I tried, there are some issues I encountered while trying to add the mod to the mod launcher using my custom link to the mod. I did contact the mod launcher author, but it doesn't seem like he cares to update his mod launcher to support my kind of url to the mod zip file, so I don't know when or if the mod will support the mod launcher, because if the mod launchers author doesn't care about improving/updating his program, why should I care.Get this bad boy on the mod launcher
Aww that sucks I hope you manage to get in on there! Makes it so much easier to install without effecting the vanilla game.I tried, there are some issues I encountered while trying to add the mod to the mod launcher using my custom link to the mod. I did contact the mod launcher author, but it doesn't seem like he cares to update his mod launcher to support my kind of url to the mod zip file, so I don't know when or if the mod will support the mod launcher, because if the mod launchers author doesn't care about improving/updating his program, why should I care.
...just so I'm clear; someone else takes the time to create and publish a well used piece of software that literally dozens of modders utilize successfully... that SAME author takes the time out of his busy real life day to walk YOU through what YOU need to do in order to be supported by his mod launcher, and then you blast him as if it's his fault that you are so narcissistic that you just have to know how many downloads you get, and accuse him of not caring (remember, this is the guy who not only wrote the launcher for people, but updates it continuously to support new mods, AND DOESN'T EVEN MOD HIMSELF) because he won't bend to your specific wants?I tried, there are some issues I encountered while trying to add the mod to the mod launcher using my custom link to the mod. I did contact the mod launcher author, but it doesn't seem like he cares to update his mod launcher to support my kind of url to the mod zip file, so I don't know when or if the mod will support the mod launcher, because if the mod launchers author doesn't care about improving/updating his program, why should I care.
First of all, let's not dive too much out of the topic here, because I don't want this topic to go out of hand and talk about how good or how bad someone is....just so I'm clear; someone else takes the time to create and publish a well used piece of software that literally dozens of modders utilize successfully... that SAME author takes the time out of his busy real life day to walk YOU through what YOU need to do in order to be supported by his mod launcher, and then you blast him as if it's his fault that you are so narcissistic that you just have to know how many downloads you get, and accuse him of not caring (remember, this is the guy who not only wrote the launcher for people, but updates it continuously to support new mods, AND DOESN'T EVEN MOD HIMSELF) because he won't bend to your specific wants?
...I just want to make sure I'm all caught up.
What browser are you using? Because it downloads just fine with me on Google Chrome.You may need to rename the file cause it has ' in the front and end of the zip file.So it won't download properly.
Thanks for such a detailed reply dude! All sounds great.@ganytaj
I don't think your suggestion is possible to implement without seriously going into SDX.
@caatalyst
Loot
I agree about food being too frequent, however I don't plan to change quantities any time soon because of the lore. Currently in game there are no bandits/raiders and other survivors besides players so lore wise most food is still there in homes ready for grabs for the players, because zombies are no longer interested in most of the stuff, that's at home.
With A17, if they gonna release bandits/raiders etc, I will make food much more scarce, because lore wise bandits got their hands on most food - important resource in an apocalypse. So most food will be found in some way related to bandits or by buying them from traders. Only a handful of food items or food scraps will be found in POI containers.
Now about the other "clutter" items. As I've already mentioned before, I wanted the game to feel more "full" like in Fallout, where you explore buildings and there are tons of all kinds of junk lying around up for grabs, if you have the carry capacity to do so. Also lore wise, why would zombies care about most household items - they simply don't, so most of the containers shouldn't be empty. With some of the junk even bandits/raiders lore wise wouldn't bother, but you as a player are smarter than that and you know that most stuff can be recycled so that you can use the base resource to craft other amazing things.
Farming
I have plans to add tons of more food in the future, tomatoes, paprika, peppers, wheat etc.. I just didn't have time to do it yet.
Custom zombies
I didn't do anything related to zombies because TFP already added quite a bit of new zombies of their own. In the nearest future I don't have plans to expand zombies to include more variety (for example, UMA zombies), definitely not till A17, because at the moment I simply don't have time for that.
Hygiene
Since my mod is aimed to increase the immersion factor, I had to add items related to this as well and in an apocalypse it's a big issue, because of no running water etc. Some form of buff utilization in this aspect has crossed my mind before, but as everything else time is an issue to figure out how should it work, so that it's rewarding to be "clean", but not so much "punishing" being not clean.
I was really happy to see TFP adding bathtubs with A17. Those could be made usable somehow with the clean/dirty buff system later on.
Custom models
When I will be making a branch with expanded inventory space (.dll edit), I will most certainly look into options how to add custom models for things like crops, weapons, armor and blocks (for new workstations).
But to be clear, there always will be a standalone, easy anti cheat friendly version without custom models and without any changes to core game files unless TFP will add mod support for them.
It depends how TFP gonna implement companions (if for A17, the wolf companion), because that code could be used to domesticate other animals such as cows for milk, sheep for wool, chicken for feathers etc.Thanks for such a detailed reply dude! All sounds great.
I know you said you plan to expand farming - I just wondered if you planned on adding animal farming and breeding too? :-D
What exactly you are looking to do? To increase the UI middle section to fit the new width (background itself)? Or you want to define new rectangle area so that items don't fall through the inventory? Best would to contact me through discord and I could try to explain...Tried to enlarge the alowed space of the backpack but I didn't find how. Is it even possible?
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