Graveyard Keeper

Graveyard Keeper

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Harmonium Jan 22, 2019 @ 12:08pm
We need mod support
I would love to see more inventory slot mod, alchemy mod, fast work mod, and some quality of life mod. Oh and a mod i would like to see too, is all the chest who will be linked, so you don't need to check all the chest to find the material you need. At the end i was a bit lost with all my chest.
Originally posted by aztechead:
For a proper mod support we have to release appropriate modding tools and that's not that easy due to developing two new games, fixing bugs and working on new content.

Mods are great for any game, no doubts. But developing of creation kit will take some time we don't have.
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Showing 1-14 of 14 comments
Jack Jan 22, 2019 @ 12:16pm 
There is no official mod support, but unofficial mod support.
About what you mentioned:
You can change your own inventory size with the save editor which is on github - you don't even need a mod for it.
Dunno about alchemy mods.
Fast Work Mod: https://www.nexusmods.com/graveyardkeeper/mods/4/
QoL: sprinting f.e. https://www.nexusmods.com/graveyardkeeper/mods/2 (I think the other mod which doesn't use Harmony can also do that)
Chest being linked: doesn't exist afaik.
But I don't think linked chests would be such a good idea (unless you mean not only them being visible but also automatically supplying items for a craft) because a list with f.e. 20 inventories is also difficult to interpret.
Harmonium Jan 22, 2019 @ 12:20pm 
Thanks for the information, where is the save editor please ?
Harmonium Jan 22, 2019 @ 1:02pm 
The save file editor work, but the mod don't work.

I have install QMODS for graveyard keeper.
Then i have create a folder QMODS
And i have add the mod to this folder.

But nothing happen in game.

https://image.noelshack.com/fichiers/2019/04/2/1548190932-graveyard.jpg
Jack Jan 22, 2019 @ 1:30pm 
I did not try using the Qmod (I only took a look at some of the source codes thinking about how much work it would be implementing a own mod) but looking at the source code I am rather sure the folder name is case sensitive and has to be "QMods" and not "QMODS"
Harmonium Jan 22, 2019 @ 1:34pm 
Originally posted by Jack:
I did not try using the Qmod (I only took a look at some of the source codes thinking about how much work it would be implementing a own mod) but looking at the source code I am rather sure the folder name is case sensitive and has to be "QMods" and not "QMODS"

I will try again, but i know qmods very well i have use it a lot with subnautica. Will check.
Harmonium Jan 22, 2019 @ 1:37pm 
Nop don't work, and this time i have rename it to QMods.

My folder is correct, like subnautica, everything should work. Maybe the QMODS on nexus are not good ?
King-of-Dirt Jan 22, 2019 @ 4:16pm 
I just want to be able to see recipes from the technology tree blueprint thumbs.
Neyreyan_Youtube Jan 23, 2019 @ 2:53pm 
Mods are only good for games that have little originality or are abandoned by the creators.
There used to be a lot of mods for this game but all of them were unofficial and they broke the game for many people and it wasn't compatible with the game being updated all the time by the devs....so in this case, i hope we only get mods after the game is completly done
Picotrain Jan 24, 2019 @ 9:14am 
Originally posted by Neyreyan:
Mods are only good for games that have little originality or are abandoned by the creators.
There used to be a lot of mods for this game but all of them were unofficial and they broke the game for many people and it wasn't compatible with the game being updated all the time by the devs....so in this case, i hope we only get mods after the game is completly done


I disagree. Mods can be wonderful in many ways, from quality of life changes to adding replayability to a game that someone has beaten many times before and gotten bored with. Some games have dev support even with the game being EA and still in development.
Zerotheliger Feb 6, 2019 @ 9:10pm 
Originally posted by Neyreyan:
Mods are only good for games that have little originality or are abandoned by the creators.
There used to be a lot of mods for this game but all of them were unofficial and they broke the game for many people and it wasn't compatible with the game being updated all the time by the devs....so in this case, i hope we only get mods after the game is completly done

umm what? sorry thats not a valid opinion :D
Neyreyan_Youtube Feb 7, 2019 @ 3:26am 
Originally posted by Zerotheliger:
Originally posted by Neyreyan:
Mods are only good for games that have little originality or are abandoned by the creators.
There used to be a lot of mods for this game but all of them were unofficial and they broke the game for many people and it wasn't compatible with the game being updated all the time by the devs....so in this case, i hope we only get mods after the game is completly done

umm what? sorry thats not a valid opinion :D
This is not a valid opinion since it's not an opinion, just some saying No :)
A moderator of this forum has indicated that this post answers the original topic.
aztechead Feb 8, 2019 @ 8:14am 
For a proper mod support we have to release appropriate modding tools and that's not that easy due to developing two new games, fixing bugs and working on new content.

Mods are great for any game, no doubts. But developing of creation kit will take some time we don't have.
Harmonium Feb 8, 2019 @ 10:06am 
Originally posted by possum lord:
For a proper mod support we have to release appropriate modding tools and that's not that easy due to developing two new games, fixing bugs and working on new content.

Mods are great for any game, no doubts. But developing of creation kit will take some time we don't have.

Thanks for the answer i understand then.
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Date Posted: Jan 22, 2019 @ 12:08pm
Posts: 14