Author Topic: Workshop support, or some other service?  (Read 3272 times)

it's not a good replacement but this is the best we have
Yeah, the major issue is that it's manually (and very rarely) updated. No blame though, I wouldn't have the energy to constantly update a list with each and every new add-on either. Especially since a number of them are bunched into grouped posts. Those would be much much harder to keep track of.

Yeah, the major issue is that it's manually (and very rarely) updated. No blame though, I wouldn't have the energy to constantly update a list with each and every new add-on either. Especially since a number of them are bunched into grouped posts. Those would be much much harder to keep track of.

We are all in a pickle.

Blockland is in a bad place right now with mod support.

I don't think the workshop is a great idea.
Why didn't the owner of RTB just let someone else host RTB.(let alone most of the add-ons on there are un reachable now)
Blockland Glass from my experience is very buggy. The preferences mod is horrible, I cant change any digits, its just very glitchy for now and I hope it gets fixed.


I'm completely overwhelmed by this situation, I just want to forget about it, but I cant. Really the best thing we have is Blockland Glass.
You should give feedback on it instead of complaining about it here and hoping the dev sees it... scout31 is not just going to magically find every thread that mentions BLG.

I do agree though that the lack of decimals is annoying, but I really want glass to improve to the point where it is a suitable replacement for everybody who liked rtb, because glass is still somewhat in V1.0 compared to RTB that was 4.5.
« Last Edit: March 27, 2016, 03:50:02 AM by ZERØ »

Workshop is not a good system.


Add on makers will get their mods taken down for copyright.

Any incredibly violent or suggestive mods will get taken down.

If a modder removes an add-on the add-on will be removed from your game.
This is a big one because some kid could release some pretty good add-ons then decide to delete it all and then you wake up one day to see all the add-ons you've downloaded are now gone.

If a modder removes an add-on the add-on will be removed from your game.
This is a big one because some kid could release some pretty good add-ons then decide to delete it all and then you wake up one day to see all the add-ons you've downloaded are now gone.
I think unsubscribing or having an addon deleted will only remove it from your account's cloud storage so that it will never download again, but you'll still have the actual file

Having a workshop addon removed from your game would take some coding in the game itself, and even then, it could be made so that it's done by a manually entered console command instead of being automatic, the Workshop only creates and deletes cloud data, and while it has the ability to create the files, it doesn't seem to have the ability to delete them unless the game itself is programmed to automatically do so when you load up the game

Garry's Mod has a console command you have to enter manually to clean up unsubscribed or deleted addons, and the Source Filmmaker gives you a prompt on startup of deleted/unsubscribed addons, but you still have the choice to keep or delete the specified addons from your computer, but it will continue to ask you every time you start it up until you finally decide to delete them, which i could see getting annoying

So that's at least not a problem unless the addons auto-delete when you start up the game, but even then you could just copy and paste the addon outside of Blockland's directory and let the original file(s) get removed, or move the file(s) outside of Blockland's directory before running the check for the removed addons (the latter method has worked with sneaking an addon past the Source Filmmaker's check)
« Last Edit: March 27, 2016, 04:24:51 AM by Masterlegodude »

Just seems like a really big hassle.

There is also a file limit so big add ons would have to be downloaded in chunks instead of a whole one. I don't like workshop, it seems like the lazy way out for developers to not develop their own add-on system.

Add-ons today still work like v8 blockland. You have to take this texture file, put it in the texture folder. Take this sound file, put it in the sound file. Oh and make sure that individual add-ons don't have the same named texture or whatever because then they will overwrite each other!

Blockland currently has one of the best add-on systems I've seen. Every add-on is contained in a zip folder so nothing can get overwritten and dragging and dropping is easier than it was before.

There is also a file limit so big add ons would have to be downloaded in chunks instead of a whole one. I don't like workshop, it seems like the lazy way out for developers to not develop their own add-on system.
I don't know for sure, but i think that's a thing a game dev can change

Add-ons today still work like v8 blockland. You have to take this texture file, put it in the texture folder. Take this sound file, put it in the sound file. Oh and make sure that individual add-ons don't have the same named texture or whatever because then they will overwrite each other!
What are these add-ons that work like v8 add-ons? Trash-ons?

As for overwriting textures, like with Garry's Mod using Half Life 2 and Team Fortress 2 textures of the same name, the only thing that can be done is some sort ordering system of what set of textures to prioritize over the other, but that would still leave you with one or the other, can't have both unless you rename all of the textures to not collide with the others and update the data of anything using those textures

What are these add-ons that work like v8 add-ons? Trash-ons?

Whoops.

I meant add-on systems in modern videogames still work like pre-v8 Blockland. Which is terrible.



Blockland perfected its add-on system. The only thing Blockland needs is a proper add-on grouping/sorting service but we don't need workshop for it because it's already basically drag and drop. We just need a better way to search for add-ons.

I also think the "too old" limit for posting in add-on threads needs to be removed because it makes no sense. As long as the add-on is still functional.

I also think the "too old" limit for posting in add-on threads needs to be removed because it makes no sense. As long as the add-on is still functional.
^^^^I agree so loving much
It pisses me off to no end when you go on a hiatus, come back, the add-on you worked on cannot be bumped again and so you have to create a NEW topic just for the new version instead of updating the old topic.
All it does is clutter the add-ons board even more.

Having a workshop addon removed from your game would take some coding in the game itself, and even then, it could be made so that it's done by a manually entered console command instead of being automatic, the Workshop only creates and deletes cloud data, and while it has the ability to create the files, it doesn't seem to have the ability to delete them unless the game itself is programmed to automatically do so when you load up the game

Garry's Mod has a console command you have to enter manually to clean up unsubscribed or deleted addons, and the Source Filmmaker gives you a prompt on startup of deleted/unsubscribed addons, but you still have the choice to keep or delete the specified addons from your computer, but it will continue to ask you every time you start it up until you finally decide to delete them, which i could see getting annoying

So that's at least not a problem unless the addons auto-delete when you start up the game, but even then you could just copy and paste the addon outside of Blockland's directory and let the original file(s) get removed, or move the file(s) outside of Blockland's directory before running the check for the removed addons (the latter method has worked with sneaking an addon past the Source Filmmaker's check)
You really do insist in defending the workshop, but honestly its a flawed system, I brought up about 4 times and even Tony told you how its flawed, yet you keep saying that you can "backup" subscriptions but you can't unless somebody creates an addon that does so, and even if somebody where to create an addon that backs up subscriptions, Valve themselves would remove the addon since they don't want people to be using Copy written or Stolen Content for some reason.

Really there should not be a reason since its user created content, and not stolen work from an other game that's being sold, that would of been a problem if Valve would of completely killed the workshop with what probably was the worst descision ever done by a Valve employee, I speak of the nightmarish day of "paid mods", holly stuff thank god valve pulled a 180 on that .

Also you are wrong on the fact steam can only manage cloud based files, if you go to your steam executable and open its properties, then go to the security tab, Steam is allowed to do the following :

  • Modify
  • Read & Execute
  • Read
  • Write

That means the Steam.exe can Modify files, read and execute files, read files, and write files.

If you where to try to bypass the workshop's content id system by placing the subscription files where they go, the add-on would either be deleted on read, or not be read at all, and if you somehow managed to get through it Valve would not be happy with this and would probably try to patch any exploit that would let you do this in the first place.

You could try to remove some permissions from steam, to only let it add files, but that would probably end up breaking many things.



Sort of offtopic : Ironically I forgot my Blockland Glass password and there's no reset password page so I have the same issue Tony has of not being able to use Glass.

Also you are wrong on the fact steam can only manage cloud based files, if you go to your steam executable and open its properties, then go to the security tab, Steam is allowed to do the following :

  • Modify
  • Read & Execute
  • Read
  • Write
Well I mean... it's gotta be able to modify, read & execute, read, and write the games themselves, as well as the cloud based files... so...

You really do insist in defending the workshop, but honestly its a flawed system, I brought up about 4 times and even Tony told you how its flawed
You guys bring up valid points, which is why i've not responded to them, and i even agree that the workshop is flawed

I'm not trying to defend it, i just didn't understand why it couldn't even be used as an alternative like RTB was, and i'm confused and trying to understand how having a workshop would hinder things so much that people couldn't just continue downloading add-ons from the forums or Blockland Glass

You guys bring up valid points, which is why i've not responded to them, and i even agree that the workshop is flawed

I'm not trying to defend it, i just didn't understand why it couldn't even be used as an alternative like RTB was, and i'm confused and trying to understand how having a workshop would hinder things so much that people couldn't just continue downloading add-ons from the forums or Blockland Glass
It kind of sounded like it, but anyways if the workshop worked in a much better way I would be all for it, the only way to find out is with time, currently like I said an option that would work fine for the workshop is being able to upload saves.

The saves could be taken down but, when you download a save you could probably make another save and it would remain on your computer even if it would be removed.

Workshop would be nice if it didn't mean that an add-on maker pulling completely out of Blockland would cause their add-ons to be removed aswell.

If Badspot started a crowdfunding campaign for a default in-game addon platform, I'd contribute $50.