the repetitiveness of the island areas.
DISCLAIMER: Almost everything you see on the 2 pictures below (except the stuff you already know like the drillship) is placeholder, meaning it's not final art and will look a lot different once it gets released. We are using these low poly assets to get a sense of the scale and different locations.
Wrap up and bonus leak
Can't wait to see what mods you guys will come up with! As always, if you got any questions, feedback or suggestions, don't hesitate to let us know in the comments below.
Have a blast y'all!
- Rich and the team
Join the community on Discord Follow us on Twitter and Instagram for more sneak peeks and teasers Subscribe to our Newsletter to get notified only when there's a new update release or dev log
We got a lot to cover: the release date, preview branch, how the workshop works, and more!
So first things first, the Workshop Update drops...
October 18, 2021
That's less than a week from today!! Phew, we got some work to do.
Live on Preview Branch
That being said the update is now available for testing on the Preview Branch. So if you feel like checking the mods RIGHT NOW, you can! Just see the "How to play with mods" section below.
We created a Workshop forum and a bunch of modding channels in our Discord so feel free to discuss everything workshop related there.
All patch notes will be posted in the Preview Branch forum and our Discord leading up to the official release next Monday.
Lastly, keep in mind that some stuff is not final yet and will be fixed before the update releases.
Some of the mods we've been preparing
Giant Drillhead
To keep up with the Spooktober spirit we added a Giant COG with a drill for its head. Used the Pyramid Head from Silent Hill as a reference. Mod link
Lava Factories
New type of building that will can be found around lava pools. Mod link
Skins
A variety of new skins will be available. Mod link
Submarine Driving
Take the submarine for a drive. But don't scratch it! or the Captain will kill you. Mod link
It's really simple. Just follow this guide once and I bet you will remember the steps from then on.
1. First, you need to be on the Preview Branch, the screenshot below shows how to switch branches.
2. Start Volcanoids and click on the "Mods" button in main menu and then the "Open Workshop" button.
3. Steam overlay will open on the workshop page. Here you can browse all the available mods. Easy way to check if the mod is "official", meaning it's made by the dev team, is to see the author. If the author is the Captain, then it's from us and the mod should 100% work (don't quote me on that tho haha).
4. Once you find the mod you want to try, just click on the green "subscribe" button.
5. Then use the SHIFT + TAB combination to hide the Steam overlay and the mod will appear in the mod table. Now you just click the checkbox and click the "Apply Configuration" button.
6. The game will restart and you're good to go. To double check if the mods applied when you start a new game this table with mods should appear telling you which mods are you playing with.
Yes! The way it works is that the person who creates the server has to choose the mods (as shown above) and then anyone who joins him/her will automatically download those mods without having to do anything.
Which mods are from the dev team?
As mentioned in the guide, the mods that have Captain as the author, are from us. We call those the "official mods" which just means that they should do what's stated in their description, shouldn't break anything in your game, and that we will continue updating them. Check out all the official mods
Why don't you just add this to the vanilla game?
The reason is that with the workshop in place, we have this fast prototyping ground where no idea is too crazy to be done. Anything can be quickly put together and checked out in the game without having to worry about how it will affect the gameplay for everyone. Things are not super polished, and bugs can appear here and there.
This is a huge shortcut in development and a powerful tool that can give us a better idea of what you guys like and want in the game. If a specific mod becomes super popular, you bet we will consider adding it in the vanilla game! We look at it as an opportunity to create a new form of communication between you and us.
Why adding the workshop now, is the development coming to an end?
Not even close haha. The reason why we're adding workshop now is similar to why we added multiplayer so soon as well. Because it's real pain to add it later on in the development when there might be some stuff implemented that didn't take workshop into account etc.
Wrap up and bonus leak
Hope everything is clear! If not drop a question below, harass me on Discord, whatever works for you and I'll try my best to help!
Have a blast with the mods, don't break them too much, and keep an eye out on our socials. I'll be leaking some more stuff and got some giveaways planned too!
Cheers everyone,
- Rich and the team
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