EllianMod::CartOnline (Approved for YO, Usable on the MMO).Usefull to dig 6 times before getting overloaded. Repeat a given number of times the same ability or craft. EllianMod::Repeater (Approved for YO, Usable on the MMO).EllianMod::InventoryOrganizer (Approved for YO).Really usefull when you are modding like me. EllianMod::ConsoleTweaker (Approved for YO)Ĭhange the size of the console.My list of MODS which are all Client side:Īllows to manage, install and keep up to dates all my mods. We're obviously far from reaching this goal for now, but we're on the way towards it. And where it is not possible to avoid repetitive actions to implement in-game automatization (autocraft). Our game design goal that we're trying to achieve is to lower a number of repetitive tasks within our game. Go there, use this ability, wait 10 sec, go here, drop an item. We are AGAINST bots or any sophisticated scripts and macro/bot software that lets you emulate a series of in-game actions. We are AGAINST macros that let you emulate a multiple key presses or mouse movements at once or with a certain timeout. We are GOOD with clicker automatization, where repetitive clicks/keypresses are automated by either your keyboard/mouse or simple clicker program. For instance, herb sorting mods that just organize your herbs in your backpack. We are GOOD with minor scrip mods that ease your life from the interface perspective. Bobik: I doubt we will ever ban somebody for such a mod, but we cannot approve them officially, because that means we should inspect all the code and be sure that it is working in a safe and correct wayīobik - 2nd of December I want to react to some drama that is building up around our recent EULA update in part of scripts/macros/bots within our game. Bobik: so I think that our official stand is following - we do not prohibit those mods, neither we allow them The mods have been fully approved by Bitbox only for YO.Īs the MMO version is not yet out, they shall not be used for the MMO.īobik explanation on the question of using mods in the MMO from the 5th of May 2017: They work only with client side data which is available in the console or currently displayed on the screen. They are fully approved by the dev team as they met the requirements of the question 367 from the FAQ.Ī global test is in progress on Bitbox side to fully approve them for the MMO. For any other matter please add me, if neccesarry, and write a private message.My mods are gathered in the E.M.P (be careful of the pulse). I encourage any questions regarding the mod, if you need help just ask. Since the spam in the comment section became unbearable, any comment not directly referring to the mod or how to use it will get deleted. Inspired by the Banished Mod "One year is one year" Thanks to you, your peasants might actually live the long, happy lifes they deserve, unless they somehow manage to die in a tragic mine accident. If you're not interested in creating your own starting scenario or don't want high age numbers, I recommend you using this one, though I did not test it myself yet. Now there is also another mod available on the steam workshop with a more sophisticated and complex solution, which you can find at this link: Since my wife then asked for it, I uploaded the mod to the workshop. To add to my immersion, children also grow up a little slower. So I did the next best thing and multiplied all age related values by roughly 3, since villagers have their birthday about every 1.3 seasons. When I made this mod, nobody knew how to slow aging of villagers. Please feel free to add and ask me anything, if you need help in customizing this mod to your liking! It is complete, very compatible with other mods and won't require any further updates. You can see this mod as a framework to easily change age related values and starting conditions to your liking. lua files in case of an (unlikely) mod update. Feel free to add/remove peasants in Older_a as you like instead. This means the "no houses" scenario DOES NOT WORK. The basic setting is a 3 headed starting family, since all villagers age needs to be adjusted on world generation as well to avoid having only children as settlers. Schooling time is increased accordingly as well. The maximum life expectancy is now 240 which should translate into 80 ingame years.Ĭhildren become students at age 15 (after 5 years) and grow adult at 39 (13 years). Tired of building your first graveyard 10 years into the game? Feeling unsettled by 9 year olds getting pregnant? Struggle no more, Karps Realistic Aging is here!
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