Modlets work generally in SP and MP
Only in MP there are some things that are not pushed to the clients automatically and can need a manual download (like pictures)
Well my own lore (i apply on nearly every game since years)
is that i am a wanderer of worlds. Resulting in a really long time traveling with many many options.
Including divinely ordained control of time (or like most people will say time magic) and ice magic.
So no blood magic for myself, but i know some guys and girls who use it
Bloodmagic would maybe a nice idea.
* A pestilence that slows down and damage enemys
* Blood boost for faster player movement and more melee damage
* Boiling Blood to damage Enemys and let them explode (detach limbs)
As source you need to harvest blood from Animals (later NPC/Bandits)
(Blood packages could work too)
Just as idea
Make a stack of lockpicks you can craft into single lockpicks, this way 2 Slots instead of more (Dont play this mod, only a suggestion if its a issue)
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Its not braking its consuming (But maybe a sollution too, Jax need to decide)
For that reason i make my Prefabs with a combination of Pilles editor and Hals Empty world
So i can use that Editor for a work where the editor is better for.
Rotations and single side Paint is better in Hals empty world.
Large surfaces, 3D Paint Blocks and Building with SI Pillars is much better in Pilles.
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here a short minitutorial WIP, but contains the most important
https://7daystodie.com/forums/showthread.php?74623-How-to-make-Prefabs-A16
Only one question, does the Sleeper volume Editor work ?
I cant save my edits, is this Aplication sided or did i miss something ?
Means does it save/work normally ?
What i would like this moment would be a possibility to set a meta Value and then the possibility to click on a Light or door and everything stays as it is only the meta value changes to the Value i want.
This way it would be easy to Lock all 5 trillion doors i placed in my prefab
Lets say it so. Maybe some prefabs have changes since 16.2 BUT the Block ID´s have not.
Means 16.2 Prefabs are the same in 16.3 and 16.4
ANd yes, the RWGmixer.xml has changed from 16.2 to 16.3
a really nice idea would be a Randompaint.
Means the user can make a list of blocks he want and give every block a propability
As example, the user make a free field and want to place
Boulder 0.1%
Azalea 5%
Rock01 2%
Rock02 2%
Rock03 2%
Rock04 2%
Rock05 1%
Rock06 1%
Rock07 1%
Rock08 1%
Rock09 1%
Grass
....