Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
As Zimny mentioned, the mod you described is indeed possible to develop. You can join the Bippinbits Discord[discord.com] server to discuss your idea with other community modders and receive suggestions or assistance in implementing it.
Alternatively, you can collaborate with experienced players to exchange and refine strategies for guild assignments.
Huh, I see! Thanks a lot for sharing; I'll look into the development tools in that case! I didn't want to spend time developing a mod for something if it would never be publishable.
Oh and this part "reading the GitHub page, workshop items that hack the game aren't allowed" is most likely (my guess) about using game assets extractors, that "allows" for stealing content from the devs as well as cheat engine used to cheat on prestige mode, so it does not apply to just making a mod in agreement with terms listed on Dome Keeper modding wiki/documentation :)