Use the right material block (you do allready)Wouldn't make construction slower because you have to select the shape (and orientation maybe) when you place the block? It would mean that it would be pointless carrying around a wet cement block, may as well carry cement mix and a trowel.
Horrible idea, which has been the downfall of the modding community over there at Bethesda. That system leads to a flood of low quality individual cosmetic mods (sparkle pony syndrome) instead of larger high quality content mods, because it encourages making a quick and easy buck over being devoted fans cooperating on a vision. Greed over dedication and creativity. If you want to spend a few bucks to support your favorites, most of the more serious modders here already have Paypal or Patreon donation links.I hope they monetize modders like Fallout 4 is doing. I would be happy to pay a few bucks for a great mod or three.
Its good for everyone.
Edit: Well, maybe not exactly like Bethesda is doing, but paying a good modder just makes sense.
Need to get rid of ids all together so that one mods ids don’t mess with another mods ids.The meta values already exist in the blocks, so the space is there... Just needs to be filled...
I'm still against this method though.
But Jax is right, about people installing EVERY mod available... Hell, people try to do it with this game, and the launcher has what, 15 mods? Go look at mc or your precious skyrim and see how many people install at once. =)
Tldr; need more id's. Y'all are still adding blocks too. Need recipe lag gone. Y'all are starting to see the issue as well.
That's but one of sdx's benefits, it auto assigns them.Need to get rid of ids all together so that one mods ids don’t mess with another mods ids.
The only Python integrations that exist for Unity would be those based on IronPython. The IronPython and IronRuby projects are both basically abandoned (sadly, I used IronRuby for a while back in the day). IronPython does not have 100% compatibility with Python. Implementing ground up support for Python would be a huge undertaking. IMO it'd be much easier to simply allow scripting support in either C# or JavaScript. There are some gotchas with scripting in general, especially from a security standpoint. Imagine downloading a 'mod' and having it install ransomware, for instance.I have two hopes for the modding system.
The first is integration of unity's built-in asset bundle system which would provide texture, mesh, animation and audio optimizations for imported assets.
The second is a decent scripting language to allow real-time calculation of variables.
*cough* python *cough*
MadCat. when did they swap out Joel?had to share it lolView attachment 23526
Yeh this is what SDX does right now anyway... Sphereii and Xyth made some killer tutorials to help newbies get started, and hell, if *I* can make objects and get them into the game (and I can) then anyone can.As far as Unity asset bundles are concerned, it would probably be more flexible for them to just allow external resource files to be hooked into the game. If they do this, you don't need to have Unity in order to create addons. Think: PNG files for textures, C# scripts for scripts, etc. This also allows new/changed resources to be streamed individually from a server to the client.
well old man, then perhaps you are the one I should ask to make minor mods! I still have probs with adding things in that arent xml'sYeh this is what SDX does right now anyway... Sphereii and Xyth made some killer tutorials to help newbies get started, and hell, if *I* can make objects and get them into the game (and I can) then anyone can.
Highly recommend this method, since official mod support is a loooooong way away.
I know it's a PITA, I've done it several times already. Don't bother with a binary though, just integrate the code directly into the project, it's far easier and safer.The only Python integrations that exist for Unity would be those based on IronPython. The IronPython and IronRuby projects are both basically abandoned (sadly, I used IronRuby for a while back in the day). IronPython does not have 100% compatibility with Python. Implementing ground up support for Python would be a huge undertaking. IMO it'd be much easier to simply allow scripting support in either C# or JavaScript. There are some gotchas with scripting in general, especially from a security standpoint. Imagine downloading a 'mod' and having it install ransomware, for instance.
As far as Unity asset bundles are concerned, it would probably be more flexible for them to just allow external resource files to be hooked into the game. If they do this, you don't need to have Unity in order to create addons. Think: PNG files for textures, C# scripts for scripts, etc. This also allows new/changed resources to be streamed individually from a server to the client.
EDIT: Looks like the source code for IronPython is still being updated even though there are no binary releases since last year. Unfortunately, IronRuby is still dead.
If you think it's poorly optimized now, wait and see how responsible modders are with that additional runtime layer.The second [hope] is a decent scripting language to allow real-time calculation of variables.
*cough* python *cough*
You would prefer we have no ability to modify variables at runtime? You have a better option? Python's far from perfect but it's still the best of a bad bunch. <sarcasm> LUA FTW! </sarcasm>If you think it's poorly optimized now, wait and see how responsible modders are with that additional runtime layer.![]()
Monetizing mods opens up too many problems, if you want to support the authors of your favorite mods, just donate.I hope they monetize modders like Fallout 4 is doing. I would be happy to pay a few bucks for a great mod or three.
Its good for everyone.
Edit: Well, maybe not exactly like Bethesda is doing, but paying a good modder just makes sense.
You could walk from the East coast to the West coast of the United States and then expect a patch. While you are out do not check for updates and then, surprise!! You have stumbled upon A17.Can you tell us when A17 is expected? Should we expect another year long wait? Better yet, can you guys release smaller patches, like to test the new skill tree stuff and POIs etc? I mean, wouldn't it save time to release it like that instead of having game breaking bugs for weeks after the big release and having your community wait another year to fix old mechanics that broke like zeds smelling?