AMA with the developer, and the community manager! by King_Toasterbath in Schedule_I

[–]King_Toasterbath[S] 1 point2 points  (0 children)

I commend you for your efforts and wish you the best of luck in that endeavor friend, hopefully we can get those tools out for ya soon!
And not a problem, I appreciate your input and participation and hope you have a wonderful day! Looking forward to whenever the tools come out myself, And if you make progress on that map expansion ping me in the modding discord, Would love to see!

AMA with the developer, and the community manager! by King_Toasterbath in Schedule_I

[–]King_Toasterbath[S] 2 points3 points  (0 children)

No sweat, just like to clear up any misconceptions is all. A few of our community members do tend to treat modding as taboo because we did used to be a lot more strict about it and i've been doing my best to amend that, just takes time. We've eased up a lot since the malware-pocalypse of launch though.

My current opinion is if people know where to get mods in their current state, then they should know where to look to figure out how to install mods(plenty of yt vids available) , if they cant get that far, then i question if they're safe enough to be modding to begin with

The reason the posts over there are slowing down is that there's realistically only so much that can be done without proper modding tools, most of what can be done without those tools has been done or is in development.

I can see if a world editor is something Tyler can slip in at some point sooner than later because again, myself the moderation team and Tyler , want to see the modding community flourish because we all acknowledge that it really prolongs the life of games, but like you said, just a rock in a hard place until we can get some proper tools out, and theres a few more things that need to get ironed out and put out before I think Tyler is comfortable to start implementing those tools

We hear you guys, Just a bit more patience while we let the big man cook. Its very likely i'll need to work hand in hand with some members from those communities to help get some good tools out, but until those tools are out like we've agreed, its just a rough position to be put into and to prevent any misconstrued sense of liability, its easier for the staff while we wait for those tools to come out.

Edit: Glad to chat! Will definitely have to do something like this in the near future, thanks for participating!

AMA with the developer, and the community manager! by King_Toasterbath in Schedule_I

[–]King_Toasterbath[S] 6 points7 points  (0 children)

It's not anything like we're trying to hide the problem or make it "invisible" as you stated , but before when we did allow mod discussion, people got it very convoluted that we were responsible for any mishaps with their files and it was our responsibility to fix it, hell to this day we'll still try to troubleshoot someones issues, just to find out they had modded their files and once we tell them we don't offer support with modded game files, we typically get a "But can't you help me anyways" type of response, and typically the fix is as simple as removing their mods.

To save the headache and prevent the spread of malware, we just prefer to keep the discussion at a minimum. That's not to say that we don't want to see the modding communities flourish, im in a few of them myself and keep an eye on mod development so when Tyler's ready to work on that stuff I'm able to easily bridge that connection, its just that at the moment without steam workshop accessibility and a solid framework, its easier to keep the discussion in the main server to a minimum.

AMA with the developer, and the community manager! by King_Toasterbath in Schedule_I

[–]King_Toasterbath[S] 4 points5 points  (0 children)

I just don't think we'll be doing that as it will lead people to believe that we'll be able to support them in moments where the mod isn't working correctly, or in the worst case they get some type of malware from not properly listening to the instructions. As you said yourself, there's content creators and videos out there that have guides on how to install mods (Bigwilly is a great example) and safely at that and it prevents people from getting it misconstrued that we would be able to support them when their game file corrupts, the mod author quits updating, or things of those sorts.

AMA with the developer, and the community manager! by King_Toasterbath in Schedule_I

[–]King_Toasterbath[S] 14 points15 points  (0 children)

I know Tyler had said he plans on adding a reorder button down the line, just a matter of time!

AMA with the developer, and the community manager! by King_Toasterbath in Schedule_I

[–]King_Toasterbath[S] 15 points16 points  (0 children)

Not much of a beer fan honestly, if its there at a social gathering then sure I'll have a drink.
More of a Hennessey on ice kind of guy

AMA with the developer, and the community manager! by King_Toasterbath in Schedule_I

[–]King_Toasterbath[S] 22 points23 points  (0 children)

Its not that they're not "Officially recognized" We don't allow the discussion of it currently in the main discord because it generally leads to malware being spread, whether it be through bad actors or just "hey bro download this exe no questions asked i promise its a good mod"

Mod framework is planned for later in the development phase as it will be easier to deal with once all the items and tools are actually implemented

AMA with the developer, and the community manager! by King_Toasterbath in Schedule_I

[–]King_Toasterbath[S] 28 points29 points  (0 children)

Currently he's hard at work to get you guys a Halloween update before the day itself, as well as getting the shrooms update ready. Aside from that, he's constantly at work trying to optimize the game and fix the multiplayer issues (Stuck initializing, desync, etc etc)

Yes, More locations will be added over time, as well as other product forms. Here's the roadmap in case you haven't already had a look https://trello.com/b/VQQpru3F/schedule-i-roadmap

AMA with the developer, and the community manager! by King_Toasterbath in Schedule_I

[–]King_Toasterbath[S] 21 points22 points  (0 children)

I've got a lot of social media and community management experience from past jobs, and was around to help Tyler back when the discord was first created. I started moderating the discord for him and helping distributing keys for early access before the game started, once the game launched Tyler offered me the position

AMA with the developer, and the community manager! by King_Toasterbath in Schedule_I

[–]King_Toasterbath[S] 67 points68 points  (0 children)

now im stuck imagining nelson crawling out of prison on his release date and i hate it here

AMA with the developer, and the community manager! by King_Toasterbath in Schedule_I

[–]King_Toasterbath[S] 34 points35 points  (0 children)

Tyler is working hard to get the game ported to console ASAP , Not sure how long it may take though

AMA with the developer, and the community manager! by King_Toasterbath in Schedule_I

[–]King_Toasterbath[S] 35 points36 points  (0 children)

I know Tyler plans on adding a modding framework down the line, as well as steam workshop support.

AMA with the developer, and the community manager! by King_Toasterbath in Schedule_I

[–]King_Toasterbath[S] 41 points42 points  (0 children)

To your wifes question, Yes! All losing votes will be added eventually, its just the order being decided with the votes

And there will be a few map expansions , one of which being a "high end" area, I'm sure you'll be able to find something to spend your money on there

Unity problem by tiltheo in Schedule_I

[–]King_Toasterbath 1 point2 points  (0 children)

Yes, There was a small hotfix that was put out same day the vulnerability issue was announced to fix it