#modded-drg-chat
1 messages Β· Page 41 of 1
vons caves
theres some other mods to change terrain gen, but most are required by all and cause desync if you dont have whatever respective mod. von's is the only one i know of thats host only and doesnt cause issues like that
what are the other ones?
can you control cave gen through the vons custom room one?
it just changes the pool of rooms the game can pick from
i believe he did have some mod that allows for more customization by the user, but its not on modio
I see
theres "Linear Egg Hunts" and "Linear Dreadnought Tunnels" which make the cave gen of those missions more similar to a morkite mining mission
oh I see
theres also "Non-linear Escort" which makes the caves in escort missions not be in a completely straight line
von has a couple other mods that affect the layout/generation of certain misison types, and theres also a mod called cavegen unlocker. thats the list of mods i can think of, but there could be more
Yeah I see cavegen unlocker, I installed it but cant seem to access it through the modhub
Aaa I really want to find that mod that can make a room super huge, I didnt get an answer that time when I asked in game
i dont think cavegen unlocker has a modhub page to customize anything
:*(
i have the files to remove most of the bones (excluding the rocks/pebbles that use the bone material--i tried removing those and they turned into 2d squares lmao). i could gather those files and make a pak file if u wanted
i spent a day working on a "Clutter Be Gone" style mod but struggled with certain assets and never ended up returning to it
That sounds awesome! I would love that, if you'd be willing
I downloaded all the optimization mods that were available, but the FPS in the Ossuary Depths never increased and still drops to 13 or even lower.
The lowest settings, but the resolution is 34%, and Bloom and highlights are turned on (they look better and don't take up as much FPS).
is there a mod i can get that lets me skip the overclock forging animation?
how to delete a deprecated mod? please help
browser or website?
The website
no its not there
Cuz unsubscribing on the website removes it ingame as well
This is both screenshots and its not listed
I can't check because I'm not at my pc rn, but I think there's a second place to see all the mods you're subscribed to
Ah damn yeah the second screenshot is the one I was talking about
Wait, is it on the second page?
No its not
I have it filtered from name and te nane isnt listed
yes
Ok
It won't actually disable mods, just manage your mods from mint rather than the ingame menu and itll work normally
thank you!!
No problem 
is there mods that give you more guns?
only found one in mod.io
yinlung mk2 hmg
never played it myself tho
actually it's not been updated in 3 years
this game doesnt seem to have like overhaul mods huh?
massive content revise is an overhaul mod
Here I leave my link to join the game with mods π steam://joinlobby/548430/109775244825012700/76561198795672726
Say what mod do you think you get the most mileage out of
I think it might be my Animation Cancel mod
i like sprint by default hold to walk, weapon heat crosshair, and ammo percentage
Hold to bhop is a good one too
i just use mwheel jump 
down for jump and up for interact so i can kick barrels all the way across space rig
My spacebar is on its last legs so that mod is a godsend lol
Camera shake control. Literally can't play the game without it.
is there any mod that can fix some of the hand clipping with weapon frameworks?
anyone know if there's a mod for better latejoins / rejoins? Would such a mod even be possible?
for your own use?
I have build inspector + combined presets with a few loadouts, so when latejoining I can glance the builds of other people, and then pick a suitable loadout of my own
Refresh my memory, the main reason to play 6x2 over H5A is because people generally find it more enjoyable to deal with difficulty through swarm frequency and bug variety compared to just making every bug significantly stronger right?
@steel solar @normal meadow y'all should try combined presets you can swap between builds so easy and fast you never get bored
I already use it
My sweet summer child
Explain what it is then?
Let's you change you cosmetics loudouts and stuff name it etc as you join a mission
So you don't have to search through an remember stuff
Name one Exe roll AV ED etc
Does this replace More Loadout Slots?
Don't think so no
It's so fun just hopping in a mission and changing my builds and character
The game gets stale if you use one thing all the time
yeah I was actually doing a self-imposted challenge
Where I clear Haz 5 60 total times, with 15 unique builds on each class
Heck yeah go for it just make sure each loudouts slot is balanced you could go extreme with one weapon for hvt one for crowd clear ooorrr have 2 jack of all weps
Turret whip Fatboy is weird but it works too
Got those too, not the problem. Several friends of mine get spontaneous disconnections, and in some mission types, can't reconnect
dunno if any mods could help with that
out of curiosity, do they just get a lost connection message, or does their game crash / freeze?
unironcally, is there a voiceline mod that makes the dwarves be nice to molly
shes the goat
You may have to uninstall and reinstall sandbox if uou believe your version is outdated
Are you using the default modding system for drg
Or do you have mint
I don't know how it works by default, but for mint you have to uninstall and reinstall to update mods
Oh hmm
So, the mod being laggy is not very common?
Either way though don't talk about mods in normal general chat or else mods mute you
continues to work well on mint
maybe it's some weird mod conflict
Maybe, I also installed an additional mod for spawning enemies, so I could try to uninstall that one
that might be it
Are you spawning the enemies with sandbox utils?
you don't need that with sandbox utils
Yes, but the first time I got spawned into sandbox I think I used that other mod, then removed the enemy w/ sandbox util and continued spawning with the latter only
I didnt go into sandbox again though, so I will uninstall the other mod and try again
I've checked the messages in here but I'm just wondering if I've missed anything, is there any way I can make the beard physics come back or is it just something I have to put up with when having mods installed
It's a small thing but I really do like my beard physics but if it's a trade off I must make then so be it. I'm just wondering if there's anything I can do about it
How do i fix it??
Any mod's for impresive space rig's improvment? New minigame's/thing's to do?
i thibk massive content redux or however its called changes the rig and adds sandwiches
MCR adds a whole new section to the rig, but it's so different in every other way you'll only be playing with other MCR players. Not sure how large that pool is compared to stock worldgen
Hey all. Does anyone have a link to that one mod that adds more detailed health bars for the dreadnought twins? Specifically the one that shows the HP of their individual parts? I'm having a hard time trying to find it, I think because its name is in another language.
do you mean MineCreator or My Chemical Romance?
Pretty sure its massive content revise
Approved ππ
I don't mind using mint
But
I used too did it get better
basically required if you want to use mods
wouldn't that prevent doing promotion assignments together in a team?
since the last mission is different for each class
Oh why so
all my friends have it too so nothing changes
I'm really weird so it kinda feels like wrong to use mint to bypass approved restrictions a little :3333
ease of use, less jank, no bugs with reinstalls, easy updates, no restrictions
the og mint kinda lacks a lot of functionality
but there are forks that do it better
Link
most of the aproved and some requiredbyall mods become host only req you can use far more mods unlike the 50 mod limit
it's a coop game it doesn't really matter. only "cheaty mods" i use are things to make the game harder (spawn in 20 bulks bc i was bored)
I guesssssss Oki :3
you can go on the mint github page and click forks and browse those
Oki doki
don't wanna get in trouble potentially
Meow
Oop
also it fixes beard physics for some reason
at least it did for me
i meant for stuff like custom or buyable missions and revert em discharge
sandbox and spawn menu also works as client only tho
also MINT lets you use mods that should be verified but aren't for some reason (glares at "red minigun tracers")
most important at least for custom difficulty players, it becomes host only depending on the difficulty if its pubbable
well, almost
yeah i don't have mods that are required by all or ones that change the game too much
only thing that does change a mission is speedster for faster molly
i've been working on a dreadnaught's only difficulty with custom made Dreads it's hell
sounds like """""fun"""""
only playtested it solo so far it is fun. Difficulty heavily favors scout and dread kill builds no CC builds needed
If you have overstimulation issues like me and want to try the m1000 get this mod it changed everything
reminder for myself to read what lobbies I am signing up to, accidentally joined a modded lobby with insane spawnrates and spawnpools with a trio of red-starred dwarves 
(we survived with my un-prepared self somehow)
Sounds fucking awesome, ngl
It was, admittedly. The experience was incredibly wacky and even bunkering was adopted to help focus damage on one lane.
They also buffed the ammo pools to actually handle getting hit by a sudden bulk detonator (or three)
There also were the occasional Nemesis', variants of enemies both in and not in the current build, Sentinels without the Dreadnought...
Oh and also had to deal with a Korlok nest.
Hahaha!
Man, i'll need to keep my eye out come to think of it
Hi, is mod.io working right now? Couldn't fetch data, the mods page just doesnt load. every mod is disabled. Logining via web browser didnt help either
I was able to get on the website, and it shows my subscribed mods
so looks like it works
website itself is working, but if im trying to open it from DRG- nothing happens at all
sadge
can't you just subscribe to mods through the website?
I used to do it that way
already did that, doesnt work
drg says that 0 mods are installed. i think it cant sync with mod.io for some reason
ill try to reinstall it
nah. still no working
do you have any custom launch options on steam?
or are you launching in safe mode?
only those:
-high -window-mode exclusive
i think ill use mint if its still working, thanks for help
yay, i just fixed it!
i have added drg.mod.io and g-2475.modapi.io to my vpn list
Once you play the game with the Gangstar paradise mod you can't play without it
Can someone make a mod that makes this song play on loop whenever you use Driller's drills https://youtu.be/k3CtbHTMpiA?si=UhggfRpZnlXjBxm0
A while back I mentioned wanting the Neo-Tekya framework paintjob on other weapon frameworks in the #suggestions channel, and I was told to mod for it. I only just now got the Cosmetic Restriction Remover mod, which seems like the exact thing I was looking for, but while it has way more options than I even expected it to have, it doesn't seem to have seasonal framework paintjobs as an option? Is it a different mod they were pointing me to?
@silent wren there is a mod that lets you play with 5 or more players
what its called my lovely sister?
is there any third person mod?
it's aptly named "More Players Balanced" oops replied to wrong person mb
No, go play survivor i guess
Pff fair
nah s'cool that guy was a jerk
the response i got on top of checking Mod.io and CD2 Discord.
"no, iirc its a pain to make because many weapons fire based on where the weapon is pointing not where your camera is
or something along those lines, among all the other camera related problems"
@muted beacon make a mod with your best ideas id download it
I wish a mod existed that let you make basic stat change overclocks tbh.
Like let me put blowthrough on GK2 or up the direct damage of hurricane without having to have a PHD in troubleshooting why modding doesn't work.
first person isnt for me
nah im just joking
but u CAN get third person somehow
-# activate windows
Here got this msj from other discord.
there is, just not a combat usable one. just vanilla 3rd person mode used when you dance or die
https://mod.io/g/drg/m/third-person-vanity?_q=third person vanity#discussion
kinda buggy. I just use Twerkboard if I wanna go third person for some reason while in-mission.
hey, does anybody know what mod called where it does improve the camera when downed?
I think it's called Better Spectator
yeah, that's what i was looking for, thank you!
if i get an 8player mod setup, will my friends all need to set them up via mod.io, or will it prompt them to download as they join?
Good day - I've stopped supporting mods and I can't connect to mod.io in the Russian region. If it's not too much trouble, could someone help me with my problem? Thank you in advance.
wdym by "stopped supporting mods" ?
also read this conversation, it might help you #modded-drg-chat message
only the lobby host need it, so dont worry about your friends, if not mistaken they will auto download like a temporary version of it or smth when they joining your lobby. Me and my friends only need the host to use the more player mods and the rest just join in
i also had that problem several weeks ago, and the best option i could find was downloading a 3rd party software called "mint"
https://github.com/trumank/mint
it completely disables mod.io API (if i'm thinking right) but you will get an opportunity to run the mods offline
also, if you haven't got oo2core_9_win64.dll and put it alongside with mint software, you will always get that type of error every time you try to install the mods
if u google "createprocess() returned 11c7" u should be able to find some solutions. its not just a drg/mint thing, it can happen with other games. to quote the summary from google:
The "CreateProcess returned 11c7" error means your Windows operating system is blocking the game or application from launching. This is usually caused by Smart App Control, strict antivirus policies, or corrupted game files.
theres also a typo in your -disablemodding
do any of you guys have it happen where your armor paintjob keeps switching to a random one despite what you set it to, either when starting the game or getting into/finishing a mission?
id have either skullcrusher or order of the deep as the paintjob on my gunner but the game keeps switching it to gsg guardian or supporter
check your skin color selection as that used to sometimes become an armor color and override
thats what does it?
ill check in a bit though since i started a mission
is there a way to fix it
i dont think ive changed from ruddy on my gunner for a long time
question, how exactly do 'sandbox save' files work in modding?
check the pinned messages for details about the mod categories
So I woke up this morning and there's a discrepancy between this mod's: https://mod.io/g/drg/m/glyphid-exploder-sfx-john-cena-prank-call#description site categorization and the in game categorization.
The site says that it's auto-verified because it's cosmetic (which is how I've been playing with it thusfar). But now when I load it up in my info screen it says that it's a sandbox mod but doesn't make me duplicate the save when I start a lobby:
Am I missing something?
Could this be a rare non-glyphid bug?
Hey guys, a newbie question. How do I uninstall the mods?
Only MCR that I know of. Which blows because itβs actually too much content for me.
Iβm also having issues with the random mission generator mod where I roll missions in the Caustic Mire and Sponge Grotto biomes that donβt exist and it crashes the game. https://mod.io/g/drg/m/rmg#description
This being bad because I like to close my eyes while smacking the dice to completely surprise me on what gets rolled.
According to the mod creator its no longer possible to have all biomes be available at once because the amount of biomes available at any given time has a hard-coded maximum now ig. There is a mod called "Custom Mission Selector" which allows you to build your own mission with any combination of mission type, warnings, side objective, etc, but it hasn't been updated for S6 yet so no ossuary depths / heavy extraction / scrab nest / pitjaw colony https://mod.io/g/drg/m/custom-mission-selector
Otherwise MCR lets you reroll the available missions, idk why there isnt a mod that lets you do that for the vanilla game
Because the vanilla game fails abysmally to sync mission data when you do so, causing clients to effectively be unable to play.
I spent over 3 years trying to make systems to resolve this and only recently got it to work consistently by replacing official map gen code.
This should still work and is not the one that I made: https://mod.io/g/drg/m/expanded-mission-map#description
Ah, interesting
The other reasons why there isn't a standalone version for map rotation is because it breaks assignment mission sync so the host cannot choose client assignments and it also gets routinely disabled by the game as GSG added something to turn it off fairly regularly if someone joins the lobby. It also used to not be customizable in any way so it was always rotating on every map view or not at all.
If non mint then you can simply unsubscribe (unsure)
hi
Hello
Rocks and stones :)
time to play massive content revise for another few months
Are we allowed to port stuff like models and enemies into drg? Or will that raise copyright issues?
yaay :)
.
hallo?
has any mod come out for Rogue core?
https://www.nexusmods.com/games/deeprockgalacticroguecore those are purely comfort mods (for now) that dont change the game at all
give it time and there'll be actual mods
g
i downloaded the overheat crosshair mod the other day, and since then i've deleted the game and reinstalled, verified game files integrity, gone into the mods folder on my steam thing and deleted them, unsubscribed from mod.io and the beard/physics stuff is still bugging
what is going on ???
cool stuff. hope they eventually make more QoL mods similiar to normal DRG. got 44 installed lol
My friend lobby invite button isn't working, and the servers aren't working. What should I do?
is there a mod that removes the keyboard ui prompts? In this case im using controller with mouse gyro and it flickers between keyboard ui and controller ui during play. I tried a steam deck button ui mod and it still changes depending on whats going on
I need some help to add CarriableComponent + CarriableInstantUsable to an existing actor at runtime. I'm trying to make Space Rig barrels pickable by destroying their InstantUsable (the Kick prompt) and adding the carriable components via AddComponentByClass in a manager blueprint. My code runs, confirmed with a sound cue, but the barrel still only shows Kick. Looking at BP_Gem and Enor Pearl, carriable objects have a SphereComponent with collision profile Useable that the interaction system traces against. The barrel already has a UseCapsule with the same profile but it was bound to the original InstantUsable at construction. Does CarriableInstantUsable need to be explicitly linked to that primitive, or does it find it automatically? And does AddComponentByClass even fully register with the interaction system on actors with a native C++ parent class like PhysicsBarrel?
Yes, the restrict to collider variable needs to have some sort of primitive component used otherwise it uses all colliders as valid interaction prompts (if applicable).
Add component by class should work but I would just add the component directly unless you are doing it through a component which cannot instantiate other components for actors outside of that specific node.
You can also disable bUsable on the usable component so that the prompt doesn't show for kicking and take your input.
Thank you, that is very helpful info. New to UE blueprints and learning by doing
Destroying a component on an actor has to be done by the owning actor itself, using an actor to destroy a component on another actor is not supported by the engine to the best of my knowledge.
So say Barrel Cutie cannot destroy SM Barrel on Barrel 01 unless Barrel 01 has a function to destroy SM Barrel that Barrel Cutie can call.
Not sure if the nomenclature is correct, been a while since I did anything with barrels but I know cutie exists and is the green one above the drop pod. π
Yeah thats the one, BP_Phys_Barrel01 is the others in space rig
Thank you for the help, gonna redo my nodes a bit now π
The game might crash upon pickup if you do not disable pawn collision on the barrel capsule collider before it gets picked up since it would be inside the player with the default carriable offset of 000.
Carriable components cause picked up actors to rotate to some specific rotation that cannot be modified afaik and they always revert to a 3d scale of 1 once dropped, so you have to change capsule half heights or box extents and their related model to match your desires at 1x scale instead of just making it smaller.
There is a workaround by binding to the On Dropped or On Picked Up events though so you can modify scale and rotation as needed.
I thought about that, found some scale and rotation info but haven't gotten around to it yet. First thing is to be able to pick up the barrel even if it's blocking the view, then adjusting the viewport
Unfortunately the carriable offset specified in the carriable component does affect the 3rd person visual too unless you manually handle changing of models depending on carried state for other players. So it may look great in first person but others will see it floating far ahead of you.
Hmm okay will have to look into that too. I wanted to do some trolling in the space rig to my friends with it so having it float far ahead or away isnt good. But still first part is actually picking it up, gotta focus on that
For sure, just wanted to let you know before I rest. Feel free to drop questions here, the modding server, or maybe message me directly and I will try to help out where I can in terms of knowledge at a later point.
Much appreciated! Gonna look into the beer mugs and BP_Spacerig_Spaceball as they're in the Space Rig and not for InitCave like the heavy objects to see if I can find some more info there as well to compare. But your tips were very helpful, thanks again
The Space Rig uses a different physics handling system for actors found within it iirc. So it disables physics even on things like the spaceball goal when taken past some arbitrary box extent around the Space Rig hub area.
While other fake physics actors like barrels seem to work more reliably. Not really sure why the carriable objects have issues. The space rig beers crash the game in a cave due to applying the game instance beer effect iirc.
Or wait, no . . they crash when thrown from what I remember.
Is it a InitCave/InitSpacerig thing?
anyway gonna get back to it, again thanks for all the help and explanations
A place for users to discuss modded games of Deep Rock Galactic.
first
not really
did you call it mod discussion cos it was only discord mods allowed to post
read the first post for an explanation of the name
barrel armor
I heard the update is now out on experimental? How can I play on the experimental branch?
Just going to point out, if anyone has any mod-specific questions, it'd be best to discuss that with the author on the actual modding server.
Throwing shade at the official server smh /s
cool, thanks for letting me know it needs fixing
noooooo
Finally can cruse the server with modpics
ooh, right, I forgot that one. one sec. thanks for the reminder
Regarding the first pinned messages, should there be a link to the modding discord pinned here too?
there you go, #modded-gallery is up
There are some rules in #welcome-and-rules that could use updating I guess.
there will be in a bit in one of the other channels to come, but they're not complete atm
eh, not by much
mostly it's just going to be getting people used to using these new channels
4 more channels to babysit
oh it's more than 4
I made most of these channels months ago, just haven't finished what I was intending to do. Procrastinating
M O D D I N G
ye
experimental is up
on the io site?
?
it just has to still follow general server rules
you know, minus the no mod bit
bakini armor
This got me excited
Mod support or the thought of dwarves in bikinis?
Well, factorio exists
Not anymore
But DRG has a progression system so yea, far from the most trivial support needed π
Just give me some cool sound mods and I am happy soul.
but with how many chins, and will the chins have jiggle bones?
5 chins, minimum
But how can you be playable, Mr. Anderson, when you have no model?
You make it, obv
And make him as whiny as possible
And now that we have mod support, time to wait for epilepsy visual support π
"epilepsy visual support" hm?
people with epilepsy have problems with all the flashing lights in the game
a few of our more regular members had to stop playing because of them
Yeah :<
more accessibility options would be a very good thing for this game, between that and color blind modes
i thought we had a photosensitive mode? does it still not do enough?
It doesnβt fully work
that sucks
It does say itβs still in WIP
hopefully it comes fast enough
Yeah
also yay, new channels. Good luck mods 
newish
resizable text beyond chat would be awesome
also, to speak about mods, the dysacell battery mod is perfect lmao
I'll need to take a look at all the mods now
there's a lot of good 'uns
If anyone needs colour blind options for DRG, Win 10 has them that works in the game.
I tried it and it's rather nice.
my first choice is probably going to be painting molly and I don't know for anything else 
nice
painting molly is a bit buggy but when it works it's awesome
how? plus show screenshots curious
and that's only half of them, there's still a bunch of mods that haven't been uploaded yet
it's mods, I expect it to be a bit buggy 
Imagine a world where bugs arenβt buggy 
I meant ingame ^^
I meant what does it change ingame? π
The colors 
π
Play DRG in grayscale.
oh I know, don't worry. I've been in the modding discord for a while
Challenge.
im excited for them all to pour into mod.io for everyone to use officially
now I need to stop procrastinating and actually make my mod ideas
Just had a quick look, I'm amazed how comfortable it all is. Seems very nice. Idiot friendly. Perfect for me.
it's very smooth
but clearly, the gnome chompski is the best mod so far
I have discovered that you can make molly consist of maggot flesh
so she undulates and looks fleshy
huh

how about no
it's disgusting
eeeew
Oh thatβs the radiation effect?
π₯
If you slap it would the wave come back?
200 mods and not a single one removes the pickaxe slowdown effect, you bastards actually gonna force me to learn how to do this modding stuff, aren't you?
Do it
Pickaxe slowdown on attack is a balancing concern; it was added to make sure melee-centric builds don't get out of hand. There was a Slayer mod back in U32 where slowdown was removed but you only had your pickaxe.
I just want to try it and see how it was back in the old days, cuz I didn't get to experience that
no slowdown was fun, but completely broken
the game is all about ammo management, and that made it a joke
yep, that's what it became pretty much
Which is lame
Oh that reminds me
There was that mod that the dev's showed off once where it displayed a bar on your gui when reloading
to help you reload cancel
Samamstar has cancelled it for now because he's rewriting it (or something along the likes of that).
mm
Also, unless i'm mistaken, it looks like we're still missing most of the more vanilla difficulty increasing mods (haz 6 extrapolated from EDD, haz 5 regardless of player count)
Yeah, the author has been away for a while
I'm a bit surprised that a mod changing grenade count to 8 for all is flagged as "Approved" 
Hrm, that oughta be fixed soon
same for the upgraded doretta
approved for progression, not approved for vanilla lobbies
lobbies running those mods will be marked
fair enough, there was no guidelines on that
I mean, thatβs pretty close to the sandbox level
Examples of mods that would fall into Sandbox are mods that change rewards or mission payout, and mods that unlock in-game items.
8 grenades isn't exactly Sandbox by definition, neither is Upgraded Doretta.
SANDBOX
Examples of Sandbox mods would be any mod that changes rewards or mission payout and mods that directly unlock in-game items.Sandbox will be the default category for any Mod uploaded to Mod.io. You are free to use any Sandbox Mods with a Modded Save Game. You cannot use your Regular Save Game with your main progression when playing with these mods. When you have Sandbox mods enabled you can only join other servers with Sandbox mods.
APPROVED (As in: Approved for Progression)
Examples of Approved Mods would be more challenging or alternative game modes, changes to weapon stats, and mods that moderately alter gameplay elements while still retaining progression in line with the regular game.You can use Approved mods along with your Regular Save Game, meaning you can still earn XP and Resources for your regular progression while using them. If you join a game that does not have the same Approved Mods installed as you, those Mods will be disabled. Likewise, other players will automatically download the mods active in your game when joining.
VERIFIED (As in: Verified for Base Game)
Examples of Verified mods would be QoL mods that do not impact gameplay, audio or visual mods that improve accessibility, cosmetics and SFX mods that you'll only experience yourself locally, and localized versions of in-game graphics.You can use Verified mods along with your Regular Save Game. These mods will stay active even though you join a host who does not have those mods installed. Other players will not have to download those mods to join you. In effect, Verified mods are only active for you and do not alter the gameplay of any other players.
it's in the patch notes
nah, powerups are still way in the approved area, not sandbox at all, based on the description
@muted fox that might be a good thing to have pinned too, to avoid pointless debates of people not understanding what the categories are
reeeeeee
<3
I wonder if any significant portion of the playerbase will take it upon themselves to enable all the slightly beneficial approved mods they can find
I wonder if this is going to be a ghost town in a few weeks ;)
That's sounds like a thing you will be doing
not necessarily motivated by wanting the game to be easier, but because you can
Or can you
I'm not trying to advocate for or against the inclusion of balance-changing mods for progression, I know there are benefits or costs for both sides
I just wonder
I really have no idea
depends on if people feel like talking about mods here or not
Who knows and who cares
Well, it matters right
considering how many people would bring up mod stuff while it wasn't allowed, I think it's at least a good idea to have these channels to give them an outlet within the server now that the devs have opened up the experimental branch for mod support
although knowing people's usual inability when it comes to finding the appropriate channel, some are probably gonna continue to use the main channels instead of finding these ones -_-''
we'll see with time though
Good luck mods, we love y'all
It's definitely gonna have a few moment where Mod and Moderator will be confused
ππ
But drg is already perfect what mod could I possibly want
funny mod
squeaky hammer
Does anyone know how this mod is supposed to work? I downloaded it but I can't find any settings for it π
RGB all the things! This mod adds options for cycling light colour and/or brightness. Light cycling can be randomised or synchronised across all lights.
check to see if you're missing any dependencies
my molly painter wasn't working until i got some other framework mods
check the mod page for dependencies listed
Those don't download automatically?
currently there's a bug where the game won't auto-download deps
Ah.. That explains a lot lol.
Give me a second π
Now it works yup! π
Love it π
nice
this is new
yep
me like
Mods
turns out the bugs with the molly painter were me forgetting to disable a secondary dependency like a doofus. works PERFECT now
what was the issue?
I was a doofus and had both the legacy drglib/bp stuff and the current bpmm enabled at the same time, causing duplication and overlapping of a lot of elements
ahhh right
nothing you need to worry about, esp when dependencies become auto-dl'd
thanks for the amazing mod(s) btw!
cool, good to know, just in case someone else runs into the same problem
no problem!
Finally, you don't have to confine yourself to overclock ideas in #suggestions , you can have all the fun in the world discussing mod OCs
Lmfao Duracell battery packs for the cargo crate is a good mod
Kekw detonator
im a big fan of boolo blast
dang, the Pogs O' Gold mod changes the picture to the new and much less iconicv PogChamp
brilliant concept though
Fabulous bugs is my new favorite mod ever
Can I filter the hats and beards
I want them all to have pumpkin heads for the full Halloween experience
sadly no, it was planned, but time didn't permit
redder

it's a redplacement mod
I want a mod that turns the neurotoxin grenade into a gurken shuck
and I say gurken shuck every time I throw it
I also want this, Ill make it today.
do tell when you are finished
There are a lot of mods that were made but are not on modio, lol.
Yea its going to take some time transitioning hundreds of mods over.
We got a modding channel! Wahooo!
yeaa, modding!!!!!
Yeah i got a few more mods im too lazy to upload
Actually its more like im too lazy to make a thumbnail for it
could just use a placeholder in the meantime, I used the server logo for most of my mods lol
dude the people commenting on the steam 34.5 announcement give me a headache, why can a normal person not understand something so simpel, its like they did not even read the post
You get used to it. It isn't exclusive to steam nor that announcement in particular.
Steam comments are concentrated doses of idiocy, avert thine eyes always
I enjoy scrolling through Steam comments for the hottest of takes.
Any particularly spicy takes we might want to see in that thread?
I think that we had our fair share of opinions before it even went public here, lol.
Considering how our server exploded like 5 times due to the policies changing every 2 days.
Guess it's time for me to learn umoddel and work on that nexus remodeling
Any news on a Xenomorph mod?
be the change you want to see in the world
While you are at it, make also a mutator where nexi spawn things other than swarmers, tx
This ^
yeah nah my idea was to see if i can mix the fossilised xenoforms with the current nexus model and basically make it so that it spawns parasites instead
So that basically instead of "cloning swarmers" the nexus is actually a parasite nest made from a husk of an infested glyphid
adding to the gruesome level of the game
I already have stuff in the works for brood nexus variety, similar to my mutated bulks.
that's metal af
just a quick question: does modding disable achievements?
No
bruh ok
the only thing i am worried about is if the game is ok with custom models
It is, but takes time to setup for compatibility.
I assume it will end up in verified from the sound of it
@hexed matrix if you mean right now, it won't affect you at all, since official modding cannot be done on the microsoft store version of the game
so any pc people you play with from xbox cannot have the mods
Official, yes, but you can mod that version.
Ooohhhh okay.
Anybody modding sound?
yeah, like i said, the official modding update is for steam only
so it wont cross with xbox
According to lore the brood nexus replicates what it eats. Make it replicate whatever enemy it eats (or w/e enemy is nearby)
I want to switch to PC so bad, but no idea what Iβm doing XD
I believe that they plan on getting it to console since modio supports it.
there's a pinned message in #xbox-and-windows-store that tells you how to transfer saves
First step is get a PC
Mod support will likely hit consoles soon after, modio is a cross-platform solution.
Okay
Is there a mod that will let me poop in game
Gotta say, so far the general direction of "this is X but super strong" mods makes me roll my eyes.
Yeah
Wdym?
There's a reason why Unbalanced was the most visited (and downloaded from) category on DRG Github.
How da heck, do I start modding vidia games, what you guys use to mod?
Mods do not need to be defined by balance or not.
Is there a mod that will make the DRG speaker guy shut the fuck up
DRG Modding discord.
why is https://drg.mod.io/fabulous-molly only approved?
Ok I love this
@dusty lantern Yea shouldnt this be verified?
Okay, based. Where is the place people are putting their mods. Website-
It sounds like spoiling your own fun to me. Being crazy powerful gets old quickly, and the base game feels weak by comparison.
We need a mod that allows the dwarves to spout "Yo momma" jokes as random phrases.
"Yo momma so fat, I shot her thinking she was a loot bug!"
We have a mod that adds like 170 voicelines to V.
With mods you can do what you want, some people like crazy stuff, others like balanced stuff, others dgaf. You get to do whatever it is that you want to.
among us mod released yet?
I would guess it's because it changes the layout of the Space Rig slightly.
So do we have to manually DL the mods and add them?
I'll stick to very minor QoL mods, that's what I want
No, but we have Barrel Royale.
Sus rig?
I just want a better flashlight
We have that.
@muted fox Looks like the bot may be duncing for mod.io links?
Fab Molly's most important effect doesn't matter to anyone but the client, but the space rig station for customizing Molly must be taken into account.
holy crap the spam in #modio-feed
Only the client can see it.
Doesn't replicate to clients.
Well, "Approved" is still... you guys.
Where are the instructions on how to add the mods?
I've asked the devs that, no response so far. It should be verified imo.
I use Fab Molly. I know the color changes only apply to clients.
I'm just talking about the station.
yeah, devs haven't got back to me yet
there's a menu build into the experimental version's escape menu
it's labelled modding
OH, I guess I Miss-understood that
I don't see why "approved" is an issue anyway. You can still earn progression with it.
Launch game, press ESC in the Space Rig, find the Modding tab there. Should be straightforward from there.
You could make it replicate to clients using sams trick, if it ends up being approved and all that.
gotcha, I miss understood that. I thought that might be for mods you already aded
I'll check it out
thanks
The station or the material changes?
how to install these mods
With approved mods all players joining will auto-download the same mods as the host. This isn't ideal for cosmetic mods.
The station, but you might be able to do both actually.
Clients can only use approved mods that the host has installed.
This is true, but so far I don't think Molly has any other cosmetic mods and it causes no changes until you use the station to modify her.
So you're forced to host just to use a cosmetic mod
It worked just fine as a client if the host didn't have it before, why do we have to go through loops now...
Right it should be a verified mod.
Nothing from Fab Molly shows up for anyone but the mod user, not the cabinet or garage or whatever.
is 34.5 already out?
Ah, yeah, I see what you guys are getting at.
it's in experimental
Sooo.. question.
Hmm. But the station wouldn't be intractable. I think pestering the devs is a better option here. 
to install mods I need to use the experimental version?
So when I'm standing on the cabinet with people who don't have the mod installed, they'll just see me floating in the air.
Excellent.
yeah
it's only on the experimental branch so yes
the fact that i saw a mod that replaces 2 statues with statues of rick may made me want to smile ngl.
It'd be easy to make it replicate but that is just unnecessary.
- Is Nexus mods a good source for mods here, or is there a better location, and
- are there any, what most would consider ** or very strongly recommended?
drg.mod.io is the official place
(required), dono why it deleted that.
nexus isn't really used, use mod.io instead
I'm pretty certain that Nexus Mods is unusable now if you want to play on anything other than sandbox.
understood
I should probably go edit my mods on there . .
since mods are supported, does that mean you can still progress with them?
there's a modding menu inside the game for easy install, so just get on the experimental version and you can do it from there
read the patch notes that loan ranger linked you
Depending on their category, yes.
Which are explained in detail in #changelist-only-for-experimental-branch
k
or in the pinned messages here
Verified/Approved: have progression.
Sandbox: no but feel free to yolo with every mod there.
ooohh pinned messages
I suggest reading the steam announcement, it explains the categories well.
Time to go work on Support Pods since my other stuff is gone.
Also, why are "buy 1 beer ingredient for 10k credits" mods in Sandbox? It's not like they allow you to cheat your way through unlocking beer licenses.
because it changes the loop of getting a certain item to get the beer
it makes sense
it would destabilize the beer economy
This doesnt cheat resources, it far more costly buying an ingredient. This mod should be in Approved.
beer ingredients probably should be added to the resource trading
Think about how much effort it takes to earn 10k gold....
2 quick Haz 5 missions, give or take.
Its likely an error with the approver, ill tag it in drg modding.
The only reason I didn't use support pods previously is because I couldn't customize the controls for calling certain pods in the last version and the default numbers conflict with my weird control setup.
Either that or I just couldn't figure out how to change the controls from in-game.
Niiice.. cant wait to dig into the mods. Though i dont see a way to filter out the sandbox ones.
you can filter by category
aand it was me missing it! thanks π
Yeah, Mod.io could use a better UI. That filter option is hidden by default, you have to click on Approval Category to expand it and see the options.
is this all bout mods then?
Finally I can openly talk about mods rather than hint at them
well i'm out then, enjoy the mods, but this will never bring "me" joy, adios
buh bye!
Starship Troopers mod hype!
oh ty
Think you are jumping to conclusions too quick but okay
?
Indeed XD And Fabulous Molly too, must have
is there a mod for more pickaxe parts?
It hasn't been categorized as "verified" though, only "approved" so you will have to host your games to use it, or join servers that have it installed
i hope so
darn
@river zephyr that's fine by me lol
also the starship trooper mod is amazing
I love it
makes haz5 playable
Well haz 5 is already playable... but yes, starship troopers is a good one
I think it makes the bugs too soft I prefer just increasing spawns
it just makes it so haz4 resistances show up in haz5 + increase spawncap
that way haz5 doesnt feel so bullet spongy
Haz5 health feels just right to me
same
to each their own
Its the balance measuring stick all builds must meet
Yeah to each their own. Haz 5 is fine to me
at least we have those options now
Yes
I think my issue is that haz5 seems like the bugs have too much health for how much dmg they do
I will hop into starship troopers servers when no other ones have spots or are up over going to vanilla haz5
Gotta push your self to run and jump more to keep away
Yeah haz 5 is just a learning curve thing. You'll get there
I mean I have 1k hours in the game. I CAN do haz5 without too much extra effort. but I don't enjoy the game as much
To anyone who's dug into the modding API, are there tools available to make a perk system rework?
i would recommend joining the drg modding discord
I think Haz5 values are fine with vanilla spawns, but Starship Troopers just leans in the direction of making the spawns way crazier for that Haz level, so I think keeping the Haz5 values in addition to all those changes to the spawns would be far too much. While still winnable, it would need higher rewards to feel appropriate at that point.
Okay I can get that, sorry if I sounded rude
Your good @solid bronze I'm not stressed π Just letting you know 
only thing hard about hazard 5 is slashers
there should be a pinned link to the modding discord in this channel if the invite is open
trijaws can be a pain in the ass as well
Facts.
The priority targets
time to start using debuffs
could it be possible to have the gun models be like the ones in classic doom? where they are centered on the screen?
Yeah, shooting at the right thing first is very important in this game. I love that about it.
It gets the same treatment as every other community server. When the update goes live it'll very likely be posted in #fan-communities
macteras can be stunned/scared/frozen
If it doesnt exist yet I am sure it could
its all fun and games until your at base revival health and a slasher stuns you
slashers have lots of vulnerabilities
I always go damage on the power attack on everyone for the surprise slasher
what about when theres multiple
double jumbo shells to the face if im feeling a bit angry
finally
there's one thing that's called AoE
Just use Dash and laugh in their faces.
bearded bugs is probably my favorite thing
I mean... it's very unlikely if you have headphones
what if every bug was a slasher
rj250 away
do slashers even make a distinctive noise
If they dont that wouldnt be a bad idea
I can hear even exploders make noises
well obviously exploders do
and definitely slashers step much louder than those exploders
i dont recall slasher having a noise that catches your attention
it gets better, they turn into balloons when killed if physics is enabled
i have never heard that or tested that
I hear the other bugs but i dont notice if slashers have a particular scream or scuttle cause there is always so many grunts
yeah
that's amazing, but I'll stick with regular lol
Anyone know how to fix this? me and my friend installed mods but i get this when i try to join him
i doubt your gonna hear a slasher when your fighting a haz 5 wave
Getting a little off track, no? This has nothing to do with mods
we were talking about being at base revival health
they are scary on haz 5
and them stunning you
read the convo first before you join it
totally fair! I wouldn't use it normally either tbh, it's just a good laugh every now and then
Were your mods installed through mod.io or did you just throw some paks into the game files?
mod io
mods in the pak folder just dont work
the text tells you what to do. you need to swap to an non-sandbox save using the save menu in options and disable all mods labelled sandbox
on haz5 the worst enemy on low hp I'm scared of is Radioactive Praetorian which AoE is just... disgusting
just says deprecated
compared to that slasher is nothing
yeah that is crazy but thats only one biome
they technically still work, but get auto-labelled as sandbox
i do not remember the last time i went to radioactive
i dont even remember the biome name
On haz6 I also fear macteras sniping me in the air smh
when I try to jump between enemies
slasher stun + trijaw is fun
Is modio up and running already?
ye
@neon cairn@vivid furnace If your discussion about Slashers is going to continue, please take it to #drg-chat or DMs.
you can stun tri-jaw and slasher as well
Does it just put the .pak files in there for you?
Doctor, I just mentioned haz6 lol
On the context of Slashers
thank you whoever you are
kind of, the files are put in a different location
are they compatible with old .paks or do I have to update at some point
C:\Users\Public\mod.io\2475\mods is the default location iirc
it really depends on the mod, ideally you'd want to delete everything in your paks folder (except the game's main pak file) and sub to the mod on mod.io instead. Otherwise you'll be limited to the sandbox.
Okay ty for the answer, I just wanted to be lazy for my weapon skin mods but I will do the small work
@solid bronze you're obligated to make your namesake a mod if you haven't already
It should be base game if RJ250 is going to take the ammo OCs lunch money like that
there was a mod that gave the pgl a clip size of 4 or something, not sure if it's up on mod.io yet
CVO gives 3 ammo capacity for PGL baseline
this does not change your obligation
PGL clipsize, that is.
ah that's the mod, nice
can be boosted to 6 ammo/magazine
gotta learn to code now lol
You don't need to learn coding in order to make small changes like clipsize/ammo etc.
Just gotta find the right variable
And if the code has enough comments and stuff it may not be too hard I assume
It's not coded in. It's literally a single variable within the WPN file. Finding it isn't difficult either if you have tools.
It's essentially bin editing
Oh its just right there
hey
so
i dont think my game have the mods folder
should i just create one on FSD
you don't
you only need to sub to mods on mod.io, the game handles everything else for you (hopefully)
i am going to replace every gunshot sound with the bang bang bang from the kitchen gun skit and you cant stop me
excellent idea
https://modworkshop.net/mod/17982 ive done it before for payday 2 and that was hilarious
Mmm, yes, modding.
Now we wait for the female dwarfs mod
i doubt that will be a long wait lol unless you count the swimsuit mod i see.
Swimsuit mod's definitely a good pick while we wait
im excited for maps and gamemode mods
the first thing i see when i check on that server after a while
animugirl replacers for the bugs

you know full well someone is going to make that
Lootbugs with anime girl wigs.
And big eyelashes.
oh gawd
bang steve to restore health 
Wait
This means we can have a lootbug pet back on the ship!
Mods look cool can't wait to play
Not seeing the Twitch integration mod. Wonder if that will appear lol.
i figured as much. Saw that mod in action a few times.. thats.. a good way to encourage subs and such.
by making it waay harder on yourself
I made a mod to pet everything a while back.
i need it
if there is a mod that can make the gun models position like this permanently i will play this game until the end of time#
There is its not public yet as far as im aware
guess i need to learn unreal engine then lol
Someone needs to make a mod that adds a radioactive bulk detonator into the game, like the crass detonator but it spawns volatile uranium instead. Or just make it turn half of the cave into a crater
"Likewise, other players will automatically download the mods active in your game when joining."
I'm so happy this is a thing
No more bugs that come with haz 6+
Players couldn't repair dotty in my games but it was changed when people had the mod clientside
This should fix it
Why I think dependencies should be integrated directly with the mod, but I digress
I mean, yeah, but we'd have to solve version conflicts. It's just easier for mod devs to keep stuff separate.
Β―_(γ)_/Β―
Man, I've got a million dollar idea
sell it
Make a channel for requesting mods.
You funnel all the discussion from here that's actually just "there should be a mod that X" into its own fenced off area, and
and
You make #suggestions-regulars obsolete because all the people requesting features from the devs will get told in #suggestion-discussion "that sounds like a mod, go ask there". And without #suggestions-regulars , #suggestion-discussion will lose its purpose too.
Create one channel, delete two.
I cannot express how happy I am with these mods and the modding support
I'm being sarcastic and facetious, if the text doesn't carry
you jest, but we'll probably end up needing a #mod-suggestion channel
for containment alone
We have a mod suggestion channel in the modding server, so whenever they allow us to link it . .
definitely containment
ive been in there for a bit
its a great server idk why its not in #fan-communities
at least
Somehow the biggest unofficial-ish DRG server, lol.
yeeeeeeeeeeeah
cuz memes
No
Mod Idea: loot bug has a % chance of being a nuke when you shoot it
Kamikaze loot-bugs
Mod that allows us to pet bosco and molly
Hi, quick question: Is there anything like an API/global overview of functions etc? (Something like this, it's the API for the Source engine https://sourcemod.dev/#/ )
Hmm alright, might be something worthwhile to look into setting up
Scout.Weapon.M1K.setDamage(69,420);
It'd be a pretty huge project to do this though. But Dwarves stand strong united so we might just pull it off :)
if im not mistaken i think the mod support update just brings modio integration to the game for automation of mod installation
Ah fair, so just player side stuff for now
dont think a modding api other than the game's code exists
Here's my recommendation after observing many different modding projects over the years. Start small with something manageable then work your way up over time. Don't immediately jump to the large project, you'll never finish it.
Yeah exactly, get the base done first
correct
so i cant join someone its saying that i have mods i need to delete but i dont have them and im losing my sanity
marked lobbies, mod browsing, etc.
are you subscribed to any mods that are marked as "sandbox"?
have you tried switching save? if/when you're using a sandboxed mod, the game requires you to make a new save file
alrighty then 
how do I install mods?
esc menu -> modding -> install mods button
where do I go from there though
from there you can sub to mods, and they should get downloaded automatically
then you click on the mod you want, and subscribe
I've tried subbing to them
and then you go back in your modding tab and apply the changes
it will reload your spacerig and your mods should be active
(U34.5 ISNT LIVE YET BTW)
are you in the experimental branch?
yeah
I can't, they don't install
after I sub
on the bottom of the screen it says I need to connect steam, I'm assuming that's the problem but when I click on it it doesn't bring me anywhere
yeah
have you tried turning it off and on again
one sec I think I can fix this myself
Dam the mod ui looks good π
alright yeah I got it thanks
doom soundtrack haz 5 lesgo
Would you like to get copyright sued? Because that's how you get copyright sued. Besides, we've had this discussion on the modding server before the whole thing started, and Demellion's Doom music pak was in the gray area the entire time - I'm not sure mod.io will even accept it.
to be fair it is on mod io lmao
It's distribution without a license. Mod.io is at risk.
Wait, is using copyrighted assets not okay? I read the terms of use and was a bit unclear about that.
Some of my mods just straight up replace weapon sounds with ones from other games. Should I get rid of those?
is using copyrighted assets not okay?
Do you know what "being copyrighted" means? Cause preventing others from just taking it and using it elsewhere is sorta the whole point
Then they are at risk of the copyright holders taking action against them.
Using others as an example as to what's ok isn't a good excuse. My recommendation is to create your mods using original or open source materials. Closed source materials if you have explicit permission to do so.
had a similar issue with payday 2 mods when they got big, what happened there was modworkshop.net had admins/bots approve all new mods before they were hosted
Unfortunately, what others do is one of the only sources of information I have. There's the TOS, but I can't read legalese at all.
Besides asking here, that is.
hello, how does one set up the twitch thingy
Thereβs a guide in #viewer-interactivity on the DRG Modding Discord. (Not here yet)
why do people keep telling me its a thing and then suddenly everyone in the discord says its not avaliable yet
strange
Maybe its very new?
It has been around for a long time, but modio is the new and only way to use mods without getting sandboxed.
Sorry, by βnot here yetβ I mean thereβs no guide yet in the official discord for it. Official mod support hit the experimental branch today, so youβre likely to get some mixed or confusing messages if you chose right now to ask. π
makes sense
thank you all for the clarification
β€οΈ
so in other words I cant use it? Or i gotta download it from this "modio?"
sooo i have a mod and the games saying i dont have it and if i see if i do by checking thro it, it saying i do have it
If you can wait a week, Iβd wait. Anything you set up now will likely have to be redone when 34.5 launches
ok thank you
Any of yall have recommended reading material for learning to mod drg? I wanna make a tiny mod where the flashlight doesn't light up your 1st person arms & equipment. I like seeing the environmental lighting play of my viewmodel, but I want to keep my flashlight on.
I recommend going in the drg modding server for more specific help for crafting mods
ah, didnt know there was a dedicated server for that
its unofficial
ty for the info.
somebody please make a mod to make the drilldozer stop crying
there is one already
that one mutes the vampire effect sound and betc's screaming when she needs repair
It also mutes the Drilldozer sounds, so you get 3 in 1. All those have been requested by streamers I know at some point, so I just made a single pak.
Would be fairly simple to do, I did it before when working on Laser Sight.
That gives me hope. Its such an inconsequential thing that bugs me
I looked at the CVO balance notes
Gotta say I really appreciate that doc with all the rationale for the various changes in CVO. Really looking forward to trying all those.
Really? Persistent plasma needed a nerf?
@jaunty zenith make sure you have the dependencies for fabulous molly downloaded as well
it was the best u34 TCF build btw
It was still pretty meh overall in terms of damage
maybe because you shouldn't use it as a primary source of damage?
I know
Itβs more of a βless bugs will make it through this holeβ tool
But i always thought it was a bit weak even at that
Especially because no weapon mods seem to affect it
it's "kill 10 grunts with TCF and injure following 15 in a next x seconds"
What if I donβt want to run TCF?
TCF=EPC
I really like plasma burn, and I wish persistent plasma worked better with more things.
The whole point of persistent plasma is that TCF-explosion causes it. It's literally the only way to directly improve already the strongest mod and mechanic DRG ever seen.
and since the downside doesnt affect the damage of tcf, it is in fact a straight upgrade
its a fair change
while persistent plasma is agreeably not a direct upgrade in the case of normal charge shots, it has no effect on tcf explosions or any other part of the weapon
reading through it though its not like persistent plasma was even changed
it was just tcf that was nerfed
could have nerfed TCF instead of nerfing an already niche OC, no ?
thats the thing im not seeing a direct explanation for nerfing persistent plasma?
maybe i need to check the smaller patch notes
because im not seeing any reasoning after the tcf nerf
my assumption is that its kept in the faith that the tcf nerfs presented mean it isnt an issue
I don't now if the balance mod nerfed TCF but from what's been said, it doesn't sound like it, otherwise why nerf persistent plasma
TCF is nerfed too
alrighty then π
what im reading is that the damage type was changed to disintegrate, reduced fire damage, and the heat per charge and normal shot reduction was moved to plasma burn
what is the persistent plasma change, then
PP relatively became stronger after our TCF nerfs
I can understand that
anyway, I know I'm not going to play that mod so I'm out of this conversation. I mostly wanted to understand the change behind it.
have fun people π
ye
π
Why can't I see Modding menu in the ESC screen?
Not everything got an explanation because all changes accumulated for a very big amount of time. As an example, all the TCF work was done in june
are you definitely on the experimental build?
that's fair
It's really hard to reproduce all conversations and arguments behind them
i presume the actually full list is in the shorter patch notes
so ill check there for changes i missed
I'm afraid I didn't fully understand this modding stuff. What is the experimental build? Some kind of test build?
check the pins in #experimental-discussions
yeah, so it's a public test build
Thank you guys
Does progression carry over to the main branch from the beta branch?
Only using non sandbox mods
save files are separate on the live/experimental builds