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Re: Make Menu only for Modded items = saving BAC and other large mods

What needs to be done to fix that? I see two main alternatives;

1. The mod is updated to make it compatible with the latest version of the game
2. The vanilla game is modified to keep the new version of the game compatible with an old version of a mod


The third is what is in this thread.

3. Provide a separate make menu for modders from the vanilla.

What then happens is that when there is an update and the resulting incompatible is the one thing the mod community needs most: Time.

It also lets a mod user decide when to take in a mod update, since they are all manual installs. Thus they can finish a many step build process rather than finding out their mid process resources or tools are useless.

>>>

Example:

A player in the middle of long game in the middle of a long build cycle, like lamellar armor, can still access for that time the mod's build steps while other players can start the vanilla process.

In the case of lamellar armor various steps including the following recipes:
ore scoop, roasted ore, charcoal, smelter, smelted ore, anvil, hammer, ingot, then drill and cords

If any player blacksmithing is started some or all of those will get duplicated in the vanilla. Given the many build steps a player could be anywhere along that process.




>>>>

On what happens to the BAC when I go it was already built in that after 30 days of inactivity a new caretaker may take it over with the same terms. Not only was that planned for there was already a handoff once already to Rudy. I'm currently willing to hand off again at the moment too. The BAC though heavily my work is thought of a community owned item. Much of the work comes from the shoulders of people like Rain, Endive and Bouddia. While their exact recipes had to be changed the principles and concepts they set up are in the DNA of the mod.








May 07, 2024, 12:14:47 AM
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