workplace/override/mod-dependency example/demo

228.93kb

examplemod.1.png

adds a functional panoramix's house that has a druid produce magic potion (unlocked at 1 citizen), overrides the blacksmith to look like cetautomatix's house, overrides the sorcerer workplace mod to reduce the "unusefulness", also uses the sorcerer hat for the druid job.

the main purpose of this mod is to show some of the possibilities i think might have been overlooked:

  • overriding game assets, mainly the ability to override models
  • functional workplaces
  • using and/or overriding other mod's assets

hopefully this will get some folks interested in modding.

the "sorcerer workplace"-mod should be installed and listed above this mod when starting a new game!!!!

models by helron, sorcerer mod by vjraymon

credits to skkkitzo/lachie07 for fixing the blacksmith issue

Details

RankDownloadsCreatorAddedUpdated
21 of 791,081 (12 today)firesofhades

Dependencies

NameAddedUpdated
Sorcerer workplace

Releases

FilenameSizeVersionAddedOptions
modding_update_demo.1.zip228.93kb1.0.1

modding_update_demo.zip228.92kb1.0.0

11 comments

CA
caveman7 @caveman7

What will the Magic potions do? Cool we get a new item! But I'm not seeing it sell. So i stopped producing as it takes a ton of mats. THanks!

firesofhades
firesofhades @firesofhades

it fills the luxury need, we don't have the tools to make it have an effect when a villager buys it atm.
it does sell for 100 gold each, which should be more profitable than just selling wine, herbs and/or honey

that said, it might very well be unbalanced, the goal was to make an example or demo, not an actual piece of content ready for consumption by the masses ;)

CA
caveman7 @caveman7

Of course! Excited to add new/play with new things. Like where your heads are at.

Side note: Would be sweet to have a "Arena" building. Size of a warehouse, maybe a tad bigger. Purpose would be a single target for Soldiers to come wack around. Just an idea. something to do with the soldiers since it would be sweet to use them in some way.

later

mat49a2
mat49a2 @mat49a2

Please, check the mod - after installation, you can not build a building that produces tools

firesofhades
firesofhades @firesofhades

would you mind sending me your foundation.log, the log file gets replaced every launch so you need to make sure this issue presented itself the last time you played.

It seems to work fine when i try it here. I can build a blacksmith and it seems to work fine. It just looks different from the vanilla blacksmith (which is intentional) Imgur.com

i don't think it has construction steps though, so it could just be that it is invisible until it gets build?

mat49a2
mat49a2 @mat49a2

I am sending a log from the game. I built in order - a blacksmith, Panoramix's house, a blacksmith. House Panoramix built, blacksmith did not start construction.
Dropbox.com

firesofhades
firesofhades @firesofhades

thanks man :D
should be fixed now.

mat49a2
mat49a2 @mat49a2

OKAY. The forge is standing. Admittedly, it turned out that in one place there are three, but this is a trifle :) I could not put so much in one place. These two remarks - can you do it to see where the building is located? I do not know whether I will explain it well - in the moment I put up the building, at other buildings, you can see a building outline before the builders come, you have an empty place (and later three smithies in one place :)).
The second thing - please do something with the Panoramix house - the building itself looks cool, but from a distance. As you zoom in, you can see that it is empty inside. I know, this is a demo, but even a demo look :) although the curtains in the windows :)

firesofhades
firesofhades @firesofhades

the thing is that they are not my models, I got permission from helron to use them. I don't have the skills to make those changes myself unfortunately

vjraymon
vjraymon @vjraymon

Good idea this demo. Did you check how the dependencies are managed in case of improvement? like changing a model or changing the name of an assetId ? (I am afraid I had to copy and adjust the hat for woman because of the size of their hair)

firesofhades
firesofhades @firesofhades

nope, but i'm pretty confident that as long as you do not change the assetId's there won't be any problems.

all my mod does with your mod is basically a reference to the id's of your assets

also, i am the one using your mod as a dependency. it is up to me to fix my mod after you update, its not your responsibility to keep my mod running :)