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But i suppose tools to make custom clases would be great as well, I've seen the necromancer mod
Autowalk is a staple.
No up to date mods atm tho.
I was in the middle of learning how to mod this dern thing when the brilliant idea of finding out "has anyone modded this already?"
Sometimes.... I really should just outsource all my thinking :'(
Not gonna happen. The ModShardLauncher guys put this on the Nexus forum: "Hey - just to let you know, the devs switched to a different compiler in the latest release, which broke all our modding tools. Nothing we can do about it right now, unfortunately."
So the devs actively went for the mods. Why, beats me...
Im sure the scene will welcome you with wide arms.
Looking to mod some stuff myself this Patch.
Id love to expand on the harvesting/crafting/cooking side of things.
Like Harvesting Straw with a Sicle/Scythe in Meadow/Steppe.
Chopping Bushes /w axe sword etc in steppe for Sticks.
Cooking Sea Water to get Salt.
Smoked Meats/Fish recipes.
Fishing.
Small reusable Tent with durability...
That sort of thing
I've been able to do that in some few games by giving the PC a 'disease/illness' that affected the area around them, but not them.... like... reverse healing? healing others for negative numbers. it is a wonky way of getting the same result.... but I find you can create more types of effects if the player is the one technically getting the debuff, but the area around them is the thing that gets affected by negative-boosting the enemies
BUT! I am much older now... my hands are slow... my memory is broken... doing this from scratch might be a bridge too far.
This is one of the only games that never get cycled in and out, even though I only play it every few years..... there is SO much potential!!!.... but choosing to actively make modding harder isnt as palatable a reason to switch compiler. I am hopeful there is some sort of technical reason it was swapped..... to make modding in the future easier??? Im not smart enough to make a good guess
If the developers have switched to a more recent version while working on RtR, that could be why mods are not compatible anymore. I doubt they are "actively" trying to make modding harder, they probably just gave priority to keeping their tools up to date. I'm not an expert and might be wrong though. Anyone better informed feel free to correct me.
edit: ironically, the article aslo mentions easier modding, but via mod.io
Back in 2023 devs specifically said on discord they don't plan any official mod support and specifically said that there will be no official modding tools.
In 2024 it was mentioned by moderators and some testers that Workshop support is still on the table - but only after the game releases from Early Access. It was a "maybe", so not confirmed.
PS:
Dunno if it is any help, but you can scroll to the edge of the map and click into the darkness (your cursor changes when your mouse points outside of the map area) and your character will autowalk there.
Man. That would sucks. All indie games with a healthy modding scene usually starts out with modding even before the game got released. While they take their sweet time, developing the game, they should give the modding scene their well deserved moment to start growing. Waiting till release doesn't seem like a wise thing to do since they were just going to keep updating the game anyway well past the release
On one hand, you call for a healthy modding scene before game even releases, and on the other hand you're bashing the hard work of people who made UMT and Stoneshard modders who worked on the existing mods and their delivery methods.
It shows you don't really understand what you're talking about. Go educate yourself.
Not to mention, they have enough problems developing it in sensible time right now. If they added a mod support, that they might or might not have to update with each bigger change, the game would maybe be finished in 2040, as long as some millionaire would support them financialy..