#Mo'Editions : Too Much Editions.
1 messages · Page 1 of 1 (latest)
What do they do
I love how the score is still only 719 because of The Tax 
Ye
That is almost unreadable
I can’t believe they added skill trees to Balatro
Problem with editions creation :
Actually I have 91 editions in my mod (vanilla editions included). I can't add editions anymore. The 92th edition i tried to add is a nil value for the game. I think there is a table limit for the editions.
This looks like Cryptid’s glitched edition isn’t registering
Which probably means there’s a syntax error (assuming you’re still using Cryptid’s mod files as a basis for your mod)
The problem does not seem to be related to glitched edition
If you want to make cool edition build system, add this to your mod.
First Release : Some of Stake Curse Edition shaders are not finished. To install it, just need to unzip in mod folder. You must play only with Mo'Editions if you have other mods.
what a remarkably restrictive way of designing a mod
.
Yeah I would play this but no other mod compatibility sucks
Or well
The lack of being able to play any other mod sucks
@bronze meteor lowkey kinda curious though - is there any reason other mods aren't supported?
Because the mods in my modpack are modified versions.
The zip files in this post are outdated
There is the latest version of my modpack, I'll update this at the next official cryptid update
I still don't understand why you cant move your additions to a seperate mod
Or if you like the Cryptid integration, as a lua file you can stick into cryptid…
oh yeah this also uses a heavily outdated version of Steamodded
I think
The Consumables Tab should be a big menu and not just... a bunch of consumables
also i get a crash @bronze meteor randomly when opening packs sometimes
think it's from a heavily outdated verison of Bettma's stuff
Other then that though testing wise I just feel very confused about how anything is supposed to work. You kinda thrust people into this expecting how stuff works without detailed explanations on things, it reminds me of much harder games like Factorio
There are problems with some shaders, the problem occurs differently for each player and I don’t know why.
"Duplicated", "Glitched & Oversaturated"
Personally i don't have these problems
Can you like
okay
for a hypothetical here
is the version you already have more consistently updated then the version that you gave us?
because what I lowkey reccomend is like
throwing this modpack up on Github or whatever and if you have updated stuff, push it there to make any bugs easier to track or maintain
2 zip files to avoid discord upload limits is not really a good way to test a pack out
💀
sorry for criticism but I feel like lowkey there's not a lot of polish to this as much as it is recodes of a lot of existing mods
Ye
what is the ye in reference to
I'll make a github
ping me when set up, i'll still love to test 😄
ok
This is still an incredibly awful way of sharing a mod
@nimble glade I made the github page
Btw I don't think adding any other mod outright crashes the game from my understanding
are... all of the included mods modified?
... really
you're redistributing a 3 weeks outdated version of steamodded?
this is the next worst possible way to publish a mod besides directly editing vanilla source code
also just sounds like a pain to keep updated if these are all custom versions
I'd like to try it but not under these terms
Honestly half of what this guy should do IMO is get it based off of the rolling cryptid dev releases
That way it's consistently up to date
But at that point why not hook everything into it's own mod and definitions?
Technically I think he should just be able to declare the variables for creating stuff in his own LUA files as long as the mods are loaded
(If anyone wants or can correct me on this, please let me know if I'm saying anything wrong. I'm not 100% a LUA coder in any way)
There's no need to fork outdated versions of mods as long as you grab the definitions and (I think) the mods are loaded you should just be able to use the same function they use
and if you really like Cryptid’s loading system, adding them as separate Lua files makes it easier to install and not require an exact Cryptid version
that chart is incomprehensible what is it meant to entail
With the editions ?
@stray thicket
yes
Ye
there’s no words on it
I did it quickly
…what does it mean
I neglected the chart
Why vanilla source code ?
Well... it probably just does both things. Idk not my kinda mod anyway ngl
@bronze meteor just make a video of you highlighting over each edition in the collection so we can see what each do
ok
you could’ve just made it a discord video but ok
Currently working on a dynamic description of the Encoding and Encoding_Advanced code cards
Because someone complained that we can't know the edition craft recipes in game.
Nice list
I like that Limited Edition one
How do you even make these anyway?
I create these editions in the misc file of cryptid. Some of these editions are on betmma mods or bunco. For exemple, Kraken and Cthulhu are modified versions of Tentacle.
can't you isolate and recombine them into one mod?
I know it'd involve using code wholesale from other mods, but that's perfectly okay. And there's got to be an easy way of dealing with the case of duplicates.
idk, I have no horse in this race, and I don't wanna needlessly complain about how you do things, I just think there's a way to make it not depend on other mods, even if it means just putting some of their code in your own mod
I mean... that's all DeFused is
They are not really dependent
I can place these mods in a folder, but some of these mods will not be updated because I only took the "edition" file. In reality, there is only Betmma Voucher and Cryptid (Jen mods excluded). So I can't recombine them into one mod. I update Cryptid based on the released versions.
the parts of the mods you actually need probably aren't changed with most updates, though, right? I'm talking about a lower level frankenstein approach
but no worries regardless. I don't really plan on using this, nothing against it, I just don't usually go for extreme big number stuff
I update manually the mod files I need.
when can we expect 0.50 update
I put the dev on pause
Actually i'm working on an addon completely separated of Cryptid, Oiiman's Additions. There is no post about it. Nevertheless you can watch my mod "Conditional Cards".
how many editions did the mod add?
looks like I've got a ways to go
I'm only at 25 so far
So this just add already existing editions from other mods without having to use the entire mod?
What do you mean by adding already existing editions ?
Sorry to clarify, it look like this mod took editions from other mods and just implemented them here or is it just your own unique additions?
In my mod I wanted to add improved forms of editions from other mods (cryptid, betmma vouchers) because initially I wanted to put an upgrade system for the editions (with craft recipes). Apart from that, everything comes from me. But I abandoned this mod and preferred to contribute to other mods by making shaders (or other things in cryptid).
But basically, Mo'Editions was based solely on cryptid and betmma vouchers (by the way that’s why I changed projects because I made the mod directly in their files)

