Dungeons of Dredmor

Dungeons of Dredmor

Craftmaster Skill
Amber 1 Mar, 2014 @ 6:47pm
Depreciation?
awww thank you for the effort on this project..
any other ideas in the works?
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Showing 1-3 of 3 comments
ultima9  [developer] 2 Mar, 2014 @ 12:58am 
Depreciation just means that there's old code left in that should still work, but is no longer being referenced by new stuff. Meaning that you shouldn't count on it being there forever - when it breaks, it breaks and i will just remove it.

No problem. Did it for myself, and figured that others might enjoy it. Glad to see people trying it.

Well, i've been working on a pocket dimension mod, to go with the Craftmaster. A larger pocket dimension that has a smithy, alchemy lab, storage rooms for mats and a "cave" area to put mushrooms in, hehe. But mods that alter the core game files can't be uploaded to Steam Workshop. I might throw it up on the game's website at some point, but it is buggy and causing crashes in its current form. (Altering the game's core files means it's easy to do that, hehe) We'll see what happens to it.
Amber 2 Mar, 2014 @ 5:14am 
sounded like an awesome idea. pity it couldn't go thru workshop :(
ultima9  [developer] 5 Mar, 2014 @ 10:27am 
Yeah, i wish it could. Still, i can see the reasons why it can't - would make updating the game through steam a nightmare, as any time the game got an update any of your mods that modified the main files would completely break everything. The pocket dimension is simply one of the few "hardcoded" areas in the game, so it's not easy to mod. The normal dungeon levels are actually many "rooms" all linked together randomly each time you play, so it's easy to add new rooms to the list of possibilities without affecting anything in the core files. Not so with the pocket dimension - it always works the same way. No random rooms means you can't just add your own to the list and have it pop up next to the normal pocket dimension.
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