So, I wanted to try my hand at modding, and decided to mess with something easy to see and use. Tools. I wanted to upgrade and tweak the current tool system so that its 1. More realistic (or at least better lol), 2. Follows the tiers and doesn't stop at Diamon drills, and 3. Make it so that at the end you don't have to choose what you want to use, its not that pickaxe because its stronger or that drill because its stronger. Its "I like pickaxes and this one is cool" or "I like drills and this one looks awesome" or something along those lines. so I'm working with the current tools system right now, tweaking each one so that they are stronger than ever, faster, but still upgrading at a reasonable pace and that darn hard block doesn't stand in your way even with a diamond drill. Thats not to say that I won't LISTEN to what people have to say, so i have some questions before i do anything else. By the time you get to the X sector, what are you doing? Are you still mining like crazy for that one piece of ore? Are you clearing huge plots of land to build that giant city? Are you on a conquest to hoard all known items? Or are you OCD (Hooyah me) and love to get everything you can, upgrade all the way to the end, grab every kind of block, all weapons, all tools, and have one of each? Is this actually an idea people would like to see made into a mod? If so, what are some ideas that you have for it, things to make it better, make it more fun, or just make it good. I'm open to all, even criticism. I'm wanting to do it in 2/3 stages, first tweaking the current tools to do more and be better, (yeah i know), and then in the second stage, I want to add tiers of tools, like iron, steel, titanium, durasteel and up and up all the way to impervium. I want to do this for axes too. On a side note, would anyone like to see Hoes made in tiers? I personally don't see the point but im more than willing to try.
Well this is a sandbox, so endgame means different things depending on who you ask. That said, the game is a little narrower than it will probably be once the devs really start implementing things they way they want, and most people either start installing mods, or they go collecting, or they start getting creative with their builds. I mean me, personally? Once I got to X sector and did all the stuff I wanted to do, etc., I started installing mods and brainstorming for my own mods. And here I am, really. I'm reluctant to install anything that affects base assets. Not because that's inherently bad, but because then I have to keep track of what's overwriting what... It's a big hassle. A lot of people don't mind the upkeep, but I personally think mods should be drag'n'drop, one and done, know what I mean?
Very true, It does, which is why I asked, what do people do, how do they do it. When you say you have to keep up with whats overwriting what, do you mean as a modder, or as a player when you install mods?
I do want to say that What I am hoping for is that as long as any mods you install doesn't change the base tools for the first stage of it, it will be compatiple with it.
Very true, and something i've encountered. Its why I want to make it so it will be compatiple with most mods. Unforturnetly that means that i would have to test every mod at this point, i am unsure of how else to test it otherwise.
I have 2 ways of doing this mod, one way, the way i'll probably do it for my own game and have seperate, is to make it a revamp of the current system, adding and moving items, tier unlocks, and the like around to my preference, the other, is to just add into the game certain items and a crafting table for these items, as a basic "shortcut" to them. A sort of "Tool table" if you will. The first way I would have to completely change the player.config file to make it work the way i would like the game too, and as such make many mods incompatible with it, the other would simply add the items and link them to the tiers. Sadly I am unsure of how to do that last part, and am afraid that It will still be me changing the player.config file. If thats the case (and if someone knows for certain), is there a way around it? I'm currently NOT home, so i will be double checking the second I am.
You can make mods compatible by making it a dependency of another. The only issue is - the mod which is dependent will supersede any data which conflicts with the mod it is dependent on.
Something I want to point out, I have NO problem with how the game is now. But i do want to see it a certain way and use it as a stepping stool for learning to mod. What better way than to configure the files to ways i would like.