![]() This might sound like a fair trade, but not when your colony’s freezing! Keep your reserves in mind always. You’ll need to choose wisely or you’ll find yourself sacrificing a coal mine for an automaton. You’ll need them to build pretty much every important, advanced thing within the game, so don’t go spending them all willy nilly. There’s really no other way to get this valuable little thing. ![]() You’ll need to either find them out in the wild using expeditions (usually tied to main story missions), or you’ll need to be lucky and have a deposit that lets you rummage through it for one. They’re a lot like wood, steel, and coal in that regard. Steam Cores are tricky because you won’t be able to make them even though they sound like they’re technology. Well, let’s talk about steam cores, the important resource you’re going to need a lot in the game. But at least it looks cool, right? The steampunk in it is surely a good draw for people. ![]() It’s harsh in its aesthetic and even harsher in the choices it gives players. Yes, Fallout modders have at this point gone far beyond that, but saying they started from just "decrypted files" is hyperbole.Frostpunk is a tough challenge for fans of city builders. : Fallout: New Vegas fans were not left to fend for themselves, they were given a compressive editor to help them make their mods. I also assume the existing game modes and campaigns would have to be retooled and extensively debugged in order to support the new mod architecture.Īll in all this would be an enormous cost in both time, money and opportunity cost for 11 bit studios and I don't think it makes economic sense for them to do so. Importer/exporter of assets (images, cut-scenes, sound, models, textures etc.) Proper documentation of their data formats run by accessible scripts and editable data files) and expose these to the users instead of having things being hardcodedĪnd these are just the bare necessities - for proper, bullet point on the store page, mod support, it would also require: Some way to indicate the mod load order (and handle conflicts) If Frostpunk were to be given mod support it should at the very least have to be given the following:Īn architecture that allows for mods to be loaded and executed by the game. įor a game to have proper mod support it is best to make it with this in mind for the very beginning, as going back and adding it is incredibly complicated, expensive and very likely to introduce new bugs. That being, ignoring any questions about themĪdding community mod support would require much more than just "decrypting the files". I can in part understand, as many people would likely make a mockery of a game they have poured so much time and effort into, similar to not wanting anybody to throw food at a painting you have been working on for years upon years on.īut on the other, it feels a bit shitty, since this has been the number 1 thing that people have asked for since the release of frost punk, and so many unique and great ideas that people have made, but never got the chance to use.įrostpunk could be given mod support, and I really hope it does as it would increase the game's lifespan dramatically, but I don't think they will, simply due to how 11bit seems to act with mods. ![]() This leads me to believe they either simply do not want people to mod their game.īecause all they really need to do is decrypt the files, and give the community time to do it themselves, similar to how Fallout New Vegas works. Honestly, I doubt we are going to get it.ġ1bit has been incredibly quiet on the subject, to the point I have seen them never answer anything about mods since the game's release (were they more teased it) ![]()
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