Craft The World

Craft The World

Improvement Mod from Pete
87 Comments
浅茶咖啡柠檬香 24 Jul @ 6:47am 
减轻难度,加强矮人,削弱敌人。
bullets_o_candy 3 May @ 9:32pm 
Please update you Beauty! :beeped:
Radcliff 28 Dec, 2024 @ 8:23am 
Things in this mod that i know for sure are not working: No hatch at start, Wide property on blocks is not reset (beds are still 3 wide even with mod installed and running), Coal recipe still requires dirt.
The one thing that MIGHT be working: the portal mechanic. I have not had any beholders in a few hours of game play. I have, however, gotten zombies and big zombies,
I cannot speak to the increased drop rates or speed increases and things of that nature, because honestly even if they were working I wouldn't notice them any way. Things like this have to be HUGE increase for me to notice a difference. I am not good at noticing little changes in things.
I also i have not noticed an increase in my male dwarf size or a change to any genders hair colors or beard colors or appearences.
The extra recipes the mod mentioned it adds i have not noticed in my game either.
The Viral Divinity 10 Oct, 2024 @ 5:10am 
man if only this was still up to date
[GMG] Goshua 12 Feb, 2024 @ 7:58am 
It would be nice to see an update :)
CelticAngel 13 Oct, 2023 @ 9:53am 
@Antalii I think it kinda sorta mostly works, but it has some issues. For example, when buying items from the shop that you have never had before, they do not show up as new items in your stockpile. Additionally your dwarves can be equipped with the mithril axe and pickaxe, but they will behave as though they have nothing equipped and will take forever to mine simple wooden walls in lonely mountain. Things like that. I have not tested my dwarves with portals yet, but if it doesn't work I will load and unload it as needed to get my goal.
Ant 11 Jul, 2023 @ 9:28am 
Does this work?
mantxi 22 Jan, 2022 @ 8:13am 
感谢,把我想要的东西做出来了
Awol 23 Sep, 2021 @ 11:59pm 
This used to work great, now I've noticed that when I use this mod, my dwarves will not use portals. RIP this excellent mod.
The Lady Laydralae 13 Jan, 2021 @ 4:46pm 
this mod is likely abandoned, someone else ought to take over.
FlyingGekko 13 Jan, 2021 @ 3:38am 
Does anyone know if any parts of this mod is still working? ... This seems like it could be such an awesome mod! (I know nothing about modding, so no idea how one updates them or anything)
Koru 20 Oct, 2020 @ 11:59am 
Does not seem to work.
robgw3 17 Oct, 2020 @ 2:28am 
This doesn't seem to be working, at the very least the invasion part isn't because the very first invasion I faced after loading the mod had both beholders and giants. I cant really tell if the dwarfs carry more or not because I cant tell how much they are carrying...
罗密欧与猪过夜 18 Aug, 2020 @ 5:51am 
nice
Grim Rhetoric 7 Jul, 2020 @ 9:23pm 
Automatic rest threshold is definitely not at 60% with this mod running. Please look into this . . . Maybe add a slider for rest threshold in the Custom behavior dialog?
pieterisme 27 Mar, 2020 @ 1:49am 
Is this working? Game version 1.7.002. The mod is installed and enabled via workshop but doesn't seem to work.. compared to non workshop version seems to have many less files?
Royal Raven 25 Jan, 2020 @ 9:28pm 
Is this working? isochronous stated there were some issues with latest patch.
isochronous 8 Jan, 2020 @ 7:04am 
Rather than continue to spam your comments with updates, I just started a discussion thread instead where I've collected all of the possibly unintended differences between your XML mods and the game files.
isochronous 7 Jan, 2020 @ 8:51pm 
Sorry, looks like the pak="" thing isn't on all the blocks, just the beds (so far as I've checked). Going to keep digging into things a little, see if I can get anything working myself.
isochronous 7 Jan, 2020 @ 9:15am 
For anyone else wondering what Come Back was saying, he just translated the description for this mod to Chinese.
isochronous 7 Jan, 2020 @ 9:12am 
It appears to me as if MOST things are not working in the latest patch. The only thing that seems as if it is working is the faster leveling for our dwarves... though it's possible some of the other dwarf tweaks are there as well, it's just harder to tell.

Looking at the XML myself, the only difference I see between the vanilla game files and your own (aside from the replace="merge" and removing the wide property) is that the vanilla game files have a `pak=""` attribute on the block entries, while yours does not. Maybe adding that is all that should be necessary to fix things? I certainly can't find any other difference.

And @Come Back, it would help if you posted in English.
Come Back 22 Dec, 2019 @ 11:27pm 
绵羊可以掉落额外的羊毛(50%为+1,25%为+2)和有肉掉落差异(50%为+1,而不是总是+1)。
野猪和雪龟有皮革掉落的差异(50%几率为+1,25%几率为+2,而不是总是+1)。
蜘蛛能掉落泥土(25%)和蜘蛛网(50%)。
僵尸可以掉落煤炭(20%)和铁(10%)。
膨胀的僵尸可以掉落煤(x2 60%)、铁(25%)、银(x2 10%)和金(2%)。
骷髅可以掉落煤炭(10%)、树根(5%)、石头(20%)和黄金(3%)。
骷髅骑士可以掉落煤炭(20%)、树根(10%)、石头(40%)、黄金(6%)和秘银(2%)。
幽灵(骚扰你的存储)可以降低秘银(0.1%)。
雪人会掉更多的脂油。
魔法爆炸的魔法消耗从20点降低到10点
Come Back 22 Dec, 2019 @ 11:27pm 
种植的小麦可以直接替换,而无需等待它们先完成整个生长周期。
制作粘土的默认配方现在是5而不是2。
制造种子的默认配方现在产生5个而不是2个。
制造煤炭的默认配方不再需要泥土。
一个配方,结合一个粉红水晶,金元宝,和秘银元宝生产一些神奇的靴子已经加入。
添加了一个将2个铁结合起来产生6根针的配方。
所有可以掉落武器或装备的怪物(来自基础游戏)现在有更大的几率掉落这些装备。
入侵部落只会有骷髅、骷髅骑士和石像鬼;没有僵尸、眼魔或巨人。可以产卵的石像鬼数量已经减少。
蛞蝓有非常小的机会掉落宝石(1%)和秘银(0.1%)。
甲虫会掉落泥土(10%)和沙子(25%)。
鸡会掉石头(50%)。
Come Back 22 Dec, 2019 @ 11:26pm 
皮特的改进Mod版本28 (2019-09-22)
这个mod通过调整整个世界的工艺来提高游戏的质量。矮人速度更快,可以携带更多的东西,游戏中所有的公共资源都是可再生的,入侵部落的力量也没有那么强大,所以生存能力得到了提高。
改变:
游戏开始在你的库存木舱口(但不是食谱解锁,以工艺他们)。
矮人的基础运载能力从3增加到4。
矮人升级速度更快(特别是2-6级)。
矮人的移动速度在行走时快20%,爬墙时快75%,爬梯子时快100%。
矮人自动休息阈值由40%改为60%。
男性矮人略大(15%)
男矮人现在可以衍生出额外的毛发颜色(包括胡子、眉毛等):黑色、灰色、白色
女矮人现在可以产生额外的头发颜色:黑色,粉红色,紫色,蓝色,绿色
所有带有宽属性设置的块都被更新了,所以它们不再宽了,包括床、沙发、雕像、储物柜和其他可替换的物体。
Jak_Talion 11 Dec, 2019 @ 6:37pm 
Chickens have stones in their gizzards. Its what grinds their food for them to digest it.:steamfacepalm:
Mean.Cloud  [author] 26 Nov, 2019 @ 1:09pm 
Because stone is otherwise non-renewable (or wasn't years ago when I first made this mod, not sure now -- I haven't played CtW in forever). Figured they got pebbles stuck in their claws, but honestly realism wasn't important in making a renewable resource mod.
JustJinxed 25 Nov, 2019 @ 5:01am 
Can someone explain the logic of this: "Chickens can drop stone (50%)."
um, why, and why such a high chance? I can't fathom why a chicken would go around carrying stone =D
Public_Enema 18 Nov, 2019 @ 6:22am 
The monster portal seems to spawn vanilla numbers. It amps up as time goes by so I'm assuming that's vanilla?
Nexeques 18 Nov, 2019 @ 12:48am 
I'm new to the game, so i don't even know which parts - but since I couldn't see the hatch, I assumed the mod on the whole?

I have about 36-37 hours in it but the first 35 were during early Early Access.

More recently, I found the base game is too difficult/annoying when it spawns goblins to fight, at least early on.
My dwarves then waste minutes of time mostly running around/running away - and that was with equipping them with the best hat, weapon, tools & maybe armour, that I could craft up to that point.
Mean.Cloud  [author] 17 Nov, 2019 @ 11:27am 
Nobody's mentioned what part isn't working. It's unfortunate that every time they patch (which is frequent), it breaks mod functionality -- the point of the workshop was to prevent that from being a regular occurrence.
Ark 16 Nov, 2019 @ 10:19pm 
So much hoping for update ( I especially hope for a stripped down version of the mod with all the buns except the weakening of the waves )
Public_Enema 12 Nov, 2019 @ 2:28am 
It seems to not work with the latest patch. Hoping for an update...
Nexeques 11 Nov, 2019 @ 10:54pm 
I would also love to know if/when this mod is fixed, please :) :)
Kendrid 28 Oct, 2019 @ 10:27pm 
I really hope this mod gets updated. It has a lot of things I would have loved to see happen. The biggest QoL thing I was looking forward to was no more "Wide" blocks. Such a simple thing. ;_;
Skrymaster 9 Oct, 2019 @ 10:05am 
Nowadays there's so many tools to deal with invasions it's not even funny. On hard difficulty, once player reaches silverworking and engineering (which shouldn't take too long), can place catapults on their house, 3 on each side of the roof. Those things WRECK hordes of mobs, AOE massive damage. The only time a player couldn't keep up and survive with the mobs is if they don't properly prepare for the first 1-2 waves, or if they don't use the tools available to them for base defense (brick/steel walls, catapults, turrets, stone loopholes(those things actually reduce dwarf received damage if dwarves are behind them when fighting). The only problematic mob that should be taken out ASAP are the trolls, those can instadestroy wall segments when they catapult zombies.
Mean.Cloud  [author] 9 Oct, 2019 @ 8:41am 
@Ondrugs: as described in the summary -- "and the invasion hordes aren't nearly as strong so survivability is improved". This lets the player turn the single player campaign into a sandbox mode, finishing (or not, if they choose) at their leisure. That's the intent of the mod -- make sure that there are no finite resources or invasions so powerful that it's impossible to continue. The base game is (or at least used to be 5 years ago when I began this mod) very unforgiving with escalating horde strength after you play an extended time.
Ondrugs 9 Oct, 2019 @ 3:50am 
sounds nice,... except of making the game easier? "The invasion horde will only contain skeletons, skeleton knights, and gargoyles; no zombies, beholders, or giants. The number of gargoyles that can spawn has been reduced."
Mean.Cloud  [author] 4 Oct, 2019 @ 11:48am 
Perhaps one of the recent updates changed how mods get applied. I'll have to re-bundle a new version and update it.
Skrymaster 4 Oct, 2019 @ 8:42am 
I can confirm it doesn't seem to work, I've installed it, only mod I got, fresh install, got sisters in arms and the abandoned mineshafts, no other dlcs, and it doesn't work. My dwarves still gather up to 3 resources without backpack, no hatch, same xp rates
Wayne B 4 Oct, 2019 @ 6:18am 
Scrap my last comment - realised that I added the wood trapdoor to the default game files when testing earlier, so still cant get this mod to load either.
Wayne B 4 Oct, 2019 @ 5:59am 
@KinkyAzianKitty @sleep-not
I've been digging around in the mod files and noticed an error in the game start up log that was unable to find 'cell_bone'. Looks like there is a recipe for a bone cell (monster cage) that is broken. I removed references to that from the tech tree and recipes and the mod now seems to load. I now get the wooden trapdoor, however from looking at the XP requirements for levels, I'm not sure if it is still working correctly, as I need 500XP for lvl 3 as opposed to the 200 specified in the mod files. Don't know if this is because the mod only specfies up to 20 levels or not - will keep looking and see if I can find other areas to prove or disprove the mod working.

KinkyAzianKitty 4 Oct, 2019 @ 12:10am 
Unfortunately having the same problem as @sleep-not.
Full game uninstall/reinstall, un- and re-subscribed to the mod and only this mod, along with a brand new save file.

Love this mod and have used it for ages, so hoping to find a fix for this soon.

Side note @Mean.Cloud: Can we download this mod outside of Steam? Would like to try manually installing it to see if that fixes anything.
Thank you for all of your hard work and for making this my favorite CtW mod.
sleep-not 3 Oct, 2019 @ 2:19pm 
@Mean.Cloud I can see I'm subscribed to the mod & it's selected in the Mods window within game. I'm using whether or not I begin the game with a wooden hatch in my inventory as a quick way to measure if the mod's working.
So far no hatch when starting a new game in campaign/ custom tech tree/ custom sandbox modes. Also tried closing the game, subscribing to the mod then opening the game & starting a new game in both campaign & custom modes with no luck. I have just subscribed to another mod & that one works so the issue's not universal to all mods.
Mean.Cloud  [author] 3 Oct, 2019 @ 10:45am 
@Skrymaster that's a good question that I don't have an answer to. I would hope the game developer would require all multiplayer participants to have the same workshop subscriptions to be on the same playing field, but I'm not sure how or if they compare mods at all. I don't have anyone in my friend's list that also plays Craft The World to test with.
Skrymaster 3 Oct, 2019 @ 6:38am 
Do mods like these impact/prevent gameplay when visiting the multiplayer "challenge worlds" when using the advanced portal? I used to play this game in the past, and the main way to get "non-renewable" materials back then was to grind a couple portal worlds over and over. If the game is modded, would that prevent me from going online multiplayer?
Mean.Cloud  [author] 2 Oct, 2019 @ 9:53pm 
You have to start a new game for mods to do their thing, did you try that?
sleep-not 2 Oct, 2019 @ 3:02pm 
Try as I might I couldn't get this mod to work. Any advice? I'm running the most recent version of CtW with Dig with Friends, Sisters in Arms & Abandoned Mines expansions, no other mods.
Mean.Cloud  [author] 24 Sep, 2019 @ 7:16am 
@Lightning Wolf Does not require any of the DLC (mod creators can tag mods requiring DLCs).
Lightning Wolf 24 Sep, 2019 @ 3:49am 
does this require the sisters dlc or any other dlc?
Bon 23 Sep, 2019 @ 4:19pm 
Привет, не появляются на гномах драконы.