Hi everyone! I’m taking charge of a portion of player mods -- specifically: Costumes, Mounts, Dragons, and Wings. I’ve been quietly accepting and implementing a handful of mods over the past few weeks to test a new pipeline for player submissions.

Source: http://forums.trovegame.com/showthread.php?109296 

We’d like the entire process, from acceptance of a mod to its debut on Live, to be faster. Any talk of a new prcoess is insufficient without outlining the past concerns voiced by the modding community. Modders have a list of valid complaints about how we’ve handled player submissions in the past. I’ve done my best to summarize and reply to the most pressing concerns:


You’re absolutely right. Some player-made assets have been resting in our backlog for over a year; I’m working now on clearing up that backlog. In the future, the team will strive to make sure that accepted mods have pre-planned room in our development schedule and an internal target release date.

Waiting more than a few months is not at all ideal for any of us. While we still cannot give modders a specific release date for a given mod, once accepted their mod should hit Live in a reasonable amount of time.

The side effect is that a lot of mods – even popular, excellent mods – may linger on the forums for a while before they are accepted. This isn’t a huge departure from how things are now, but I want to articulate that sometimes we’ll have to delay an acceptance because we don’t currently have a place for a mod in the game. I think this is preferable to having a mod accepted, and then waiting a year or more for it to come out.

To speed up the whole process, most costumes will no longer receive a VFX reskin or recolor. VFX work for costumes is more time consuming than for mounts. With the current pipeline, we can only accept about one costume a month. Bypassing the VFX work will allow us to accept mods much more quickly.

We’ll still do VFX for special costumes once in a while, to be released as premium costumes. But these will be pretty rare compared to new costumes using the default VFX.

Finally, modders should receive their Credits shortly after sending us the files of an accepted mod – within a few days. This is regardless of when their mods are planned to hit Live. That’s only fair. Codes will continue to be awarded when the mod is Live.


That is unfortunately very true. I can say this after combing the forums for hours looking for mods.

We are working on a mod loader that should make uploading, downloading and managing mods much easier. This is not a direct solution to the forums being a bad venue for this task, but it will make it easier to partner with platforms like Trovesaurus and Steam Workshop for better viewing.

Specifically, modders will be able to release their mods as one file, and an in-game mod manager will allow players to turn their downloaded mods on and off.

A version of the mod loader is coming to the PTS next week.


This is a fairly difficult problem to solve. We understand the spirit of the concern, and the frustration of not hearing from devs about your work. Unfortunately, we don’t have time to give feedback on the vast majority of mods.

Fasti has explained the problem of devs taking a lot of time to post on the forums before. The same problem exists with giving feedback on mods. The more feedback we leave on mods, the less time we’ll have to accept and implement mods.

If you’re wondering about the baseline of skill needed to have a mod accepted, I’d encourage you to compare your work to past accepted mods. Also, listen to feedback from your fellow players and modders. Criticism can certainly hurt, but in the end it helps you to improve!


First, I should emphasize that even with the most streamlined process, there will always be more awesome mods than we can fit into our game. Please don’t feel discouraged if a particular mod is not accepted. Take what you learned from that mod and apply it to new mods.

Borrowing themes from Trove’s biomes can help a little, as it makes it easier to find a place for the mod in the game. Similarly, seasonal/holiday mods are also useful, as they can be grouped with events and themed packs.

But ultimately, there isn’t much of a limit in terms of concept. Don’t worry if your theme is familiar, or bizarre, or “not original enough”. If your concept is readable and strongly executed, it will get the dev team’s attention.


The dev team has been guilty of this in the past but are doing better now. Our recent batch of Community Dragons and upcoming Halloween-themed mounts are evidence of this. We’ll continue to seek out new creators for future additions to the game, in addition to our tried-and-true modders.

Please feel free to ask questions. We want modders to have a fun and rewarding experience while making cool things for Trove. If we’ve overlooked any concerns, please let us know!

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what is the mod in the picture