![]() Another way to get to the Steam Workshop page is to hover over the Community tab in Steam and click Workshop, then search for Planet Zoo. By going to the game in your Steam Library, there will be multiple headings under the Play button such as Store, Discussions, and Workshop. If you own the game on Steam instead of another platform, this is the absolute easiest way to apply mods. None of this is rocket science, none of it hurts anyone, and ti stops the problem of rage quiting childish modders, or even a modder who accidentally set their mod to be hidden (it has happened a few times) and it is gone for 3 days.Planet Zoo has Steam Workshop support. With a version system for mods the admins can update a single mod when they are sure it is ok, and when it suits them, like updating at 4am on a tuesday morning in the player's time zone. Author B updates a mod at 6pm, author A posts bug fix a 6t15pm, Authr C rage quits and pulls his mod at 9pm. The problem with that is mod author A updates a mod at 3pm. ![]() The fix for this is auto updating of the server when a mod is updated. Player starts the client, it automatically updates to V2, Player tries to connect to the server and the server says Go away, we are still using V1. ![]() Then the server admin can update to V2 when they are ready.īut what happens now is the author uploads, it replaces V1 with V2. ![]() The Client checks with the server and sees the server is using V1 so makes sure the client connects with V1. If next friday they upload a new version is it V2. If an author uploads their mod to the workshop it should be permanent, if the author doesn't want that then don't upload. It's their intellectual property.Ĭorrect, I am saying that they should change the system. It's my understanding authors are free to take back a mod whenever they like. ![]()
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