Norland

Norland

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roncad64 Dec 16, 2024 @ 2:11pm
MODS
Are there any mods if not will there ever be?
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Showing 1-11 of 11 comments
Caledor Dec 16, 2024 @ 2:14pm 
There is a new patch every few weeks. Mods don't make sense at the moment.
Maybe later.
roncad64 Dec 17, 2024 @ 2:01pm 
OK THANKS
Potato Gaming Dec 17, 2024 @ 6:49pm 
im not buying the game until they add workshop support AKA mods.
NorlandCM  [developer] Dec 19, 2024 @ 12:49am 
2
Originally posted by roncad64:
Are there any mods if not will there ever be?
There's no point in doing mod support while the game is actively developing.
Well, there will definitely be support for mods, just later.

In this environment, mods will become obsolete and lose compatibility every few months.
Tia Dec 24, 2024 @ 5:39pm 
RimWorld had mods how many years before it came out? :D
But nah, I do get it takes time to add a good framework for such, just good to know it's in the pipeline.
There is a work around for mod support, sadly the dev does not want it added for an undisclosed reason, because it has nothing to do with "updates breaking mods" because many titles of similar genre has mod support, no different from when patches are released post game release and they break mod support, the modders re release them. Financial suicide from the dev, good way to lose sales and profit.

You can search the forum for how to edit the files for many basic features you want.
Last edited by Order / BigBoxEnthusiast; Dec 25, 2024 @ 12:45am
Books:
All books are in %game folder%\knowledge\technology\
Example opening all of these and changing all dialect to "dialect": "common" will have the trader have all books for you to read, books seem to work like a tech tree, you might need to learn one book, before trader sells you another book.
Example: 04_building_coal_furnace.json has a "available_parameters" requiring the "building_mine".
You could change these requirements too.

Battle/weapons:
the file %game folder%\battle_settings contains all weapon variables and more.

gameplay_variables
A lot of stuff is in file %game folder%\gameplay_variables.json

Examples:
You can lower bribe cost by changing "give_rings": 10,
"bribe": {
"cooldown": 12,
"leave_chance": 0.25,
"add_opinion": 0,
"give_rings": 10,
"loss_loyalty": 25
},

You can make free lords cheaper by increasing "ring_by_n_levels": 3 when set to 20
Most seem to cost 2~0 rings and I tested duration 100 :)
Do not set ring_by_n_levels to 0 then the hire dialog won't open.
"free_lord": {
"stay_duration": 10,
"ring_by_n_levels": 3
},

I tested "pregnant_chance": 100, and seemed to make peasants pregnant like 80% of time, when bribed with a ring.
"slave": {
"cost": 50,
"sex_dayly_chance": 0.5,
"cost_player_faction_factor": 0.30000001192092896,
"combat_level_cost": 10,
"sex_auto_luck": 3,
"pregnant_chance": 30,
"slowdown_cost": 10,
"without_free_mind_cost": 10,
"fertility_cost": 5,
"age_cost": 5,
"trauma_cost": 40
},
There is much more but I have not tested it all, first like to feel the real game balance, before tweaking things I don't like :)

Other interesting files :
%game folder%\debug_params.json
Works I just reduced temple wood price to 100 :)
Contains contruction prices, production cost, trade and other settings.

%game folder%\options.ini
has debug=Auto perhaps you can enable/disable above debug_params.json ?

%game folder%\maps\
Contains all the maps, but someone would need to make a map editor for this, since adjusting json files manually is not easy.

%game folder%\building_constructor\map.json
I think this might be the world map.

And then there are lots of more json files for:
Graphics
Audio
Subtitles
Text/Localization

Notes:
I don't think everything is in json files.
I was looking for ring cost for things, did not yet find all ring cost for all actions.
And did not find the Lord cap and other stuff.
perl Dec 25, 2024 @ 11:34am 
Originally posted by Order / BigBoxEnthusiast:
There is a work around for mod support, sadly the dev does not want it added for an undisclosed reason, because it has nothing to do with "updates breaking mods" because many titles of similar genre has mod support, no different from when patches are released post game release and they break mod support, the modders re release them. Financial suicide from the dev, good way to lose sales and profit.

You can search the forum for how to edit the files for many basic features you want.
No mods = people wont buy the game.
Eversor Mar 20 @ 11:37pm 
Rimworld did it. Even when the mods broke after every patch. People kept updating mods and the Community loved and supported it. So that whole 'makes no sense while active developement' argument is bs.
Survival Mar 23 @ 7:49pm 
I think it's time for mods I've been waiting for a year. The game is the greatest in its genre rim world killer in my opinion it just needs a mod where I can conquer cities and attack settlements not just the same terrain for every battle but attack them the way they do to me.
Get rid of books every time a character dies I start rewriting books endlessly because they are expensive to buy and do not spawn back.
NorlandCM  [developer] Mar 24 @ 6:06pm 
Originally posted by Survival:
I think it's time for mods I've been waiting for a year. The game is the greatest in its genre rim world killer in my opinion it just needs a mod where I can conquer cities and attack settlements not just the same terrain for every battle but attack them the way they do to me.
Get rid of books every time a character dies I start rewriting books endlessly because they are expensive to buy and do not spawn back.
Mod support will most likely be added later, don't worry :)
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