Player-made content Edit
Creativerse already enables and includes user content like player-made shareable Blueprints (for buildings, Arc sign art, machines and the like) in the workshop http://steamcommunity.com/workshop/browse/?appid=280790&actualsort=toprated&browsesort=toprated&p=1.
There's also the special game mode "Adventures".
Adventures are instances of player worlds where not only sightseeing tours for buildings can be made for others to enjoy, but all kinds of player-created quests, jumping/flying parcours, puzzles of all sorts with spawnable mobs, treasures, checkpoints to search for, rollercoasters, labyrinths, disappearing/appearing walls (or floor parts, stairs or platforms), timed devices like lights, doors to be locked with number puzzles, switch-puzzles, quest-like stories to be told and much more like that.
The game also offers several customization options, from the look of player characters to nearly all key settings.
Actual modding Edit
Making Creativerse actually "moddable" is being considered by Playful too - however at a future date. But this "moddability" will not simply consist of allowing everyone to freely reverse engineer the game code.
This is what the official FAQs stated for years until the launch of the game (May 2017):And this is what members of Playful have stated about this topic on the forums:
Unresolved problems with making Creativerse moddable Edit
Community managers have stated that Playful still needs to figure out how to avoid the typical issues of modding or deal with the problems that are to be expected to arise as soon as Creativerse becomes moddable. For example, Playful plans to keep on improving Creativerse for many years to come. Which means that a way has to be found to coordinate player-created mods with the official ongoing game development, so that official features wouldn't render freshly implemented mods unplayable nor vice versa.
For a long time, Playful has voiced general plans to provide a safe and well-made modding API to players, once the game is "ready" for this. However, the game definitely is not ready yet, because some large features are still in the pipeline, they have to be completed, balanced, tested, implemented and polished. Playful has stated that presently Creativerse has not even reached the stage of "completion" that would justify the financial expenditure for localization. Instead, they consider the game being a "live open beta" since May 1st 2018.
Some of the future improvements are supposed to become DLCs or Store-exclusive content. Since Creativerse is free to play, Playful relies on item shop sales for income in order to pay their bills and keep on improving the game. Because of this, the company has to find a way to ensure that player-made content will not recreate, obviate or preempt any of the purchasable game content offered by Playful via Store and DLCs. Otherwise Playful could go out of business very quickly and the Creativerse servers would have to shut down.
While the "Pro" DLC includes features like glider, flashlight and combat difficulty settings as well as other game world settings, the Store (item shop) also offers simple stuff like lots of block textures and costume skins. Sometimes, players like to buy block kits for Blueprints with dozens to hundreds of crafted blocks in order to save time. For now, selling all of this is necessary for Playful and the game development to stay alive.
It is obvious that Playful cannot just freely allow modders to create similar or even the very same block textures and/or code similar/equal features for free, including mods that would simply let players create masses of any type of block and shape in infinite amounts via command (just for example). Because if nearly nobody bought the official purchasable content anymore because they could get it all for free by using mods, Playful would quickly start drifting into a financial crisis.
Another problem is that Playful will not be able to offer support for player-made mods, which has been clarified by the developers on the official forums. If we take a look at player-made Blueprints, it is quite possible that hundreds of mods will quickly be created. Because within just one month after the workshop was opened, over 5000 Blueprints had already been added by Creativerse players, and at the beginning or 2019, this number has risen to over 24000 Blueprints.
If you browse through the workshop, you'll quickly notice that half of the Blueprints feature only a questionable "quality" - like more or less random captured parts of game worlds, resource blocks bluntly stacked together so that they can be bought as building kits for Coins more easily, or variations of Blueprints that were originally made and published by Playful or different original creators, sometimes even "stolen" and simply re-published.
And when looking at the mod lists of smaller games, you will realize that many mods are of low quality just as well; most mods only change or implement one equipment or furniture type, or a handful of new colors for certain items, some mods look very crappy, more than just a few seem useful from their description but don't work like intended in actual fact, some don't work at all, some mods are known to cause bugs in the game, and a few even let the game crash and make players lose stuff. Moreover, now and then a mod will be made just in order to grief others in multiplayer, like to ruin their creations or render their game world unplayable.
Playful as a small company cannot take their time to search for possible copyright-issues either - mainly if modders have used copyright-reserved names or copyrighted content like 3D models, textures, images, music, sounds etc. from other games or media. This is sometimes really hard to find out in actual fact. Even worse if legally forbidden content would be hidden somewhere that could damage the reputation of both Creativerse and Playful if this should come to light.
Creativerse has gone through several major changes since 2014. Constantly provided updates have extended the game nearly every month to ca. every other month. The basic game code could be in need of another thorough revision one day again. The UI and basic graphic designs might need an upgrade somewhen in a few years too when most players already play on much better computers - this might then render many player mods unplayable or just very outdated in an instant.
The majority of modders usually stop caring for their mods for any game after a few months to a few years, as can be seen when taking a look at the modding scene of any long-running game. Of course there's always a (very) small percentage of loyal players who keep on spending a lot of their time improving their mods, but this might only be a handful of people within the community of a rather unknown F2P game like Creativerse. It's well known that game-breaking bugs can easily originate from player mods, especially as soon as they aren't updated by their creators anymore, while the main game has to be kept up-to-date in technical terms.
The game balance of Creativerse is another topic to consider, since the developers have built the game around certain principles. The pivotal gaming progress is based on linear quests, mining tiers, crafting one tier of equipment after the other and seasonal event content for example. Overpowered weapon and armor that can be crafted or found right from the start is a very typical modding content for games that would not only make game challenges like boss mobs and seasonal events laughable, but could also make questing and the basic player advancement in Creativerse seem useless and super-boring right from the (overpowered) very start.
Playful has plans to implement a long list of features to Creativerse, some of which are already under way more or less. It's very possible that modders would like to implement similar features in different ways than the official professional developers want to go about. Which makes it possible that the implementions of several but incompatible versions of the same type of features could collide. Maybe the modded versions will be implemented even earlier than the officially developed ones...
It can be safely assumed that every feature of Minecraft would be adapted by modders for Creativerse, since these are the most popular player demands. Using some tricks together with either licence-free or even stolen art, this could be accomplished a lot faster than uniquely designed features can be coded with the help of the professional artists, sound artists and animators at Playful Corp... Would players even want to play the officially developed features months after they already had time to get used to mods that accomplish the same thing maybe with just one command, no matter how crappy the feature looks like?
For example: there's been talk on the forums about cornerstone variants that should be able to build any Blueprint build instantly as soon as you place the cornerstone without even requiring to collect resources. Playful has decided to not comply to such demands, but instead develop game mechanics like the burst fill. If modders were allowed to do everything they want (which is practically hacking the code), they might find it really easy to make this possible, perhaps by converting the preview on the blueprint window into solid blocks that are being produced from thin air and placed as soon as the user "confirms" this in the blueprint window.
How many players would use the burst fill from then on any longer, or even build a Blueprint block by block? How many Blueprints would be built within seconds all over the game world until the game bugs out and/or players lost all interest in building at all because simply "pasting" huge builds is in actual fact extremely boring? What if "instant" Blueprints like that would be used all over the game world in order to troll the players there, or to "fence in" the claims and/or elaborate builds of another single player in order to grief them? What if offending shapes and/or letters would be pasted by kids into every public world because they think it's funny? What if a modder would alter this mod in order to ignore the safety settings of claims or game worlds on top of that?
It should be obvious that nobody who works at Playful would want their player community to be griefed, their own reputation to drop into oblivion, their company to go bankrupt, nor would they only want to lose all their motivation to keep on working on Creativerse.
Altering Creativerse game data/files is already possible, but can get you sued Edit
Nowadays many people know how to extract graphic files or take a look into Unity files of a game program.
However you are not allowed to use this in any way to alter the game or make the data known on any public platform. If you want to do so, you have to ask Playful as the copyright-holders for their permission beforehand.
If you have not downloaded Creativerse yet, then please note that you will have to accept the EULA at the time you install Creativerse. This is standard for nearly every multiplayer online game, and you will not be allowed to play this game if you do not agree to respect the copyrights of Creativerse's developers.
If you are not willing to abide by the EULA (which includes the usual netiquette towards your fellow players, but also forbids using the game to earn money for yourself and to modify game files) then you should not even bother clicking on "I agree/accept". If you do not agree to the EULA, you are not permitted to install the game on your computer nor to play Creativerse on any computer at all.
If you already play Creativerse, then you must have accepted the EULA Edit
By clicking on the "I agree" (or "I accept") button when installing the game or starting to play the game via Steam for the first time you have promised to abide by the terms and conditions, even if you perhaps have just "clicked them away" and have not bothered actually reading them.
Still the EULA is a legally binding contract.
In regard of any modifications that you plan to make for/to the game or that other players have created unauthorized, you should call your attention to this part of the EULA for Creativerse:
"Except for the initial loading of the Game Software on a single unit you shall not, without our express written consent:
(a) Copy or reproduce, auction, loan, rent, lease, sublicense, gift or transfer the Game Software;
(b) Modify, adapt, translate, reverse engineer, derive source code from, disassemble, decompile or create derivative works based on the Game Software or any accompanying materials, except to the extent allowed under any applicable law or expressly allowed by us.
Any use of the Game Software in violation of these limitations will be regarded as an infringement of our copyrights in and to the Game Software.
Obviously, we cannot have you hacking our software. Therefore, by accepting the terms of this EULA, you further agree that you will not, under any circumstances:
(a) Modify the Game Software in any way, including but not limited to the use, development, or sale of cheats, automation software (bots), hacks, mods, whether developed by you or a third party;
(b) Exploit the Game Software for any commercial purpose, including without limitation (1) use at a cyber café, computer gaming center or any other location-based site; (2) for gathering in-game currency, items or resources for sale outside the Game Software; or (3) for performing in-game services in exchange for payment outside the Game Software;
(c) Remove, disable, modify, deface, or circumvent any security protections, proprietary notices or labels contained on or within the Game Software;
(d) Export or re-export the Game Software or any copy or adaptation in violation of any applicable laws or regulations;
(e) Create data or executable programs that mimic data or functionality in the Game Software;
(f) Use any unlawful, obscene, pornographic, provocative, racist, libelous, abusive, harassing, tortious, defamatory, vulgar, or hateful language or language invasive of another's privacy on the forums and chats relating to the Game Software;
(g) Submit any content containing unsolicited or unauthorized advertising, chain letters, pyramid schemes, or any other form of solicitation or to submit any content containing software viruses or malware of any kind; or
(h) Solicit or attempt to solicit other Game Software user’s personal information or collect or post their private information.
Any use of the Game Software in violation of these limitations will be regarded as an infringement to this EULA and will be pursued to the fullest extent permissible under the law."