tl;dr: someone put stuff into mod manager so people aren’t angry anymore
I understand that this is probably going already on people’s minds, but it’s not an issue yet, so I figured i’d make one.
As of now, thanks to Galenevil’s framework and bevapdin’s heroic effort to make mod manager functional, we can now load mods into mod manager. We already have a couple mods, but as a whole mod manager has not seen much use.
There are piles and piles of arguments about what cataclysm should be on the forum. It ranges from “the most realistic zombie simulator possible” to “dead rising style zombie apocalypse” to “B-movie sci fi apocalypse” to “minecraft with zombies”. Clearly, it is impossible to create one single maingame implementation that satisfies everybody. Keep in content, and people who don’t like the content are mad. Remove content, and people who liked the content are mad.
I think that this argument is tainting the game community. Mod manager is, to me, the single most hopeful method of solving this deadlock. If we place the more controversial things into mods, then we can satisfy every party. Don’t like swords? At the click of a button you can take swords out of your game.
Here’s the three groups of items that seem most controversial to me:
I am seriously hesitant to peg any one thing as “ridiculous”, but some items to some people severely break immersion. Such items include the infamous fursuit, the kitty outfit, and so forth.
I, personally, am all for more guns in the game. There is, of course, some obvious questions as to how New England is full of exotic weaponry. Rivtech weapons, RPG-7 rocket launchers, grenade launchers, really really rare weapons like the American 180 and the tec-9.
Dead-rising esque weapons
This is probably going to be the easiest one to do, as the distinction between “semi-realistic” weapon and “dead-risingesque weapon” are obvious. Chainsaw latajangs, flameswords, probably the flamethrower spraycan, the still-in-PR block buster and vierhandler, and so forth.
I project at least a 10% decrease in whining if we do this, dependent on weather conditions and local topography.
Information on the behavior of mod manager can be found in a variety of places, including
We cannot currently use mods to remove things, but we can put maingame things into a mod. It should be completely possible to put preexisting content into a mod.
This will not solve inherent balance problems with the combat system, so that will have to wait.
Hear me out, ok?
Our community is being poisoned from the inside out by balance issues and content trouble. Though balance issues are something different from what i’m talking here, content troubles are serious.
Over the past couple months i’ve seen numerous threads and numerous people arguing that something should be removed, and just as many people fighting back and saying that something should stay in. The basic problem is that everybody has a different idea as to what the game should be. Some people want realism, others want more survival-oriented gameplay, some think it should be easier and some think it should be harder.
Content has caused more arguments than anything else, but we have an actual opportunity to solve this problem. It’s called the MOD MANAGER. Galenevil did piles of work on it and Bevapdin got it to a functional stage as it is now. If you guys would take a look at the latest experimental, it is currently part of the game in full and ready for mods. We as of now already have some mods, including mostly proof-of-concept dinomod and a recently merged mod that added a couple exotic guns to the game.
Without those mods selected at world If you download the latest experimental, gen a world, and include dinomod or that weapons mod, you’ll see they merge seamlessly into the game. I’ve done some testing and it works perfectly. Dinomod generated some dinos in the wildlife field office building that it generated and the exotic gun mod generated CW-24s in an LMOE shelter and gun nut’s basement along with giving you a recipe for modifying your guns into full auto monsters. It works so well that I think that we have an opportunity to satisfy both the content-remove and content-include people. If we put things into mods, you can enable or disable them at the press of a button, or even generate multiple worlds with different mods.
So, i’m asking people, what exactly should go into mods instead of the main game?
This is all subjective, so let’s try to keep an open mind here and be conservative about what we call wrong.