Workshop improvements?
I'm using Goldberg for Space Engineers so a friend of mine who doesn't own the game can play with me (I do own the game). Space Engineers happens to extensively use the workshop, and an important detail is that there are multiple types of workshop items:
As far as I can tell (using the debug_experimental dll), Space Engineers distinguishes between those types by using ISteamUGC.AddRequiredTag
when querying workshop content, in order to pick out a list of all "Blueprint"s, "World"s, "Scenario"s, etc. I took a peek at Goldeberg's source code and saw that AddRequiredTag
currently does nothing, so whenever the game tries to make a list of, say, "spaceship blueprints", it spits out a nearly-useless list of everything that happens to be in ./steam_settings/mods/
, which includes all "scenarios", "game mods", "scripts", etc.
Even worse, queries don't actually return any useful information so the lists are just thumbnail-less workshop IDs. Imagine creating a new world and trying to pick out specific mods you want to use from this list:
So, I ask, would it be possible to make Goldberg query the actual workshop for item information, so that lists like the above one are actually manageable?
Since I feel that's probably too much to ask for (but it would be great if it's possible! :D ), would a reasonable compromise be instead to have Goldberg query some kind of database file that the user would have to populate with information on the mods?
The most basic thing I could think of would just be a .json that allows you to give the name (and tags!) of each mod contained within the ./steam_settings/mods/
folder.