Creativerse Steam workshop 2019 Jan 023
Creativerse storage chests by Knobolous001
Creativerse shelf display 01 by Ajonee001

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

There's also the special game mode "Adventures".

Adventures are instances of player worlds where not only sightseeing tours for buildings can be created for others to enjoy, but all kinds of player-made quests (no placeable NPCs yet though), jumping/flying courses, puzzles of all sorts with spawnable mobs, treasures and/or checkpoints to be discovered, with 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 "modable" is being considered by Playful too - however at a future date. But this "modability" cannot allow everyone to freely reverse engineer the game code, since Creativerse is an F2P game that relies on the sales of blocks/objects with themed textures and the features that the Pro DLC provides.

This is what the official FAQs state about this topic until launch date:

Creativerse Mods Modes Solo forum003
And this is what members of Playful have stated about this topic on the forums:
Creativerse Modding plans002
Creativerse Modding PlayfulDavid

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, large features are still in the pipeline, and 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. Some players also like to buy block kits for Blueprints with dozens to hundreds of crafted blocks in order to save time and start building right away. Playful relies on these sales for income in order to pay their bills and keep the game online. Because of this, the company cannot possibly allow "free" modding in the future, but has to design a modding API that will ensure that player-made content will not recreate, obviate or preempt any of the purchasable game content offered by Playful via Store, DLCs and building kits.

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 in March 2019, this number has risen to over 25000 Blueprints.

If you browse through the workshop, you'll quickly notice that many Blueprints are more or less random captured parts of game worlds, others are resource blocks bluntly stacked together so that they can be bought as building kits for Coins more easily, and dozens of BPs are variations of Blueprints that were originally made and published by Playful or other original creators, sometimes even "stolen" from them and simply re-published...

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, more than just a few don't work like intended, some don't work at all but are known to cause bugs, and a few even let the game crash so badly that they 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, like licenced art. Even worse if legally forbidden content would be hidden somewhere in a mod that could damage the reputation of both Creativerse and Playful if it should come to light.

Creativerse has gone through several major changes since 2014. What if the basic game code is again in need of another thorough revision one day? Updating a large game to a new Unity version often requires months of work. The UI and basic graphic designs might require an upgrade somewhen in a few years too when most players already play on much better computers - at that point the changes would render many player mods unplayable or just very outdated in an instant. This could also mean that players would lose a lot of stuff that was made by using the now outdated mods...

Sadly, 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. And the developers themselves won't be able to jump to the rescue by updating dozens of abandoned player-mods.

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 weapons 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 super-boring and demotivating.

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 implementation of incompatible versions of the same type of features could collide pretty badly.

It can be safely assumed that every feature that Minecraft has would be adapted by modders for Creativerse, since these have been and still are the most popular player demands since 2014. Using some tricks, 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 players already have gotten used to mods that accomplish nearly the same thing?

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 into every public world because trolls 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 own motivation to keep on working on Creativerse.

The EULA forbids unauthorized modifying of game data/files Edit

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."

The EULA, that every player has to agree to before being allowed to play the game, is a legally binding contract; so if you break it by modding (= hacking) Creativerse game files unauthorized by Playful or make them public, then you can be held responsible at court. Edit