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Modding related suggestions
Posted: Sun Mar 03, 2013 5:12 pm
by zeldafan42
This thread is for suggestions that help modders to make mods (more easily and without nasty workarounds).
Today I wanted to create a mod that adds recyclers to the game and I managed to have something that would work but then I realised that recipes in the game have to be unique. Is there a chance that this changes in the future? The second thing that would be great all energy sources being dynamic...
I know that there are a few bugs in 0.2.9 because of hastiness and it would be great to have these features but take your time to test and review them. I believe the whole community would totally understand if you take more time for the official releases.
Best regards,
zeldafan42
Re: Modding related suggestions
Posted: Mon Mar 04, 2013 5:10 pm
by ficolas
energy sources will be dinamic, kovarex said it in a post
Re: Modding related suggestions
Posted: Tue Mar 05, 2013 5:51 pm
by Amanite
Craft chance, please. Make it 100% defaut but I will need some probabilistic crafting.
Re: Modding related suggestions
Posted: Wed Mar 06, 2013 9:01 pm
by ficolas
A event like
event.name -> itemused
event.item -> name of the item
(only for items with type "useable")
or something like so.
I REALLY need this...
I can think about a ugly and shitty way of doing this in tgis version
Re: Modding related suggestions
Posted: Thu Mar 07, 2013 1:38 am
by kovarex
What kind uses you have in mind?
When fish is eaten?
When ammo/gun is used to shoot?
Something else?
Or you want to make custom uses for items? How should they be triggered in the game? I don't know either ...
Re: Modding related suggestions
Posted: Thu Mar 07, 2013 4:59 pm
by ficolas
kovarex wrote:What kind uses you have in mind?
When fish is eaten?
When ammo/gun is used to shoot?
Something else?
Or you want to make custom uses for items? How should they be triggered in the game? I don't know either ...
I want to do custom uses for items, like a remote activation of a door with a lua script, and I think they should be triggered with the shift key, like to eat a fish.
Re: Modding related suggestions
Posted: Thu Mar 07, 2013 5:30 pm
by kovarex
I understand, the main problem is to find good control for that, the shift-click is not good as it has other usage ...
Re: Modding related suggestions
Posted: Thu Mar 07, 2013 5:45 pm
by ficolas
clicking shiftclick two times?
dragging the item to the player and right/left click? <--- I dont like this one much
Or mabie just let it be deffined in the json
Like a item:
type:"useable"{
key:"A"
}
Or adding a use hotbar, where you place your useable stuff, and when you press a number in the numpad, or shit+number or cntl+number, it is used