So then the modder has to upload to Curseforge and Kerbal Stuff, and keep track of all the versions of his add-on that are going around. Modders would be endlessly harassed to put their add-ons on the Curse even if they don't want to, and I can tell you some will not want to. How can you do that and then say that you don't want to do exactly what you did with curse?Īnyway, back to Curse: I think it would become a mess. some modders use kerbal stuff exclusively and wont touch curse. The same was said about curse, and i believe that the switch to curse made some modders abandon modding ksp altogether. I don't really think it'd be a good thing for the modders or the non-Steam users to implement Steam Workshop. In fact on the flip side some add-ons may only become available on Steam workshop. And what happens people who have a store version of the game? So then the modder also has to upload to Curseforge and Kerbal Stuff, and keep track of all the versions of his add-on that are going around. Modders would be endlessly harassed to put their add-ons on the Workshop even if they don't want to, and I can tell you some will not want to. I know Squad commented that's on the roadmap at some point though.Īnyway, back to Steam Workshop: I think it would become a mess. ![]() ![]() The only platform differentiation I can think of that exists right now is the fact that OSX doesn't have a 64 bit executable yet. It destroys the (mostly) level playing field that KSP offers to users of all systems. In fact it's the same as Squad saying they'll use PhysX or CUDA GPU acceleration for NVidia GPUs to calculate physics more efficiently so that people who have NVidia cards could build 2000-3000 part stations. The problem with Steam Workshop is that a large portion of the userbase doesn't use Steam.
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