Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
How would Valve go ahead and test to see what still works or not, especially on games they don't make?
This sounds like it can take dozens of full time employees to look at every single mod in all workshops for years without end.
As Valve hosts the Workshop content on their servers, I would assume they store a checksum of the files (and if not, it is trivial to generate). Adding an option to compare the locally stored files against the remote server checksums shouldn't take a decent programmer more than a few hours of billable time. Additions to the UI and then pushing into the QA cycle for feature testing would of course increase the cost. However for utility to end user I think it could be justified.
Bonus points if the workshop would remove files locally that are removed remotely.
Extra special bonus points if there is a button on the workshop item (for subscribed items) to "refresh" or delete local and re-download said item.
Game updates, mod don't breaks.
Mod updates, breaks game.
Mod updates, don't breaks game.
Mod update, doesn't work anymore.
Mod update, it works.
I don't see how Steam gonna manage every single mod, for every single game that has an update that happens, and there people he don't know what they're doing either they break their mods by not reading how to use, or install correctly, download a mod that over laps another that breaks it, or didn't know one mod stop working that needed for rest to work, or etc...
That a lot of testing each time game updates, or when mod updates.
Truthfully, if workshop contents contained an auto-generated md5Sums file we could do consistency checking ourselves, but as it stands we have no way to compare local vs remote. Just pure brute force delete + download and that returns us back to rolling dice. As it is, workshop content handling is extremely opaque to the end-user.
This will do nothing about whether an author has uploaded it correctly (or functionally), just that the end-user has downloaded it correctly, and (hopefully) fully.
Or
Give us an re-download workshop content button.
The amount of times I've solved workshop content issues be unsubscribing and re-subscribing to mods has been more than 10. I would love to have that as something I can do in properties or in the workshop page for a game.
Not possible to manage, nor will it solve anything as still requires verifying, approve by devs/publisher if there was to be promise by publisher aka meaning time & money required here.
The redownload button would be nice to have yes, only way to redownload, is to unsub, and resub to it.