Hello everyone, welcome back to the Glorious Bean Server!
This time following our world leader taking some gold bars to research planetary defense and save the planet!
I'd like to thank everyone for the nice words after I released the mod pack.
I've even received messages already from people who are using the GBM as the base for other modpacks for other versions of the game
And I think that's awesome. That's exactly what I wanted
Although today we have a minor update with minor updates in it
I still think it's important, but if you're not running a modded game already this video might not be very interesting to you
First things first
When I made the modpack release video I had just added the Reset Skills Command mod by cutzitsjonny to the modpack
and I forgot to include it on the previous video.
So here It is. I want to show you how it works.
You can configure it (rebalance it) by editing the mod file and you can set how many times your players can reset their skills.
As I show here, I start with 500 SP, buy some skills and
Then I just enter the command /resetskills and it gives 500 skill points back.
If I try to enter the command again
It will tell I can no longer reset my skills.
By default it's up to three resets per player, but on the GBM
It's only one reset.
And what's new in this update? Well,
other than icons made by Mari in BetterLogging and BetterMining, well, let me show you
From your /Server folder you can go into your /Configs folder
And you'll see folders for a few mods like BetterLogging, BetterMining and BigShovel
When you get into one of these folders you will find a config file inside this config file
You can change stuff like how many calories the tool will burn [when used], how much durability does it have,
how much it costs to repair it,
How much it cost to craft it and stuff like that.
Currently when it comes to gameplay-altering mods, at least from what I know
Kirthos mods are the only ones that you can configure like that and in my opinion
It's a really great initiative. And I also know other modders like mampf
and Kronox have plans to make mods easily configurable through the Asphalt ModKit that they are developing
But we are currently discussing
What would be the best practice, where would be the better place to store config files?
so it is easy for players to edit to
install and uninstall mods and also easy for
Hosting companies to give permissions for players to do things that they want to do, and that is also compatible to any future changes
to Mod Management inside Eco.
But there is no reason to worry about it too much at this stage, however from my experience,
It's so much better, so much more elegant and really easier for new players when all files regarding
Configuration and customizing of mods are located in the same place, and I will give two examples of that.
First example's of course Minecraft.
With Minecraft, you can just go to your server folder, go into the config folder
And you find all config files for all of the mods - all of the
150
350 mods you're running. [... :)]
So I'll bring the config file for Mekanism here into Notepad++, so you can see..
There it is, you can change a lot of stuff even stuff
you don't know and probably the mod developer doesn't even know what it does anymore, but it's all there!
The second example is Wurm Unlimited in which you just go to the mods folder, then you can see all the mods
They are in JARs exactly like Minecraft.
Then you go and find lots of config files exactly like Minecraft, except here
They have the extension .properties
Which is some kind of standard that the community defined.
When you open one of these files
You can see all of the properties that the mods change.
This particular mod holds a dear place in my heart, because if you know
Wurm Unlimited or Wurm Online, you know it's really THE slow paced game where everything takes forever
but with this mod, by changing just a few lines of a very simple, human readable config file you can just
Completely overhaul the gameplay experience for Wurm.
It's a really new game after you're done customizing this file, so that's why I think
discussing about config files and how to make mods configurable how to make it easy for
Modders how to make it easy for players is really important.
Because once you have a standard
Then all you have to care about is making cool mods. You don't have to care about where you're going to put what anymore
And this is it for this video!
I hope I didn't bore you
but my intention with the modpack is to
Configure it my way
the way I like it, the way my players like it, and publish it
But leave it in a way that other people can still edit and make it their own
In the next few days, I will be migrating the pack to the 7.4 version, so I hope to see you soon!
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