Just thought I’d make a list of the stuff that I think is needed to mod in the game… that I can’t really do right now until you expose more into the devkit.
Complete dino and tamed dino stats overhaul. Specifically, to balance out the game and make high level wild dinos dangerous to even the highest level characters and tamed dinos.
UPDATE: This can be achieved by clicking the tab Defaults > Components at the top right of the (dinoname)_Character_BP (and similar) blueprints. Either drag/drop from your mod folder, or click “Add Component”. Thanks Azrael.
Add new dino variants, like an alpha male stego or a bull t-rex. I just can’t see how we can reference (mynewdino)_Character_BP blueprints outside of NPC remapping… and I don’t want to have to eliminate an existing vanilla dino.
UPDATE: This is now possible: see https://forums.unrealengine.com/showthread.php?76699-HOWTO-Add-new-dinosaur-variants-(in-progress)
Add the ability to change the source of existing sound cues in the PrimalGameData_BP model (in addition to combat music that is already in there). So we can change sound/music played during sunrise/sunset/midday transitions.
A mechanism to reduce the spawn of crystal and obsidian outside of mines/caves. … without having to fiddle with actual level maps. To clarify: the easy access of crystal/obsidian etc on the surface pushes cave exploration to a late game activity, instead of making it integral to the mid levels of the game as well. By allow server admins to generically reduce surface spawns (without having to learn out to edit maps), they can control the game experience much easier.
The ability to add structures to target lists of wild dinos. For example, medium carnivores and above would destroy on site any thatch or wood structures. The problem statement is the zillions of thatch/wood huts that dotted the landscape with impunity in what should be dangerous areas.
The ability to add XP loss (as a percentage of total XP) on player death. e.g. a less extreme of hard core mode that still heavily penalizes the player for mistakes but doesn’t brutalize them due to crashes/disconnects by taking ownership/engrams away.
The ability to reference PrimalInventory blueprints. For example, if you add say “Oil” as a potential fuel source to a new “My Standing Torch” item, the EngramEntry_MyStandingTorch->PrimalItemStructure_MyStandingTorch->MyStandingTorch->StructurePlacer blueprints etc. are all reference-able. However, in-game when you access the it, it will be called “Standing Torch” as it always uses the vanilla, non-referenable PrimalInventory_BP_StandingTorch blueprint… which has its own description and remote add item fields that will never match MyStandingTorch.
– StandingTorch blueprint (and other blueprints that can be remote used) needs the reference to the right inventory exposed, e.g. StandingTorch → PrimalInventoryBP_StandingTorch
UPDATE: Apparently possible per 1) above… doing some testing now
P.S. Thanks for all your rapid responses and engagement with the community… whilst you guys probably get a tonne of abuse from dumb, entitled players during early access… I’m fairly certain that the vast majority of the player bases knows you are doing a stellar job they just forget its EA sometimes because it’s so **** playable and fun.