Life Is Feudal Mods
As already, we’ll bring custom maps to the game. I’ll go into detail in a later post. However, most of the work is already done and it’s time for some fine tuning. Only intense testing can tell if the map(s) are playable in the long term and ready for deployment on real servers.
The mod will auto-load. If you don’t know where your LiF folder is located, use the “Browse Local Files” button in Steam to get directly into it. Do not try to unzip the included art.zip file. Inventory Organiser (Ctrl + S). Organises items in rows within inventories. Note: Use SF Large Inventories for more inventory space! Sort Mode – Sort.
Therefore, I opened two public testing servers:lif1.nyuton.net:28000“Himalaya” Mapupdated 2017-02-18For this map I used a 60×60 km heightmap extract of the Himalaya region and masked the edges to forge an island. Due to the square shape of that island, there is a high amount of building space available.lif1.nyuton.net:29000“Gran Canaria” Mapupdated 2017-02-16This is the real-world heightmap of. A lucky pick for LiF, because most real-world islands are either too flat or would waste too much space in the square map due to their shape. But this one fits well.Ingame minimap needs to be fixedThe only downside of using a custom map is that you’ll have to “fix” your minimap by replacing some files. This is what the “Minimap Mods” are for. Extract the contents of the zip files into your game folder and overwrite everything.
To uninstall, simply use the “verify files” function in Steam. Anyway – if you don’t install the mod, you will still be able to join the server and play normally, but you’ll have the default minimap. Testing purposesAre the ressources distributed properly? Is their amount sufficient? Is the amount of high and low quality cells balanced? Found enough clay?
Life Is Feudal Mods Inventory Sorter
Many questions need to be answered.We want to build balanced and long-term-ready maps. So please don’t hesistate to share your thoughts and findings. Post them into the, use the comment section here or contact me directly if you found something that could mess up gameplay in the long run or have any kind of improvement suggestions. ScreenshotsAuthor Posted on Categories.
Originally posted by:but in the forum the answers are quite rareThis 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). Originally posted by: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.
Inventory Mod Life Is Feudal
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.