Door Kickers 2

Door Kickers 2

Door Kickers 2 Workshop
Unlimited gameplay via our in-game mission editor and extensive game moddability.
Questions about workshop 1.0
First of all, have a nice weekend!
I don't need a quick response.


Workshop 1.0 will support mods, so I have questions.


Q1: Tags whether overwriting the base game or not?
I think OverWriting mods will cause confliction,
while non-OW will not (unless accidental use of same name or something),
so we would be happy if the tags "OW Base game" and "NOT OW Base game" are supported,
then we can apply some of NOT-OW mod and one of OW mod safely, maybe.


Q2: Mod dependent missions?
I guess currently there is no mod dependent missions in workshop, right?
After the mod support, will mod dependent missions be supported?

I mean, those missions will be neglected from "Download random workshop missions",
and if players try to play those missions without necessary mod,
then popup appears "You have to download the mod ***", instead of crash.


I am asking because now I am making a "Enemy with Western Guns" mod,
and asking Dev to implement something like that.
However it would be easy if mod dependent missions are supported as I wrote above or something,
because Dev don't need to respond my demanding request,
and I can make my "mod" at my own pace and with my responsibility.
Also I am excited with exotic enemies in "Nowheraki Ground Force - as enemy"
and would be happy if I could play those mod dependent missions.


Guys, how do you think about them?
Dev or axios, do you have any plan?
Last edited by Takeshi, made in Mom; 22 Jul, 2023 @ 8:21am
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Showing 1-5 of 5 comments
axios2006 22 Jul, 2023 @ 6:30am 
Hi, sorry no info about this. Only Devs can reply to your questions.
Thank you for the info and sorry to bother you.
I can wait several days.
Pintea  [developer] 22 Jul, 2023 @ 7:54am 
Q1: what is a OW mod? Do you mean mods that overwrite parts of the base game? If so, tagging them is a good idea, will keep it in mind.

Q2: Still unsure about how we'll handle this. Will probably keep mod-dependent maps separate from the ones that have no dependencies and will display them as stand-alone mods.
Steam Workshop seems to have a system for tracking dependencies and their automatic download, but I still have to look into it. My instinct is that a system like that creates a lot of bureaucracy and added difficulty, but remains to be seen (we had no such implementation in door kickers 1 and things worked out fine).
Originally posted by Pintea:
Q1: what is a OW mod? Do you mean mods that overwrite parts of the base game?
Yes OW means OverWriting.
Excuse me it was vague so I edit the 1st post a bit.

I made a gun mod which was OW one, then separate a limited but non-OW variant.
Now 15% of subscribers choose non-OW one.
(Maybe they also subscribe "Weapons Unleashed" or something).


Originally posted by Pintea:
Q2: Still unsure about how we'll handle this. Will probably keep mod-dependent maps separate from the ones that have no dependencies and will display them as stand-alone mods.
Steam Workshop seems to have a system for tracking dependencies and their automatic download, but I still have to look into it. My instinct is that a system like that creates a lot of bureaucracy and added difficulty, but remains to be seen (we had no such implementation in door kickers 1 and things worked out fine).
Hmm, very complicated.
I wish your luck.
It will be helpful to make a collection of Mod dependent missions, but demanding :(

Thank you for quick response.
However I said "have a nice weekend"!
I was watching Tour de France ;)
Our dev and moderator, I hope your good rest, good work, good game!
Tag for Mod-dependent maps should be handy.
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