You know the kind of changes where the suggester literally supplies code/models...

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VMan2002
Posts: 53
Joined: 05 Jun 2017, 13:43

You know the kind of changes where the suggester literally supplies code/models...

Post by VMan2002 »

...and implementing them requires minimal effort from the developer?

For blocks in this game, would .Crystal.Gbx be good for this?
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Miss
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Re: You know the kind of changes where the suggester literally supplies code/models...

Post by Miss »

I doubt it. Your "minimal effort" remark is also not entirely accurate:

1. Models need to have a certain level of quality, so there has to be effort put into assuring that quality.
2. Community-made models often don't reach this level of quality, so there either has to be effort put towards suggesting what to fix and/or fixing it themselves.

(The same counts for code, where code needs to be reviewed thoroughly as well before it can be implemented, which also takes time.)

Why don't you just embed the block in your map? Why would your block be implemented into the base game? That's kind of what custom blocks are for, isn't it?
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VMan2002
Posts: 53
Joined: 05 Jun 2017, 13:43

Re: You know the kind of changes where the suggester literally supplies code/models...

Post by VMan2002 »

Ok sure, but 2 things:

1: There isn't a way to set custom positions for clips (or, one that I know of)
2: Oops, I should have mentioned terrain because part of why I made this post
VMan2002
Posts: 53
Joined: 05 Jun 2017, 13:43

Re: You know the kind of changes where the suggester literally supplies code/models...

Post by VMan2002 »

Ok new ideas for this

1. maybe .Block.Gbx would be better
2. Something similar to what the Steam Workshop does with games like TF2 and CS:GO (allowing players to submit their own things to be implemented, and allowing votes for each thing submitted to appear higher/lower in the listing) could be implemented
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