New Test Beta: Modding!

I've just finished uploading new test beta 0.987b, which now supports modding! It also has a handful of fixes to issues discovered in the last build. I've also promoted the previous 0.986b test build to default build status.

The build is available to anyone who owns the beta at, or on Desura and Steam. Desura (and therefore, Groupees) users can use Desura Connect to gain access here, or even get their Steam keys and try it on Steam.

To access the test build on the official site, simply visit the beta page, and click any of the download links below the usual Windows, Mac, and Linux buttons.

Steam users can access the test build by opting into the beta for it.

IMAGE( Loading mod data file...

Updates Included in the Test Beta

Test beta 0.987b includes the following changes:

  • Modding!

Seriously, this is as much a surprise to me as it may be to you. I've been exploring different ways to bypass Flash's security limitations, but haven't had much luck. However, in the past week or two, I found a way to make the downloadable versions load external data from the file system.

It turns out that Flash's projector format will allow limited loading of local files. It has to be packaged a certain way, and I had to do some voodoo to make it work across all three platforms. However, the game now loads data from an XML text file, and images from a folder. No more flaky editing of EXE files!

"Now what?" you ask? Well, I'll have to write some documentation to help intrepid modders understand the data format. For now, though, just poke around. Some of it should be pretty intuitive.

In addition to the above:

  • Added code and condition to hide clothes/item sprites on certain creatures.
  • Changed terrain resources to drop their resources directly onto ground isntead of inside the river/marsh/etc.
  • Changed dodge/parry language to say "move" instead of "attack," since that was confusing if player didn't attack.
  • Changed sleep button to hide "unconscious" and "fallen" messages when clicked, since they confused some players.
  • Fixed pixel overlap on backpack and backpack slot graphics.
  • Fixed water appearing in Looter convo marsh option.
  • Fixed stacking bug when destination stack is in locked slot.
  • Fixed a bug that broke conversation with looter after mentioning cryo.
  • Fixed a bug that caused null pointer when encounter removes an item that degrades when used.
  • Fixed a bug that caused conditions to stick when emtpying batteries from "on" devices.
  • Fixed a bug that caused repeated warning encounters when player and opponents are both unconscious in battle.
  • Fixed typo in cryo encounter.
  • Fixed broken spy button.
  • Fixed weather icon showing moon at dusk instead of night.
  • Fixed GUI Craft Cap BG image being too zoomed in while using big layout.
  • Fixed a bug that caused prev/next crafting ingredient buttons to show tooltips when invisible.
  • Fixed DMC exile condition to expire after 1 year.

Most of these are fixes to issues discovered in 0.986b, so this should represent a more stable version of that build. I changed the way terrain resources (lakes, etc.) work, so now they just get "used" instead of containing items and requiring emptying each time. And I made a few more UI improvements.

A small list this time, but with big implications! Finally, folks can start tinkering with game data, trying ideas, and I'm excited to see what you can do with the game. Do keep me posted on the forums with any cool mods you've done or hear about!

As always, let me know what you think of the changes, and if you notice any issues with the new build!


Dragoonseal's picture


Right then, first thing's first, black long coat edit. And then and then hmmmm...

cunuck32's picture

Now that you've added modding into the game, you should start a modding section in the forums!

dcfedor's picture

I thought you might dig that, Dragoonseal :) Let me know if it works smoothly or not!

And that's a good idea, cunuck32. Perhaps I'll setup new subforums for modding when I'm back next week. I'm sure a lot of folks want to trade info, share their mods, and similar!

Dan Fedor - Founder, Blue Bottle Games

Nymall's picture

I love you so much right now. I'm so sorry I ever doubted... You, sir, have earned a lifelong fan.

Parse error: Syntax error, unexpected '$pants'...

xynkurosawa's picture

Each time I use "Strong" while scavenging the roof collapses or something other bad happens and I get nothing, even if the safety bar is green.
Thought you have already fixed it. I swear it happens too often.

Rovlad's picture

It's just random number generator thinking that you killed its parents and ravaged their still fresh corpses.
And probably ate their meat.
That happens to me too. It just happens sometimes.

Rovlad's picture

Holy fucking shit, you actually did it. I'm frankly at a loss for words right now.

Nigholith's picture

Do you think this modding solution will be permanent? I know Adobe like to regularly change their security protocols on a whim.

It's great news anyroad, I can think of an awful lot of interesting alternate designs to explore in the NeoScavenger space. Well done!

dcfedor's picture

Thanks, guys! I'm pretty excited about the modding possibilities, too!

@xynkurosawa, while it's definitely possible for the random chances to collapse a roof on a green bar, it should be uncommon. I've used "Strong" quite a bit in my testing recently, and it didn't happen at all. I'll keep an eye out for that behavior, though. Perhaps it's only in certain places?

@Nigholith, I'm thinking this modding solution will be pretty permanent. I think in the worst-case scenario, where Adobe pulls support for loading local files, I can still make builds using archived versions of the projector. (Similar to what I'm doing now to generate Linux builds.)

Dan Fedor - Founder, Blue Bottle Games

HugePinball's picture

Quite nice :)

w.a.s.d's picture

I cannot play it, it says I'm getting an Error 3202 or some number like that whenever I'm loading up the game :(

dcfedor's picture

Error 2032 means the game was not able to find the game data. Are you launching the game from within a .zip file?

Is there an XML file and img/ directory in the same directory as the game executable?

Dan Fedor - Founder, Blue Bottle Games

w.a.s.d's picture

Yes, I am launching it from a .zip file, and does the img/ directory mean I gotta launch the game within the same file as the extra images and stuff is in or no?

dcfedor's picture

The game won't work inside a zip file. It has to be extracted first. Also, the save game feature won't work if the game is launched from a temporary folder, as the save files depend on the path to the game.

For best results, I recommend extracting the zip into a folder and launching it from there. All of the files should extract into the positions they need to be to run.

Dan Fedor - Founder, Blue Bottle Games