I've been working on a framework for a modpack that allows for customization during gameplay, rather than having to restart the game and change mod files in a list etc etc. I picked a few tweaks as test for the framework, which is now stable and opens the door for inclusion of new modifications on the fly. Most of the graphics I've used are just rehashes of the default style sheet, since the base game is
broken when reading and resizing custom icon sheets and no one has yet figured out a fix for it.
The mod, when loaded, doesn't do anything to the gameplay by default. However, it adds a tab to the interface which has toggle buttons for options, similar to the default settings page, which options then enact changes and unlock new technologies, traits, modes, etc, within the game.
The first version for public release has just a few mod components, the addition of a log burning mode to firekeepers, and the addition of cremation technology which (coincidentally) also adds a mode to firekeepers for cremating bodies, but with several other requirements and a steeper price tag. The cremation may itself be a little unbalancing, but it's in there as a proof of concept for how the mod settings can be turned on and off within the game.
I also added a toggle for the built-in hidden option of viewing resource tiers, which displays all available technology on the resource tab and the cost and requirements to obtain all of them.
Without further adieu, here's a stable link to the first public version of the modEdit: Updated link to the current stable public version of the mod:
heritage.jsThere are a few things yet to do with the framework itself, most namely:
Work out refund of resources and currency (such as insight) for turning off the mod setting a feature or technology that has already been purchased by the player.
Update the mod setting callback functions to check, add, and remove modes etc on the fly, so that loading a new version of the mod will integrate seamlessly into an ongoing game without having to restart.
I also have plans for a few overloads fixes of default game elements, such as the aforementioned problem with custom icon sheets.
And lastly, of course, the mod needs more content! My hope, especially once the mid-game loading is addressed, is to be able to support content from many different contributors in one place. If you have some ideas for improvements, or have coded a standalone mode that you would like to be included, please join me on the
GitHub page to contribute.
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It seems that a typo crept back into source control that wasn't reading the custom setting properly ("enablecremation:true" instead of "enablecremation:'on'"). That's been fixed in the latest release, as well as a generalization of the settings for other mods to use. There appears to be a new bug with loading manifests from multiple mods, as I'm working on an example of a separate mod using the custom settings tab from this one, but what's there should be working for now.
Anyone who is interested, take a look at that for an example of how to incorporate my mod into your own standalone mod: https://github.com/geekahedron/heritage/tree/enternalref
I activated the "enable cremation technology", but which kind of trait/technology is supposed to unlock this technology?
(I think I got all the technologies since I'm building my mausoleum and I have been seeing the message "There is nothing to research" for a while).
ifications (such as this one) for it)! And yeah, that happens for me as well, you might want to try and fix that... :PI AM YODAall my friends in the whole entire world: @The_Cookie_Monster, @Drago_Meh, @Maniklas, @McJagger, @Lefian.
I am r a i n b o w ! !
"RIP being able to show off cool dragons easily." ~Lefian
meh
RIP being able to show off cool dragons easily.
If you're updating the mod within an existing game it's possible that although I am trying to keep everything backwards compatible, there's something in your old data that's preventing it from showing up. One of the things I intend to do is a data fix on page load for situations like the "true" vs "on" typo above.
I AM YODAall my friends in the whole entire world: @The_Cookie_Monster, @Drago_Meh, @Maniklas, @McJagger, @Lefian.
I am r a i n b o w ! !
"RIP being able to show off cool dragons easily." ~Lefian
meh
RIP being able to show off cool dragons easily.
Edit: I still see it, but it doesn't seem to unlock... what is wrong with my game?
Here's my save file: https://pastebin.com/dkqBS7cR
I'm working on a new version, and with it hopefully a fix or workaround for the manifest issue.
By the way, it would be convenient if you could edit your first post to put there a link with the latest version, which is always a bit hard to find in all the answers. :)
Maybe starting by a "rule" that allows people washing themselves in water (using water), then baths (using fire and water)?