That would just be ridiculous. What qualifications can they possibly have?Yeah, Gazz - why can't you hire from the modding community...
I don't typically post in this thread, but those of us who actually produce something besides complaints appreciate all that you and the FP team are doing. Looking forward to all the new possibilities!As for what modders can or can not do - one must not ignore the effort or qualification required to do something.
Sure, a small handful of modders can do crazy SDX mods but how many can not?
The more powerful the "simple" (and far more compatible) XML modding capability is, the more modders can create awesome content with it without having to be "real coders".
...
Sure there's a new syntax to wrap your head around but hey - are you mice or modders? =P
A17 is a big box of new types of LEGO modding pieces in addition to all the gameplay and prefab overhauls.
And if some more wooden sticks bite the dust - cry me a river =)
This is all great to hear.As for what modders can or can not do - one must not ignore the effort or qualification required to do something.
Sure, a small handful of modders can do crazy SDX mods but how many can not?
The more powerful the "simple" (and far more compatible) XML modding capability is, the more modders can create awesome content with it without having to be "real coders".
Want a hidden counter to increase whenever the player enters a new biome? That's XML now.
Want a "dazed" buff to trigger when your blood pressure is low and you get up after being crouched too long? XML.
Want a "zen repair overdrive" buff after you've repaired 10 blocks in under 15 seconds? XML.
Unable to use 2-handed weapons/items with one broken arm? Yup, XML.
A zombie entity is no longer completely separate from a player entity so if a zombie were to have an item or buff or skill that increases block damage or negates some of your armor value... guess what...
Just a few random examples.
I have no idea where all this angst is coming from.
This patch is a massive framework overhaul on the gameplay front and it will be ready when it's ready. Right now there are way too many cables and parts strewn all over the floor to even properly test it. (and this is normal)
Sure there's a new syntax to wrap your head around but hey - are you mice or modders? =P
A17 is a big box of new types of LEGO modding pieces in addition to all the gameplay and prefab overhauls.
And if some more wooden sticks bite the dust - cry me a river =)
- plant a cristmas tree seed. (make sure it's fertilised ground)Also... can you spawn entities with the new system? Could you have a large item, such as a bus, that spawns zombies one at a time every few minutes until it is destroyed? Or maybe have a rabbit hole that does the same for rabbits? Or maybe have a factory with a conveyor system that produces products that drop on to the conveyor and are transported around? Okay, that last one isn't likely, but whatever.![]()
Oh, yah. Something in there for server admins, too. (yes, we know that people actually run servers for this game)Someone the other day I spoke to said they wish more tools were made for modders and server admins.
I think what your looking for is a random event that enters the world. Spawns a zombie spawn point such as a bus or simlar. Sounds good I would opt for that idea. Farming I would like where you can breed pigs/chickens etc.This is all great to hear.![]()
Some day you folks will have to make a bit more comprehensive list of what options are available in XML edits. It's easy to look at what is there and modify it but it isn't so easy to identify what *could* be there but isn't currently used or used rarely enough that you don't intuit that it could apply in other areas (like a property you only see used with containers but could also be used on non-containers).
Also... can you spawn entities with the new system? Could you have a large item, such as a bus, that spawns zombies one at a time every few minutes until it is destroyed? Or maybe have a rabbit hole that does the same for rabbits? Or maybe have a factory with a conveyor system that produces products that drop on to the conveyor and are transported around? Okay, that last one isn't likely, but whatever.![]()
https://youtu.be/jbRyo0j7CO8As for what modders can or can not do - one must not ignore the effort or qualification required to do something.
Sure, a small handful of modders can do crazy SDX mods but how many can not?
The more powerful the "simple" (and far more compatible) XML modding capability is, the more modders can create awesome content with it without having to be "real coders".
Want a hidden counter to increase whenever the player enters a new biome? That's XML now.
Want a "dazed" buff to trigger when your blood pressure is low and you get up after being crouched too long? XML.
Want a "zen repair overdrive" buff after you've repaired 10 blocks in under 15 seconds? XML.
Unable to use 2-handed weapons/items with one broken arm? Yup, XML.
A zombie entity is no longer completely separate from a player entity so if a zombie were to have an item or buff or skill that increases block damage or negates some of your armor value... guess what...
Just a few random examples.
I have no idea where all this angst is coming from.
This patch is a massive framework overhaul on the gameplay front and it will be ready when it's ready. Right now there are way too many cables and parts strewn all over the floor to even properly test it. (and this is normal)
Sure there's a new syntax to wrap your head around but hey - are you mice or modders? =P
A17 is a big box of new types of LEGO modding pieces in addition to all the gameplay and prefab overhauls.
And if some more wooden sticks bite the dust - cry me a river =)
Coughs* kiss ass * CoughsI think last year some of the Fun Pimps were in xmas day fixing bugs because of a release they did.
Im glad they do not have that pressure this year. Extended holidays all round I would say and dont come back till at least the 15th Jan because you deserve a break.
Thanks Fun Pimps for the news and for making tools for modders, it will be great to see what things people can come up with.
Someone the other day I spoke to said they wish more tools were made for modders and server admins.
I found your New Modding instruction video it worked wonders!As for what modders can or can not do - one must not ignore the effort or qualification required to do something.
Sure, a small handful of modders can do crazy SDX mods but how many can not?
The more powerful the "simple" (and far more compatible) XML modding capability is, the more modders can create awesome content with it without having to be "real coders".
Want a hidden counter to increase whenever the player enters a new biome? That's XML now.
Want a "dazed" buff to trigger when your blood pressure is low and you get up after being crouched too long? XML.
Want a "zen repair overdrive" buff after you've repaired 10 blocks in under 15 seconds? XML.
Unable to use 2-handed weapons/items with one broken arm? Yup, XML.
A zombie entity is no longer completely separate from a player entity so if a zombie were to have an item or buff or skill that increases block damage or negates some of your armor value... guess what...
Just a few random examples.
I have no idea where all this angst is coming from.
This patch is a massive framework overhaul on the gameplay front and it will be ready when it's ready. Right now there are way too many cables and parts strewn all over the floor to even properly test it. (and this is normal)
Sure there's a new syntax to wrap your head around but hey - are you mice or modders? =P
A17 is a big box of new types of LEGO modding pieces in addition to all the gameplay and prefab overhauls.
And if some more wooden sticks bite the dust - cry me a river =)
You want click click done then download sphereii’s modlauncher. He’s made it super easy to get them. It is pinned to the top of the modding tools section.I played one of those mods a while ago, maybe I will try them all someday. Although, I must admit I'm getting spoiled by Steam's Workshop: Click. Click. Done! Oh, how modern programmers have made me lazy.![]()
Aww, sarcasm!behemoth dropped. no endgame. still no bandits in the to do list.but we will get some nice textures in the early-acces state. everyone needs them.
first i was like, "they should add more content" but now i feel you devs. we need no content. we need new textures and the already existsing bike with new textures, called in a different name
more textures pls. 2020 is a pretty number. we can wait until that, for the new content. im not disappointed at all!keep up the good work
Right. Someone should write a proper manual. U up? =PSome day you folks will have to make a bit more comprehensive list of what options are available in XML edits. It's easy to look at what is there and modify it but it isn't so easy to identify what *could* be there but isn't currently used or used rarely enough that you don't intuit that it could apply in other areas (like a property you only see used with containers but could also be used on non-containers).
Manual writing isn't my thing, but then most developers/programmers would say the same.Right. Someone should write a proper manual. U up? =P
You know all they need to do is set the dll to save more inventory slots, then the player can just choose in modded options how many inv slots they want. Current inv mods rely on people editing the dll to get it to save more inv slots, and then also editing windows.xml to enable more slots in the windows themselves. Why can't the pimps just set how many inv slots it saves to like 128 or something max, to save people the time of having to edit the .dll everytime. If the slots aren't set in windows.xml they don't get used anyway, they are just regarded as empty inv slots in the save file I imagine.Check out the new SMX mod, 72 slots! Games4Kickz has a couple videos showing it off.