AtomicTorch Studio Forums

CryoFall => Mods => Topic started by: Seyon on May 06, 2019, 06:57:50 AM

Title: Seyon┬┤s Wall Upgrader
Post by: Seyon on May 06, 2019, 06:57:50 AM
Me and a friend have decided to write some mods for Cryofall.

The first mod is ready: "Wall Upgrader"

What does the mod?

He adds a new tool ( in Tier2 / Construction2 ) which allows walls and doors to be upgraded.
No annoying demolish and re-place more! The costs correspond to a new building (but without construction stage costs). In addition, upgrading is done in a single cycle.

This mode is mainly intended for PVE. In PVP it might be a bit too powerful if you can upgrade your base so fast. But of course that's up to you.

Currently I have to say that upgrading is only for original Cryofalls walls and doors. Structures added by extensions are currently not checked. This is because we still have no reliable solution how to determine which structure should be used during the upgrade. Unfortunately there is no dependence between structures. And we have currently mapped everything manually.

Furthermore, I would like to say that we speak German and it may be that one or the other translation does not quite fit.
In that case, feel free to contact us and we will see that we are adjusting it. (Also if you want to provide some additional translations)

I hope you like the mod. Hopefully more mods will follow soon.


Mod type:

Client & Server

Download latest version:

SeyonWallUpgrade.mpk (https://github.com/seyon/cryofall_mods/blob/master/SeyonWallUpgrade/SeyonWallUpgrade.mpk)

Install:

Edit your ModsConfig.xml File in your Server and Client and add a new Line:

<mod>SeyonWallUpgrade_1.0.1</mod>

Example:
<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<mods>
  <mod>core_1.0.0</mod>
  <mod>SeyonWallUpgrade_1.0.1</mod>
</mods>

Title: Re: Seyon┬┤s Wall Upgrader
Post by: JSCGSonic on May 09, 2019, 02:53:15 AM
and TuT how to set it up in the mod file?
Title: Re: Seyon┬┤s Wall Upgrader
Post by: Seyon on May 09, 2019, 07:57:40 AM
I have edited my post above and added an example for the ModsConfig.xml.

The mod is a client & server mod. The server must therefore have the mod also installed.