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RimWorld => Ideas => Topic started by: Reaver41 on October 26, 2013, 05:46:03 AM

Title: MOD tools
Post by: Reaver41 on October 26, 2013, 05:46:03 AM
I dont need to say more do i?
Title: Re: MOD tools
Post by: Semmy on October 26, 2013, 06:20:08 AM
Quote from: Reaver41 on October 26, 2013, 05:46:03 AM
I dont need to say more do i?

But i do (-:
If you use the search function (http://ludeon.com/forums/index.php?action=search) multiple topics come up where this is discussed.

Questions and answers from Tynan (http://ludeon.com/forums/index.php?topic=109.0)
Question: Will we be able to mod the game?¿
Answer: Check my post on Ludeon.com. It's a feature module that people would have to ask for, but I want to do it and the game is set up for it pretty cleanly. http://ludeon.com/blog/2013/07/moddability/

http://ludeon.com/forums/index.php?topic=367.msg4873#msg4873
http://ludeon.com/blog/2013/07/moddability/

Title: Re: MOD tools
Post by: aerojet029 on October 26, 2013, 11:12:14 PM
the question is not "will there be mods", but more like will there be tools available to help us with hooking into an API. adding scripts, adding textures... like how Bethesda released the "creation kit" for Skyrim. more or less some sort of graphical user interface to assist modders, especially ones like me with limited knowledge about Unity games. or will it be a KSP-style hack and slash approach until modding was fully supported.
Title: Re: MOD tools
Post by: Tynan on October 26, 2013, 11:19:10 PM
I don't know, yet. Modding will be one of the first two modules I tackle (along with archaeology) because I really want to see how people extend the game. Most likely the first release with modding will have some relatively straightforward content hooks. Later releases will add options for deeper customization and hopefully the ability to hook in your own code.
Title: Re: MOD tools
Post by: Reaver41 on November 05, 2013, 02:11:12 PM
Quote from: Tynan on October 26, 2013, 11:19:10 PM
I don't know, yet. Modding will be one of the first two modules I tackle (along with archaeology) because I really want to see how people extend the game. Most likely the first release with modding will have some relatively straightforward content hooks. Later releases will add options for deeper customization and hopefully the ability to hook in your own code.
well i dont know if you know cortex command but it lived like 10times longer due to modding, its community is dead now, but jesus the game itself wasent even that fun without mods, mods can resurrect everything  (games) nearly everything.