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I think skylines mods are non-sandboxed (meaning you can do what you want code-wise, note the mod that adds reddit posts to your game internal chirper) that would concern me from a malware perspective



it is nice to see that they post hash values of what was audited, but how do I prevent the steam client from automatically updating the mods I have to a newer non-audited version? how can you compute a checksum of the module before downloading it? it seems the steam client only allows you to 'subscribe' to a mod, not to download/check/install it


They are non-sandboxed but most are open source.

Additionally, there are so many users testing these mods that I doubt any serious malware could be put on Steam without being caught by the community.


assume I have a "good" mod, lots of people download it, which as far as I understand is a "subscription" in steam workshop terms, somebody breaks into my account and uploads a malicious update, now everybody will download the malicious update instead: unless there was a way to tie a code audit to a specific module that you download it seems like this would still be risky


That's a risk you take running any program that isn't sandboxed. I don't see how mods through Steam are any different. Until any popular mod is found to be malicious I don't think it's worth getting paranoid about.


mods that cannot initiate network connections or the local filesystem are not that much of a concern, but running an arbitrary C# program as your local user to me is a significantly different use-case, I think the steam workshop should integrate a checksum approval process where a user can decide for each individual update if they want to install or not.

I personally have bought skylines and find it great, but I am really wary about downloading mods for it as things stand now unfortunately.




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