Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Will "day one legacy" mod be posted as a separate mod later? Currently, day one mod is asking me to enable the V2 Bandits mod and not the legacy Bandits mod
btw for rimworld, im still on v1.2 (out of 1.5) with about 500+ mods, as that games takes about 1-2 years for the savegame and mods to get migrated through 0.1 versions
Day one b41 and week one b41 and lega y bandit engine will be available but unsupported (no updates)
You don't want to work on the B41 version? Reduce maintenance cost or whatever? Fine, you do you, but don't prevent us from playing the B41 version by wiping all traces of it. I've seen B41 mods that haven't been updated for 2-3 years and they still work fine. No one says you should keep working on the B41 version, just to keep it accessible.
If I were in Slayer's position, I probably would have dropped Bandits support for B41 entirely by now, or at least until B42 stable has arrived. I say this because B41 multiplayer is unstable enough as it is without adding NPC mods to it, and I'd rather wait for TIS to fix all of the issues with MP in B42 than try to keep it maintained in B41 with hundreds if not thousands of incompatible mods and MP bugs to contend with.
I've said it's hard to make complex modPACKS for build 42, and I'll miss Day One mod in my B41 modpack as it was cool to play. Didn't say that modding is easy, read first.
Build 42 still doesn't have official modding tools, so that's why many mods weren't updated for this build, and why some people might prefer B41 cuz as of now, B41 has more mods on it. You can make big modpacks for B41, but now this good one mod won't be accessible in B41 sadly. B41 is simply more "moddable" than current B42, and this mod was great to have in B41 modpack and use it with other mods.
Some mods did migrate to B42, but a lot of them, including maps like Raven Creek where you could play with Day One mod and have fun, still aren't available on B42. This mod is fun to have on Build 41 as you could include it in modpack with many other mods compatible with this version, but B42 simply has far less mods to offer at the moment.
@Slayer I get it, but you never needed to maintain all the versions going forward, just that if you were going to do such an enormous revamp that broke backwards compat, why not follow normal procedure in these situations and leave depreciated versions, no support, communication/comments off, etc. while migrating to new uploads. Obviously understand WHY you are dropping b41 support for day one/week one, but it's not exactly mutually exclusive with depreciated versions. Just a bizarre decision.
Good amount of people don't play zomboid without friends/mp. While more and more mods are indeed finally migrating over to b42, many aren't, and above all, no friends to play with..
though i guess if you have a manual backup you can still just use the old versions of day one/bandits on a dedi server some way
i figured day one would just be left behind on b41 since week one was like the way superior experience.
with such big versioning changes, would it not just have been better to upload a completely new thing instead lol like legacy versions of b41 / old bandits instances w/comments shut down and then just new uploads for b42 v2s, like most places do.
I also noticed that the gas bombs are now white instead of green and disappear quicker than they used to, and NPC groups (police, military, firefighters, etc) seem to no longer spawn with vehicles; not sure if these are bugs or intentional changes.
NPCs and zombies will still freeze sometimes, and rarely they will turn into "blobs"
As far as I can tell, the mod is otherwise working fine.