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For me- I would love a map editor, to create new locations and connect them to existing ones. New maps to explore would keep some people playing, as long as modders create really fresh locations. I still want to create an Indigenous Peoples' Village map, with new items found only there. Not all traditional structures and items, but a mix of old and new, with new food items and a new weapon and tools.
The OP was asking what features people want to see in the official modding tools when they are added.
Hence the thread title "What mods do you most wish for once supported?".
Also this, more opportunities for modders.
You can start a regular fire for warm up and cooking, or a smaller fire that not allow to do regular fire thing but it can light up the space for hours.
Oh, and a better cooking system, with recipes. adding some type of mushroom, some different plants, salt, pepper, cheese. pick the way to cook, roast, fry, stew, soup...
While I am skeptical about modder added items since I like Hinterlands policy of adding stuff sparingly and well thought out, one thing I do miss is more options to use hides and gut for, especially late game.
So ideas:
- Wolf and Bear Headdress
- Bear paw gloves
- Moose boots and pants
- New clothes items should be more sidegrade than pure upgrade
- Some kind of tent or re-enforced snow shelter using hides
Also got me thinking about my OP about random spawns. It would not be as easy as it seems. You need some way to have items have a higher chance of spawning in logical places but not always. It would make no sense if all matches in a region spawn randomly out in the wild but none in any of the houses, you would never find them in time. Also you need a kind of spread function too, otherwise you would get runs were just by chance you find three matchbooks in the same house.
I mostly play custom mode now because Stalker is too easy for me and I don't like Interloper and being forced to a forge before you can really start playing the game for real. So I hybrid the settings but also with cnd recovery set to double low so getting hurt really matters as it takes a long time to recover.
The fact that someone can play Pilgrim and get feats but someone playing a hard as nails Custom can't?! Like even a dead man walking custom can't get feats but a walk in the park Pilgrim player can? Come On!
Also for key items, such as the heavy hammer, it makes no sense for it to be located in the middle of nowhere just for a game mechanic. It makes far more sense for them to spawn in construction sites or industrial buildings - the kind of places you'd expect a tool like that to spawn. More immersive world building that way.
That said, rather then the fixed toot tables, where you get one of X loot tables, so once you know where 1 - 3 rare items are, you know where all others are. Random spawns, but with each item attuned to locations that make sense. Food would mostly spawn in stores and kitchens, Tools mostly in workshops, industrial buildings and garages. clothes in shops and bedrooms, and so on.
So not loot tables, but not full on random either, random with parameters to ensure sensible spawns with no predictable pattern of if X spawns in location 3, then Y will be in location 5 every time sort of thing. The pattern is only that things will spawn in a logical location. You want a tool? Look in places tools would normally be. You want food? Look where food is normally stored.
For Interloper:
Ruined guns +1
Only one lantern +1
Ruined hacksaw (fix at BI)
Improvised tools are unsharpened when crafted
Craft lamp oil from animal meat (render fat)
Tameable riding bear with crafted plate armor and lance
+1 on this. I'd have it be craftable at a fire (cooking option if you have a can or pot - render fat.
Another mod:
Hotkey that drops a cat tail. Like pressing 3 drops a decoy. Drop cat tails like a breadcrumb trail that lets you navigate in a blizzard. It's a popular trick, but a little cheesy and unrealistic. Perhaps better with rocks?