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The Mod Kit is getting closer...

Started by solarscreen, July 08, 2014, 10:09:15 AM

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solarscreen

Luke updated his dev blog to include info on the upcoming mod kit.  He has a screen cap of it too.

What do you think?


http://www.shiningrocksoftware.com/2014-07-08-development-continues/
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mariesalias

I am excited!  I am looking forward to seeing what kinds of mods people create!

RedKetchup

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bucklingbranch

I am so looking forward to having a baker. Maybe he will be able to make meat/fruit pies as well as bread and rolls  ;D

RedKetchup

there is so much food kind we can add lol. at some point the Citizen wont know what to eat for dinner and will hesitate long time in front of their house ^^

j/k
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rkelly17

If we get a baker, can the butcher be far behind?

irrelevant


RedKetchup

but still i think the first one being made and most people want is : a warehouse with control on what we accept in.
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Paeng

Quote from: RedKetchup on July 08, 2014, 04:30:55 PMat some point the Citizen wont know what to eat for dinner and will hesitate long time in front of their house

I tend to agree  :)

Seems so me that additional food and such makes only (real) sense if it expands on the food groups and thereby improves the diet/health?

* Naturally I'm also happy if it just expands on the available buildings for (visual) variety...  ;)
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RedKetchup

> > > Support Mods Creation developments with Donations by Paypal  < < <
Click here to Donate by PayPal .

Pelojian

It'll be interesting to find out what people modify/improve about the game.

One issue is the handling of achievements with mods that change gameplay.

I was thinking if a map editor/mods were released the achievements that are challenging because of the randomness of the maps could be replicated/separated like so:
i.e
"settlement" - reach a population of 300 citizens. (as-is now)
"settlement v2" - reach a population of 300 citizens, with a player edited map.





Nilla

Quotebut still i think the first one being made and most people want is : a warehouse with control on what we accept in.

Yes

and a trading port, where you can control what you sell

A Nonny Moose

Quote from: Nilla on August 25, 2014, 01:06:44 AM
<snip>

and a trading port, where you can control what you sell

I don't understand this.  If you don't inventory an item, you can't sell it.
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irrelevant

I think she's talking about autotrading, when you buy food you want autotrade to sell something besides firewood at 3. You should be able to program this.

Yes, you can simply not put firewood in the trading post, but there are other things you would like to buy besides food, that firewood would be good to trade for.