User awareness of mod updates

Redox

Warlord
Joined
Jun 15, 2011
Messages
134
There are a couple of potential problems with automatic mod updating as far as I can see, with no obvious solution.

Before Steam Workshop new versions of mods had to be downloaded manually. As a user you would go to ModHub, notice that there is a new version of mod that you like, and download it. Any notes about changes in mod functionality could be added to the mod description.

With Steam Workshop, all updates are downloaded automatically. I might not even notice that some of the mods were updated. Also, I have less reasons to visit the forum pages or the Workshop pages of those mods if I know that all updates will be delivered automatically.

So, if a mod had a major update, like some new functionality added, the user might never find out about it unless he stumbles across the new functionality by accident. I wonder if anyone has though about it and sees it as a problem.

I am currently working on some new functionality for LightTouch, one of my mods. It won't be obvious and the user will need to know about it to use it. So, I am wondering how can I inform existing subscribers about new functionality.

The only idea I could think of is an in-game notification screen shown when the updated version is used for the first time. If you have any ideas on how to make users aware of the updates (or if you don't think it's a big deal), please let me know.
 
Where did you get the information that Steam Workshop mods get updated automatically? For me it works like this: when an update is available, an "Update" button appears next to the mod name in the Mods screen, so I can decide when to install the update. I think it's a good solution, because new versions of some mods can be incompatible with saved games from earlier versions. Also, as you suggested, the user is aware of the updates, so there's no need to fix it.
 
Yes. Even worse, some updates will break existing games. I expect to develop my mod over a long period with ongoing content addition. It would be rather annoying if I was constantly breaking players' current games.

The best I can think of is to update Steam Workshop only with necessary patches and (very rarely) major updates. Incremental additions will accumulate as a beta patch here at Civ Fanatics.

One idea I had (for those that play the mod but don't follow it here) is to add a patch that flashes a warning screen in game: "Warning! Major update coming xx/xx/xxxx. Will break saved games. To avoid this, disable Steam automatic updates as follows...". I guess you could do something similar alerting players to new functionality.

Edit: I posted before PawelS's comment above. So, experts, are updates automatic or not?
 
AFAIK they're manual.
 
This is interesting, the mods are certainly downloaded automatically for me, but the old version is kept when this happens. Hmm, might be something in the Civ or Steam settings.

Luckily, my mod doesn't add anything to databases, so I can upload patches as they are ready. Using a warning screen and telling users to disable auto updates seems rather extreme, it's a shame if such method has to be used.

I guess a single-time info screen in game would be fine for my purposes, I was just hoping I wouldn't need to spend time creating and debugging it.

So, updates: are they really automatic? I'm confused :crazyeye:
 
Manual for me, requires clicking on "Update".

I've not noticed older versions remaining, that being the issue if an updated version breaks a previous game etc, but I have had pre-Workshop versions listed alongside those uploaded post change over before now.
 
So, if a mod had a major update, like some new functionality added, the user might never find out about it unless he stumbles across the new functionality by accident. I wonder if anyone has though about it and sees it as a problem.

I am currently working on some new functionality for LightTouch, one of my mods. It won't be obvious and the user will need to know about it to use it. So, I am wondering how can I inform existing subscribers about new functionality.

The only idea I could think of is an in-game notification screen shown when the updated version is used for the first time. If you have any ideas on how to make users aware of the updates (or if you don't think it's a big deal), please let me know.

Would fully customisable entries for mods in the Civilopedia alleviate the problem? It's something I've been working off and on for my own mods - might be time to dust it down and finish it!

Adds a Civilopedia entry to the Mods menu



Lists all active mods as a new category in the Civilopedia



Each mod has it's own page, with fully customisable text for standard entries (Game Info, Strategy, Summary, Notes, etc) and also free form header/text blocks



Unfortunately there would have to be a vanilla and a G&K version (as the Civilopedia code is shockingly badly written and inefficient!)

PLMKWYT

W
 
Wow, this is quite cool actually. I'd probably put it on previous screen, where all activated mods are listed, and call something like "MODS INFO", cause who would click on "CIVILOPEDIA" :p

I don't think it exactly addresses the issue of informing users about what exactly has changed, but it certainly makes the info much more accessible. The added benefit is that if user wants to get some specific details about the mod, he can get it straight in-game from civilopedia instead of having to go online.

If you decide to finish it, I think many people would welcome it. I certainly will. I guess uploading mod info to pedia would be a matter of just a little XML or SQL?
 
I guess uploading mod info to pedia would be a matter of just a little XML or SQL?

You need to add a PediaKey custom property to the mod (via the tab in ModBuddy) - this appears in the .modinfo file as

Code:
    <PediaKey>MAP_PINS</PediaKey>
  </Properties>

and then you just add TXT_KEY_PEDIA_{PediaKey}_{XYZ} entries for the areas you wish to use, eg for the Map Pins screen above

Code:
<Language_en_US>
  <Row Tag="TXT_KEY_PEDIA_MAP_PINS_INFO">
    <Text>Text for the main info area</Text>
  </Row>
  <Row Tag="TXT_KEY_PEDIA_MAP_PINS_STRATEGY">
    <Text>Text for the strategy area</Text>
  </Row>
  <Row Tag="TXT_KEY_PEDIA_MAP_PINS_SUMMARY">
    <Text>Text for the summary area</Text>
  </Row>
  <Row Tag="TXT_KEY_PEDIA_MAP_PINS_EXTENDED">
    <Text>Text for the extended area</Text>
  </Row>
  <Row Tag="TXT_KEY_PEDIA_MAP_PINS_HEADER_1">
    <Text>Heading 1:</Text>
  </Row>
  <Row Tag="TXT_KEY_PEDIA_MAP_PINS_TEXT_1">
    <Text>Text 1</Text>
  </Row>
  <Row Tag="TXT_KEY_PEDIA_MAP_PINS_HEADER_2">
    <Text>Heading 2:</Text>
  </Row>
  <Row Tag="TXT_KEY_PEDIA_MAP_PINS_TEXT_2">
    <Text>Text 2</Text>
  </Row>
  <Row Tag="TXT_KEY_PEDIA_MAP_PINS_HEADER_3">
    <Text>Heading 3:</Text>
  </Row>
  <Row Tag="TXT_KEY_PEDIA_MAP_PINS_TEXT_3">
    <Text>Text 3</Text>
  </Row>
  <Row Tag="TXT_KEY_PEDIA_MAP_PINS_NOTES">
    <Text>Text for the designers notes area</Text>
  </Row>
</Language_en_US>

As it's all "Civ 5 Text" you can use the standard layout/highlight/icon format codes, eg [NEWLINE], [COLOR_POSITIVE_TEXT], [ICON_BULLET], etc

Two other custom properties are currently supported - PediaAtlas and PediaIndex - which allow you to change the default Great Engineer icon.

All the other info (name, version, author, single/multi player, etc) is pulled straight from the mod.

I was thinking your specific issue could be resolved by

Code:
<Language_en_US>
  <Row Tag="TXT_KEY_PEDIA_MAP_PINS_INFO">
    <Text>Text for the main info area</Text>
  </Row>
  <Row Tag="TXT_KEY_PEDIA_MAP_PINS_HEADER_1">
    <Text>New in Version 13:</Text>
  </Row>
  <Row Tag="TXT_KEY_PEDIA_MAP_PINS_TEXT_1">
    <Text>[ICON_BULLET] New feature 1[NEWLINE][ICON_BULLET] New feature 2[NEWLINE][ICON_BULLET] New feature 3[NEWLINE]</Text>
  </Row>
</Language_en_US>

It's just a shame the "free-form" stack is such a long way down the list of standard (usable) areas - but you could always but the "New in ..." text in the Summary area

W
 
and call something like "MODS INFO", cause who would click on "CIVILOPEDIA"

An interesting conundrum, as it *is* the full Civilopedia and not just the mods section.
 
After a bit of testing, I noticed a couple of other weird things with mods menu, it seems that my civ is just bugged, might need to reinstall it.

It's good to confirm that mods don't install automatically. This makes much more sense. Thanks for responses.

I'm thinking there might be something going on with version numbers for subscribed-to mods.

We don't need to change version numbers any more (do we?), so I'm guessing that if you do, the Workshop assumes you've subscribed to a mod, but have yet to download/install it.

A sort of "same same, but different" kind of thing perhaps?

I think this has not long happened with CiV UP and, thinking back, it happened when I changed the title of one of my mods from within the Workshop (causing a few "I can't get it to work" issues).
 
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