Subsistence · experimental, public · first seen
One of the most requested features since release, I have finally added mod support to Subsistence. This feature allows players to modify the game, drastically altering the core balance to their preference.
Players can create their own mods, play them locally, or publish them to the Steam Workshop using the in-game Mod Manager for others to discover and play.
There is already a wide variety of player-created mods to browse. From full game-changing rebalances, to smaller convenience and QOL mods. Thank you to all the creators, and the players engaging with what they have built.
The Mod Manager can be accessed from the in-game main menu. From here you can manage the list of installed mods (those you are subscribed to on the Steam Workshop, and ones you have authored yourself).
Here you can create new mods, rename, duplicate, delete, unsubscribe, etc. The list can be searched and filtered by authored/subscribed/published.
Clicking the "Create New Mod" button will bring up a prompt to name your new mod. Then click the "Edit" button to enter the editor.
Note: When a mod is created, a folder will be created containing the mod files within the Mods folder in your Subsistence installation (../Subsistence/UDKGame/Mods/Local/).
The editor will list the various categories that can be modded. These categories will continue to expand over time based on feedback and suggestions from modders.
As values are modded, the individual values and sections will show a "modded" badge, so it is easy to keep track of what you have changed.
Currently there are too many sections/values to list here, but I encourage you to explore the editor. If you find aspects you want exposed to modding, please let me know. This is still a relatively early version of the Mod Manager, and I intend to expand its features and capabilities over time.
Some of the most impactful modding capabilities:
Modify the recipes for all items in the game.
Change the crafting lists for the player and all crafting stations.
Modify the loot tables for loot drops.
Hunter damage vs human players.
Weapon damage and usage degradation.
Power production rates (generators/solar/wind).
Health of buildables and repair costs.
Hunter loot drops.
Food nutrition stats.
Many more...
Modding craft lists is simple, which can be found under the "Player" category, or in the "Buildables" category, under the specific crafting station.
Note: The BCU craft list will also allow you to set craft restrictions per item. So for example; you could restrict the workbench being craftable, until the player has placed certain other base items (generators/storage/etc).
Craft recipes, repair recipes, etc can be easily modded. Simply remove or adjust the required items and their counts, or add items using the item browser popup. You can also drag and drop the items in the recipe to adjust the order they appear in game.
Adding mass/power requirements will only take effect if the item is in a craft list of base item (workbench, etc).
Some recipe items may have different states (such as a canteen being full with clean water, or a piece of meat being cooked). For these items a button will show on hover, allowing to choose from the item's various states.
Working with the loot tables can feel a bit confusing at first, but becomes clear after some testing.
When the game is choosing loot, there are two parts to the system:
Variants: These are a list of item slots, with each slot mapping to a specific loot pool.
Loot Pools: These are lists of items that the variant slots will draw from.
When a loot container is filled, the game will randomly choose one variant (there can be several). Then for each slot in that variant it will choose an item from that slots corresponding loot pool.
You can also adjust the weights of the variants, and the individual items in the pools, as well as adjust the min/max count that will be chosen per slot.
It is best to play around to test your edits. I have added a "Test Loot Drop" button to the loot table editor.
This button will run a simulation (in the editor) of opening the current loot crate/dropped bag. And is incredibly useful for fine-tuning your loot tables without needing to test in-game.
As you make changes throughout the editor, a "Default" button will show next to the values or sections. Hovering over the button will show the default values, and clicking it will prompt to restore the default values.
Mods can be activated from the profile launch screen (solo and co-op). They can be applied to existing profiles and removed at any time. Multiple mods can be added at the same time, although the ordering matters, as mods listed above others will take priority if they happen to modify the same value.
While playing a modded game, a "Modded" badge will show top right while in your inventory.
When joining, the "Joining Game" popup window will show a list of any mods the hosting player or server is running. If the mods are published on the Steam Workshop, a button will show allowing the player to Subscribe to the workshop items before joining (or decline to subscribe and exit the join).
If the mods are unpublished, the mod files will be directly transferred from the host, and then the join will proceed.
Once you have created a mod, you can publish it directly to the Steam Workshop from within the in-game Mod Manager. This allows other players to discover it on Steam, and subscribe and play it.
You can continue to work on it and publish changes. All players who are subscribed will receive the updates through Steam.
The publish page allows you to upload an image to brand your mod, and also lists stats on up-votes, ratings, subscriber count etc. You can engage in community discussions, upload more images, etc from the mods workshop page on Steam.
For published workshop mods (recommended), you just need to add the workshop id to the Mods param in your UDKDedServerSettings.ini. The server will automatically download the workshop mod when you first run it, and joining clients will be asked to subscribe when joining.
For unpublished/authored mods, you just need to copy the mod folder located in Subsistence/UDKGame/Mods/Local to the same directory in your ded server. Then use the uuid from the mod.json file (in the mod folder) and add it to the Mods param in your UDKDedServerSettings.ini. Players will download this mod directly from your server when joining.
Example of hosting with a workshop mod, and a locally installed/unpublished mod:
Mods=567890,81873EFT-F20C-56FE-BD9B-DAC37A0E2275
Achievements and achievement stats are disabled when playing a modded game. However, they will reactivate when mods are disabled and continue tracking.
I have configured Steam Cloud storage to automatically store/backup player local mods folders. So if you change computers, or lose your install, Steam will restore your authored mods when next launching the game.
I've updated the water shaders. Now sunlight will sparkle over the surface and makes for much nicer sunrises and sets.
Since moving to the full engine source, I've now been able to update the rendering pipeline to include screen space reflections. This can be disabled in the graphics settings, although it is fairly performant so I would recommend leaving it on.
Typical profiles should see around a 15% performance increase. Although in testing an extremely large build-count profile I was seeing 30fps boosted to 120fps, so your mileage may vary.
Reworked on an engine-level. Specifically when exiting water, the previous "glitchiness" should now be a smooth transition.
In addition to locating rogue camps, the transceiver can now locate locked crates. Players were reporting that they didn't have much use for them, so this should boost their value.
Also slightly increased uplift, allowing players to travel much greater distances while gliding.
Updated to a modern/recent Steam SDK.
Reduced crafting recipe for cordage to be 10 fiber.
Fixed networking multiplayer movement glitch, when the client would "snap back" slightly after sprinting forward.
The password field while launching a game now has a visibility toggle.
Singleplayer profiles can now be named.
Rebuilt many of the menu UI panels and added nice animations and new sound themes.
Added distance to the rogue camp hud beacon.
Ladder hatch is now paintable.
Fixed items not being able to be placed on glass triangle ceilings.
Prevented building pieces being placed while clipping directly through others. This can be disabled in the Options->Gameplay if you prefer the previous system. There is also a new setting in the dedicated server config if admins would prefer to keep the old system.
For all the players who are not interested in mods, and prefer the vanilla experience, I am sorry that this update was so focused on that particular feature. However I did feel it was important to start putting more control into the hands of players, many of whom have patiently requested this for years.
I'm already moving on to new content for the game, so I really appreciate the patience and support as development continues. I still have so much planned for the game, so please stay tuned! 📺
Hope everyone had a great summer (or winter for our Aussie friends)!
CG
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