A Masks Actual Play podcast set in the fictional city of Moon Harbor. Hosted by @icynewyear and @thuthplaywright
// Replace IE slags with the default Pyrotech one | |
mods.immersivetweaks.Slag.replaceSlag(<immersiveengineering:material:7>, <pyrotech:slag>); | |
// Add proper slags and bloom processing for all IE ingots | |
val metals = [ | |
"Iron", "Gold", "Copper", "Aluminum", "Lead", "Silver", "Nickel", | |
"Constantan", "Electrum", "Steel", "Uranium" | |
] as String[]; |
Creating an experience is all about sculpting it with good design sense. You want to offer the player tightly designed gameplay, but also allow for lots of meaningful choices, we call this agency. Most of the examples here are geared towards open world games, with a survival element, but most of it is applicable to other games too.
Expansive gameplay is wide gameplay. It's all about creating varied gameplay through varied circumstances. There should be a wide range of mechanics to interest the player. We shouldn't force the player to do all of them, rather, it's about giving them the choice. We can accomplish this by dividing the gameplay into three layers.
F4SE: http://f4se.silverlock.org/
MCM: https://www.nexusmods.com/fallout4/mods/21497
More Armor Slots: https://www.nexusmods.com/fallout4/mods/745
Ballistic Weave Standardized: https://www.nexusmods.com/fallout4/mods/40094
Ballistic Weave Overhaul: https://www.nexusmods.com/fallout4/mods/19801
import { adt } from "./adt.js"; | |
const double = x => x * 2; | |
{ | |
// Create a value that's either Right or Left | |
const either = adt(["left", "right"]); | |
// `left` and `right` are the constructors | |
const { left, right } = either; |
import { Option } from "./option"; | |
import { Generic, TypeParams } from "typeprops"; | |
interface Functor<F> { | |
map: <T>( | |
this: Generic<F>, | |
f: (a: TypeParams<F>[0]) => T | |
) => Generic<F, [T]>; | |
} |
There's a main NPC that generates a bunch of radiant quests that not only serve to annoy and clutter up your quest log, but also makes settlements annoying to micro-manage. For most playthroughs, you want to fix this.
Lightweight fix with high compatibility: https://www.nexusmods.com/fallout4/mods/24940/?
Now, the faction he is part of, is actually a bit messy as a whole and there's a very highly rated mod to fix some of that: https://www.nexusmods.com/fallout4/mods/6443/?
- Refactor all isEqual functions to equals
- Add namespaced fantasy methods
- Write tests for the laws in Static-land
- Look at unifying List with other structures #31
- Add fold primitive to internals
Creating an experience is all about sculpting it with good design sense. You want to offer the player tightly designed gameplay, but also allow for lots of meaningful choices, we call this agency. Most of the examples here are geared towards open world games, with a survival element, but most of it is applicable to other games too.
Expansive gameplay is wide gameplay. It's all about creating varied gameplay through varied circumstances. There should be a wide range of mechanics to interest the player. We shouldn't force the player to do all of them, rather, it's about giving them the choice. We can accomplish this by dividing the gameplay into three layers.