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Modding / Re: Any active modders?
« on: December 01, 2019, 11:30:27 PM »Firstly and foremost thanks to "Jack-jackspack, Brygun, JCM, Sufficency, Njerpez, and whomever else contributed to these mods. i am just edditing them so they all work in cohesion.
I'm not really a modder per say, but i have taken a few mods and put them together, they work, tho I do need more gfx/truetile for the items as using the same gfx/truetile (as in [it-punt) seems to make the punt disappear as soon as you use it... -
I'd like to work directly with someone on playing with these sorts of things, moving beyond what the current modding capabilities offer, or streamlining the creation process by creating a tool to assist with mod making. I could probably remake the entire crafting system, but I lack control over turn processing, so albeit possible, it would lack the same feeling as the base game (craft item > time passes instantly > no gametick updating) but it would open up a vast array of item manipulation tools, which could be translated into usable features for example, you could track an items age that you have crafted and add decay to the item over time, or even "upgrade" an items quality. Many other things are possible. I have many ideas on my mind, NPC creation, localmap editing import/export, random events. Working along side someone familiar with the modding system would help me understand more about what type of implementations of this will feel and look good.