red51
Got a few new questions :P, anyone in the know might be able to answer but the mod I have in mind to make is like a Sims inspired mod, adding more 'needs' such as fun, bladder, hygiene, energy etc but also more realism aspects, I've tried to scan the roadmap but not 100% sure whether if I make a mod like this I'll just be implementing what is already planned for Rising World down the line?
Potential other ideas I had were to add food spoilage, make fire require wood/coal etc, tools 'breaking' sometimes on use etc amongst other things.
TLDR: Just don't want to mod in stuff which will just be added to the game anyhow hah would prefer to use my time wisely to enhance the project hah.
Thanks in advance! Proto0x7C8!
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Sorry for my late response! But things like bladder, hygiene or energy isn't planned right now... maybe it will be added in the long run, but probably not in the foreseeable future
But it is our intention to add various buffs in the future^^ Things like food spoilage and tool wear are also planned btw.
i know in the java version if you changed things in the db of a multiplayer server it could cause some sync issues. not sure if this is still an issue with unity. maybe red51 could let us know.
It depends: Both the client and the server use the database. If a particular setting is only used serverside (e.g. aggro range or health of an npc, damage per item hit, world-related things like biomes etc), you can safely modify it in multiplayer and it will work properly.
But if a particular setting is used clientside, serverside modifications will not be applied clientside. E.g. things like the asset path of an item, the animation or move speed of an npc, or weather settings (except things like duration). Changing these things usually has no effect.
When changing crafting recipes, it's a bit tricky: the actual crafting is handled serverside (so the server checks the recipe and verifies that the client has all required ingredients etc), however, the crafting UI is shown clientside (obviously). The client also checks if all ingredients are in inventory before sending a crafting request to the server (this is done to prevent the client from spamming the server with useless requests).
We will change that in the future though, so the definitions will be synced between the client and server - once that's done, you can change any definitions on your server and that will be properly applied to all clients automatically. Alternatively it will be also possible to do that through the API then