We are getting ready for the 1.0 launch coming up soon, and one of the things on our “to-do list” is to get out the kickstarter pets pack which was promised so long ago in the time of old (only if you backed with 15$ or more). With that in mind, we have just activated the mod on Humble Bundle for people to download and try out. We will be making a real announcement post a bit later - this post is just to ask if you Discourse folks would be kind enough to try out the download early and make sure you can install it properly and that everything is working. If you folks could post any issues you are seeing with this mod (if any), we would appreciate it : D.
To test this mod: Once you get into the game you should see an option to “Include a random exotic pet” on the “Select starting resources” page as below. Just make sure the check mark is clicked and you should be good to go. Be wary - some of the pets require food that isn’t so easy to maintain, so it can be a little rougher on the outset of creating your new community while all of your hearthlings sacrifice food to keep your special pet alive ; ).
At first - for all they search it - you will find it in your library as an own Pack. There you will find an Smod, which you can download and add to the modfolder in your gamefolder.
no problems here, but I would like to see an indication of which pet you are starting with, depending on starting race and biome it can be exceedingly hard to keep some of the pets alive.
Understandable, but sadly this is how it will stay : /. It is a bit more of a challenge at times, but at least we were able to get in the buff that says what things the animal eats. Thank you for checking for us : D
My friend and I are playing together and I have the pet pack as a backer but he does not. The game will not allow him to join if I have the pack enabled. I’m assuming this is because it’s considered a mod and we would have to have the same mods to play together…
I wonder if it has to do with the fact that it is a local mod, as opposed to a workshop mod.
But still, if it has the client_only flag it should work, just like debugtools.
If it still shows even as a workshop mod, then the client_only flag might have broken.
Correct, client_only doesn’t work in a very useful or expected way. Every mod the server has running, including client_only mods, is forced to be enabled on clients joining. This includes the debug_tools mod. If you have these mods, the server will force-enable them if you had them disabled. The only thing client_only works for is the client having extra mods that the server doesn’t have.