Yohohoho! You heard that right fellow chemists; modding! I know this patch was supposed to be only about introducing the sandbox mode but as I was working on it some demon appeared after which I instantly traded my soul for having Star Wars given back to Lucas and for figuring out how to make the game moddable; and here we are! Waaaait a minute...
First off, a proper changelog:
Changelog
- Sandbox Mode
It is here as you requested!
- Unlimited money
- All contracts unlocked
- Access to many of the internal game parameters through the toggle UI
- Access to misc. parameters such as the length of a day
- Create your own difficulty and play at your own pace! These parameters can be assigned to presets which can be loaded and saved later on
- Use your custom difficulty presets the next time you're starting a new game
- Share your difficulties! The custom presets are assigned to save files so they can freely be shared between any fellow chemists.
- There are still lots of things that I can expose to the sandbox menu. Let me know what you'd like to see added to the list and I'll look into it!
- Modding!
This is right now a very primitive idea that I had that I wanted to test out. It will be buggy beyond your wildest dreams but it is a beginning!- Right now you can add new or change the existing of
- Contracts
- Companies
- Expenses
- Resources
- Loans
- Renown levels
- Traits
- Properties
- Events are not moddable yet but I've already got a few theories on how to add them to the list.
- An actual workshop support will come later, perhaps in a couple of patches, when the system is running smooth
- This is a VERY primitive method right now. I will make it much more smooth as per your feedback and may even end up releasing a separate tool with a GUI
- Mods that use game.ini override the difficulty right now. If a mod is enabled that has its own game.ini, that means that your chosen difficulty will not matter.
- I will need A LOT of feedback on this. Will open up a separate sub-forum for it.
- There is a Mods folder under "\Steam\SteamApps\common\The Chemist\Chemist" , that's where the magic happens. I've written down some basic instructions there but it may take some time till I can ready up an actual documentation about how everything works so till then feel free to ask me all your questions on the modding discussions
- Technically, you have access to all the game content meaning that you should be able to rewrite it all and create a whole new setting
- Right now you can add new or change the existing of
- Minor additions
- 2560*1440 resolution support
- Some 10ish contracts
- Bug fixes
- In the basement, between the table and the entrance there was a field where flasks were not being pickable and collision was bugged
- Some resources were missing descriptions
- A couple of contracts did not have a name
- The pouring indicator was not showing up for some people. I have no means of replicating this on my end so we'll have to see whether this fix actually fixes it
- Coffee machine sometimes had an indicator like a flask
- Some plastic bottles still made continous sound
- A couple of trash items were not being registered as trash
-end of changelog
There are some bugs that I couldn't fix for this patch, most of them reported by our humble community's beloved TōkËtin . He also had some great ideas such as a daily needs system (food, toilet, water etc.), text typing much like drawing on the whiteboard, toggle-able highlighting of flasks, usable microscobe and so on.
I am also aware and am noting down all your requests such as a storage system for flasks and usable water sink. I realize these (and a few more) features have been asked a lot but the thing is that I am one mediocre coder in over my head trying to tackle all this!
A few words on the sandbox mode
There's almost no limit to the parameters I can expose there from the rain frequency to the coffee MLs. I'll sticky a post for this where you can make requests on what I should be adding to the list.
A few words on modding
Wow!
