| Update 1.17: New mod features?: 2022-01-12 09:16:42 |

UnFairerOrb76
Level 58
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Can someone explain roughly how the new mods work and is this a major upgrade or only a small one on the old modding system. Im excited but cannot get my head around it
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| Update 1.17: New mod features?: 2022-01-12 09:22:30 |

UnFairerOrb76
Level 58
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like for example if I wanted to create a mod with diffrent mines that generated diffrent sources of income (iron, bronze) is this now possible.
if so is it possible to make a tech tree.
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| Update 1.17: New mod features?: 2022-01-12 09:41:03 |

UnFairerOrb76
Level 58
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:(
sad
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| Update 1.17: New mod features?: 2022-01-13 03:49:20 |

dabo1
Level 57
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It is possible, but your mod would be the only one that can use it easily, other mods could as well, but they would need to do stuff like e.g. readout of the history how much of each resource a player received and save that as well, so it is possible but not handy and you would need to manage your own shop UI. And the history issue means the main mod handling currency would be the only one that could manage currency exchange in between turns. All others could only use the additional currencies with orders.
Edited 2022-01-15 08:44:11
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| Update 1.17: New mod features?: 2022-01-13 08:38:44 |

UnFairerOrb76
Level 58
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*thumbs up*
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