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Suggestions / Re: Make Menu only for Modded items = saving BAC and other large mods
« on: May 12, 2024, 11:08:49 AM »
Also, just to be sure, a few more word of clarification on my side:
I didn't mean to say that adding a new key to bring up modded recipes would not help at all with maintaining and keeping the mods up to date with new version of UrW.
What I was thinking was a scenario like this:
1. Sami adds the new hotkey
2. But somehow it happens that no-one from the modding community updates BAC recipes
Then, the way I see it, the underlying root problem would remain unsolved - the extra hotkey probably would make it easier to access all the recipes in the mod, but the confusion with vanilla items and modded items, and vanilla recipes and modded recipes would still continue to exists.
But, I do see the point represented by PALU and others; having that extra hotkey would help in the transition phase, when a new UrW version introduces new mechanics, and the mod needs some time to adapt, and a clean way to access "compatibility recipes" to transform old modded items to corresponding new vanilla items. And that is something I fully support, and to me this sounds like a good argument.
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Also, personally I like the modding approach. And in my opinion Sami has been maintaining a fine balance between "an artistic indie coder following his inner vision" and "listening to the player suggestions and wishes" - not locking up in the ivory tower, nor getting lost in the endless swamp of "design by committee". I see my role as helping Sami to develop the game which fulfills his inner vision.
And, at the same time I see that some players wish for a fully moddable game, which would have the modding in-built into the core structures of the game engine. I find that an interesting idea, but I do understand that it would be an another game, not UrW but something different. Now, as some of you might already guess - I suggest that those interested in exploring the possibility of a fully moddable survival game could take a look at the Ancient Savo project and its modding system. (not wanting to hijack this thread, just my contribution to the theme of "yes, Enormous Elk does care about modders, modding matters")
I didn't mean to say that adding a new key to bring up modded recipes would not help at all with maintaining and keeping the mods up to date with new version of UrW.
What I was thinking was a scenario like this:
1. Sami adds the new hotkey
2. But somehow it happens that no-one from the modding community updates BAC recipes
Then, the way I see it, the underlying root problem would remain unsolved - the extra hotkey probably would make it easier to access all the recipes in the mod, but the confusion with vanilla items and modded items, and vanilla recipes and modded recipes would still continue to exists.
But, I do see the point represented by PALU and others; having that extra hotkey would help in the transition phase, when a new UrW version introduces new mechanics, and the mod needs some time to adapt, and a clean way to access "compatibility recipes" to transform old modded items to corresponding new vanilla items. And that is something I fully support, and to me this sounds like a good argument.
---
Also, personally I like the modding approach. And in my opinion Sami has been maintaining a fine balance between "an artistic indie coder following his inner vision" and "listening to the player suggestions and wishes" - not locking up in the ivory tower, nor getting lost in the endless swamp of "design by committee". I see my role as helping Sami to develop the game which fulfills his inner vision.
And, at the same time I see that some players wish for a fully moddable game, which would have the modding in-built into the core structures of the game engine. I find that an interesting idea, but I do understand that it would be an another game, not UrW but something different. Now, as some of you might already guess - I suggest that those interested in exploring the possibility of a fully moddable survival game could take a look at the Ancient Savo project and its modding system. (not wanting to hijack this thread, just my contribution to the theme of "yes, Enormous Elk does care about modders, modding matters")