Did a ton of research, got many A14 Mods, will they work in A15?

Started by H8ff0000, August 31, 2016, 01:41:51 PM

Previous topic - Next topic

H8ff0000

See subject. Wondering if I wasted many, many hours of my life researching, asking questions, collecting mods, sorting them, etc., or can they be used in A15? I didn't even start my A14 colony yet (I really put a ton of time getting what I felt was a perfect batch of mods).

Admiral Obvious

If you haven't even tried making an A14 colony, odds are it wasn't going to work anyways.

Right now, major modders are keeping up to date with A15, or at least trying to.

PotatoeTater

You can also always keep all your A14 mods and downgrade your game to stay A14 so you can play. I am still playing on my A14 colony til some of my favorite mods update. Just need CCL and I can move on to A15.
Life is Strange

Deimos Rast

Chances are they won't, at least not yet. If you have a list we could tell you for sure. I would suggest sticking with A14 if it's an issue.
A lot depends on when CCL gets updated.
I suspect we have very different approaches to modding the game: my "research" is done in game and I'm continually throwing new mods at it. The update to A15 has been rough...of my ~150 mods, maybe 50 have been updated? A lot of those are by me...probably another 25-50 probably would work with a version increase, but you never know what small changes creep in.
Remember this is Early Access: this is going to be happening a lot. I wouldn't get too invested in any one mod (either that or backup the archives and learn how to update them yourself).
;D
#StopPluginAbuse

8roads


H8ff0000

Quote from: 8roads on September 01, 2016, 05:38:06 AM
but a15 is really really good ;D
After reading the replies in the thread, I was set on staying with A14 for a bit so the mods I am using have a chance to update to A15. I'm curious though, what parts of A15 so far stick out as particularly good?

BlueWinds

My favorite a15 bits:
-- Agriculture! Planting and harvesting is slower, which means more effort spent farming, which makes the game more realistic / interesting (more things demanding your pawns' time, how do you balance them?).
-- Reduced friendly fire! This is awesome, and makes combat much more fun.
-- Calling trade caravans. Makes the mid-end game less of a waiting/grinding raiders game.
-- Just... general improvements. It's hard to put a finger on exactly what, but the AI is smarter, moods feel more sensible, the game flows better.

Tons of mods have already been updated, and I use lots*. What in specific are you waiting for?

*lots =
    <li>AllowTool</li>
    <li>CraftablePersonalShields</li>
    <li>CraftingHysteresis</li>
    <li>BetterSurgery</li>
    <li>DESurgeries</li>
    <li>Efficient Light</li>
    <li>Enlighten</li>
    <li>Hospitality</li>
    <li>LT_DoorMat</li>
    <li>MadSkills-A15-1.1.7-P</li>
    <li>MapReroll</li>
    <li>Meltdown</li>
    <li>PetFollow</li>
    <li>PowerSwitch</li>
    <li>QualityBuilder</li>
    <li>RTGs</li>
    <li>Realistic Medical System</li>
    <li>Spoons Hair Mod 14</li>
    <li>thrumbowool</li>
    <li>Hunting Alert</li>
    <li>New Zone Tools</li>
    <li>EdBPrepareCarefully</li>
    <li>BetterInfestation</li>
    <li>Miscellaneous_Core</li>
    <li>TradingSpot</li>

8roads

Quote from: H8ff0000 on September 04, 2016, 02:17:15 PM
Quote from: 8roads on September 01, 2016, 05:38:06 AM
but a15 is really really good ;D
After reading the replies in the thread, I was set on staying with A14 for a bit so the mods I am using have a chance to update to A15. I'm curious though, what parts of A15 so far stick out as particularly good?

My vote goes to Calling Caravan!!!
And to Go-Juice!!!
(And to Tutorial...)

8roads

Quote from: BlueWinds on September 04, 2016, 02:33:40 PM
My favorite a15 bits:
-- Agriculture! Planting and harvesting is slower, which means more effort spent farming, which makes the game more realistic / interesting (more things demanding your pawns' time, how do you balance them?).

It's time to introduce SLAVE LABOUR!
(no, i'm kidding)