Life is Feudal: Your Own

Life is Feudal: Your Own

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MOD community
So far i have about 22 custom MODS ive created for the game. Looking foward to the import of graphic and other 2d assets using the /MOD folder.

Hoping to get the attention of a few other admins out there working on MODS. Maybe we can work out some trades and teamwork on projects.

Hit me up


www.razors-edge.org
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Showing 1-12 of 12 comments
Captain Future Apr 20, 2015 @ 11:03pm 
hi
i am interested in sharing our experiences...
we also use mods...
how can we get in contact?
i send you a friend request
Last edited by Captain Future; Apr 20, 2015 @ 11:11pm
abu the monkey  [developer] Apr 21, 2015 @ 1:28am 
guys, there is section in our forum where u can discusss mods - http://lifeisfeudal.com/forum/mod-development-f53/
Razors_Edge1 || TTV Apr 21, 2015 @ 11:51am 
Originally posted by abu the monkey:
guys, there is section in our forum where u can discusss mods - http://lifeisfeudal.com/forum/mod-development-f53/



Any plans on adding a workshop section on steam?
Captain Future Apr 21, 2015 @ 1:25pm 
but in the forum the answers are quite rare
KaosReigns Apr 21, 2015 @ 10:24pm 
Originally posted by MacGreg:
but in the forum the answers are quite rare

This is mainly due to how much work it actually takes to make scripts. You are going to be hard pressed to get anyone to just "give" you anything.

Some people, like Razor, happen to be nice and share theirs, people like myself, wont give you anything more than how to disable alts, or turn off global chat.

If you are looking for something like a tradehouse script, never going to happen. That comes down to the simple fact that anyone that makes it COULD legitimately sell that script. (This is based off knowledge previously stated from Bobik, it may be different now)
Last edited by KaosReigns; Apr 21, 2015 @ 10:25pm
abu the monkey  [developer] Apr 22, 2015 @ 2:09am 
pretty sure not earlier than release.
Razors_Edge1 || TTV Apr 22, 2015 @ 12:41pm 
Originally posted by abu the monkey:
pretty sure not earlier than release.


Assuming your response is to the workshop fair enough. Thanks for the reply.
I hope the MOD community is as successful as others have been.
I really dont call recipe tweeks and starter packs much of a MOD. I think the closest anyone has come to a real MOD so far is the Tree / stump removal proceedure call again.. Just a sql query.

Most of my work is 3D models and animation. We have several projects ongoing to add many features like additonal animals, reserouces based on biome type, Trade pacts, weather effects, custom advanced trade skills, Ships and shipbuilding, more animal types, seasonal biomes, and personal vendors, not planned in the YO release but as Kaos mentioned these mods are time consuming and require a lot of work. It really boils down to how flexable YO's API is in the final release. Imports of assets make life much easier on the client side.

We've worked hard at trying to keep things server side but at some point we'll need a flexable API with a working /MOD patcher, or most of the YO community will end up with a baked client of their own, which no one will willing to trade.

Last edited by Razors_Edge1 || TTV; Apr 22, 2015 @ 12:45pm
madmax Apr 23, 2015 @ 4:24pm 
i could use some help on mod the server i am admin on dont know really anything about the moding tool
I dont use the MOD tool. I add the tables & functions manually in the DB, edit the xml file which are defined by type. Then add the resources to the client by having the players download the scripts and or resources. The problem you'll run in to is when theres a patch often you have to modify the xml file and the patch.sql file. I also try to use high ID numbers as to not conflict with future ID's added in future development.
Last edited by Razors_Edge1 || TTV; Apr 23, 2015 @ 6:44pm
Arqitect Oct 9, 2017 @ 2:59pm 
Need a Mod for Furnaces so they dont break so quickly or at all.
( ͡° ͜ʖ ͡°) Aug 26, 2021 @ 5:45am 
Originally posted by Razors Edge:
I don't use the MOD tool. I add the tables & functions manually in the DB, edit the XML file which is defined by type. Then add the resources to the client by having the players download the scripts and or resources. The problem you'll run into is when there's a patch often you have to modify the XML file and the patch.sql file. I also try to use high ID numbers as to not conflict with future IDs added in future development.

I know this post is 6 years old.. found it on a google search.. You still modding ??? :steamhappy: :hurts: :steamhappy:
( ͡° ͜ʖ ͡°) Aug 26, 2021 @ 5:46am 
If so contact me on discord.. have a few things i would like to share.. :) maybe can make something out of nothing :steamthumbsup: Howard#3335
Last edited by ( ͡° ͜ʖ ͡°); Aug 26, 2021 @ 5:46am
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Date Posted: Apr 20, 2015 @ 7:39pm
Posts: 12