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Collaboration idea - 'all in one' mod


BartHenry

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Hello there!

 

I'm pretty new to modding, although I have some experience with games scripting in RPG Maker (old times, as a child). I'm a programmer, and as a programmer I want to do some magic with this game. The idea is all about doing one big (or few as parts of something bigger, this doesn't matter) mod to avoid all that obstacles coming up when you pick many mods and suddenly it occurs to break the game.

 

I'm looking for few people brave enough to take on this task. At least three programmers and one graphic designer.

 

It would be nice to do fully customizable mod with additional factors like sleeping lacks, fatigue, rebalanced food, additional food, structures, weapons and many more. Some improvements to user experience would be nice too. There are many well done mods in Steam workshop (and here of course) that can brings us lots of ideas. Any mod creator is welcomed - as I said, many good looking mods had been already done, so it would be nice to incorporate few of yours.

 

I'm looking forward for your replies!

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Hello there!

 

I'm pretty new to modding, although I have some experience with games scripting in RPG Maker (old times, as a child). I'm a programmer, and as a programmer I want to do some magic with this game. The idea is all about doing one big (or few as parts of something bigger, this doesn't matter) mod to avoid all that obstacles coming up when you pick many mods and suddenly it occurs to break the game.

 

I'm looking for few people brave enough to take on this task. At least three programmers and one graphic designer.

 

It would be nice to do fully customizable mod with additional factors like sleeping lacks, fatigue, rebalanced food, additional food, structures, weapons and many more. Some improvements to user experience would be nice too. There are many well done mods in Steam workshop (and here of course) that can brings us lots of ideas. Any mod creator is welcomed - as I said, many good looking mods had been already done, so it would be nice to incorporate few of yours.

 

I'm looking forward for your replies!

 

I think its difficult.

A Modder work on his own mod, than came you and use the mod in your big mod.

And the owner says: eeeh!

 

Did u have the permission from the owner to use the art etc... mhm maybe ok.

 

 

Difficult difficult in different ways.

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I never thought (and never wrote) about taking someone's work without permission. If modder would not like to participate, I would have to do all the stuff by myself.

 

Mod will be difficult because of large scale. Many work upon me and that's why I encourage other people to join me.

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I never thought (and never wrote) about taking someone's work without permission. If modder would not like to participate, I would have to do all the stuff by myself.

 

Mod will be difficult because of large scale. Many work upon me and that's why I encourage other people to join me.

 

okay :)

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Please, delete my last post due to some styles lack. I cannot delete it by myself. This is improved version.

 

er what exactly is your plan again?

 

I for my part won't help at all until I see a roadmap or anything alike.

 
You're right - this thread is lacking some details. I can describe my vision of developing such a mod. Be aware that I'm open-minded and my ideas aren't 'the only ones'. Although, it would be nice to collect team, which aim the same for this game. 
 
I thing that roadmap at this stage is quite useless, but I would try to give you a little insight into my plans.
 
1. Sleep, fatigue and thirst indicators. This is core of this mod. Of course, user will be able to trigger these. Adapting existing items to work with it.
 
2. All user experience changes like
  • auto equip right tool and some minor equip improvements
  • recipes reminder (aka sticky recipes)
  • inventory sorting and sorting priorities
  • crafting pause
  • more map icons and colored wormholes
  • descriptions above chests
  • auto retrap
  • prediction in crockpot
  • season clock
  • displaying food values, health and detailed info
  • followers status
  • followers not destroying traps
  • easy building - building in lines and square/rentangle shapes
  • crafting from containers
 
​3. Some other adjustable changes
  • backpack and amulet slot
  • dawn
  • useful floors
  • new fertilizers
  • some new animals behaviours
 
4. New items and updating existing ones
  • rebalancing the game - some food, items, storages, weapons and loots need rebalancing
  • new items to add some realism for making food and items (twigs as ingredients, really?)
  • additional food chains (e.g.: milk -> cheese, wheat -> flour -> bread)
  • additional food recipes and ingredients
  • additional storages (log storage, freezer, chests)
  • new clothes and weapons (bows, throwing spears)
  • new methods of food gathering (apple trees and other from orchard)
  • new sleeping buildings
 
5. Even more realism
  • new farming - rebalanced and more realistic
  • dividing crockpot into pot and oven (who does ever cook pie in pot?), both must be heated first with charcoal to make food
  • raising and breeding animals (spiders, chickens)
  • growing some plants (eg flashing ones)
 
6. Further changes
  • regenerating world (nature powers)
  • alchemy
  • etc
 
Everything should be easily customizable through mod settings. Yes, I'm impressed and inspired by some mods. That would be huge, so I'm looking for collaborators. At least 6 major releases are on the road. I would probably do first part by myself.
 
I'm webdeveloper, so fully interactive mod-dedicated site is obvious.
 

 

You know, I have been searching for some people to help with some of my projects. Why don't you pm me and help with some projects? This will get your feet wet, as well as showcase some stuff you can do.

 
For what I discovered by visiting your profile, your project(s) do not suits my imaginations. I hope I do some showcases in my leisure.
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The problem I see with that is that most people would only want half of that mod (not any specific parts, just whatever that individual person likes). Considering what seronis already stated above, it seems stupid to clump unrelated mods together.

 

But that is not meant to crush you, just reconsider how to do it (and maybe on what scale). As a suggestion, I split my mod IR into several modular mods so people can grab what they want. The situation is similiar, since not everybody is up for spending download time on ten combat items when they're playing with creative mode mods (to name an example).

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I wanna add that most of your ideas are already in current available mods and there is no need to put them in any mega mod. Its a waste/duplication of effort.

So try enable all of them and tell me which one has broke your game. ;)

 

I told it already. Most of them are in Steam workshop. Many are not supported anymore - modders are often upset having to change the same in numerous of their modifications. Changes mentioned as first step are crucial and can break majority of mods.

 

The problem I see with that is that most people would only want half of that mod (not any specific parts, just whatever that individual person likes). Considering what seronis already stated above, it seems stupid to clump unrelated mods together.

 

But that is not meant to crush you, just reconsider how to do it (and maybe on what scale). As a suggestion, I split my mod IR into several modular mods so people can grab what they want. The situation is similiar, since not everybody is up for spending download time on ten combat items when they're playing with creative mode mods (to name an example).

I know it, so I mentioned few times about idea of customization the mod. Everything is supposed to be triggered by user. I said also about possibility to split mod into parts.

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As far as I know, additional resources (structures, buildings, food etc) are not supposed to play nicely with mods changing core of this game. If you choose realism mods, you are restricted to limited set of additional mods. Another thing is balancing that realism. Original author of that mods had own idea and this idea is usually not prolonged in other mods. Having all under control is the best option available.

 

I think that this is the best option, but requires some efforts. Mods are not always about doing some new. Sometimes it comes to do something better.

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It should be done first. I am here to found few people to collaborate with. Without it, my efforts are useless. This would be huge mod. One person is not able to mantain it, of course.

 

Don't be upset. I just showed my concept. If there would be a little interest in creating a team, I would do first part by myself and introduce others to project (repo and project management app).

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...One person is not able to mantain it, of course....

This is not an "of course" because its not even the slightest bit true. Not in DontStarve but i've made mods in other games that required 10s of thousands of lines of code. I've worked on actual games where i wrote a few hundred thousand lines of code for it.

In dont starve people like Fidooop have written thousands of lines of code for their mods. Some of it was discarded as he made new changes that made old code obsolete/unneeded. But I talk with him quite often and have seen a lot of his code that never goes public.

What you wrote above is perfectly doable by one person. Many people have done more.

What you wrote above is also ALREADY DONE for the most part and many people see no point in duplicating (read: WASTING) effort. If you want to waste effort then you likely have to do that yourself because no one else wants to waste their time.

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This is not an "of course" because its not even the slightest bit true. Not in DontStarve but i've made mods in other games that required 10s of thousands of lines of code. I've worked on actual games where i wrote a few hundred thousand lines of code for it.

 

 

 

Agreed, It just takes time. Less time for those with experience. I have been creating a mod since Febuary (with alot of help from other modders, in which I am extremely grateful) but not once did I think I couldn't accomplish many of the goals myself. It would just take more time. 

Knowledge acquirement is the a key maybe the only thing you absolutely need. And if you have that, then you can complete all tasks. yourself.

 

In my opinion. If you really want to help, it would be a good idea to help others first. Everyone has talents, not all of them may suit your needs. BUT they may know someone with talents that may. And well, if you are going to go out and ask for help, but not do anything yourself to promote you would do the same. You maybe limiting yourself to gaining access to other peoples help. 

 

Why would anyone aid you if you are unwilling to aid them? And yes, you could do all of the things you want yourself. It doesn't even look very hard, just time consuming. 

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