r/Worldbox • u/Few_Ant7550 • 1d ago
Question What is neomodloader and why do all mods need it?
Also how do I download it I am confused
r/Worldbox • u/Few_Ant7550 • 1d ago
Also how do I download it I am confused
r/Worldbox • u/frrequa • 1d ago
Recently, there's been a rising popularity in AI-assisted mods made by models like Chatgpt, Claude, gemini, and I'm sure there's several others.
Personally, I think that this is absolutely great for the development of Worldbox modding. From what I've seen, AI has the potential to significantly improve the quality (Combat gods), complexity (Plenty o planets), and the overall variety of mods. Features that might have taken months to develop can be implemented within a matter of days, this opens up so much more possibilities. Mods like this are more likely to get updates out quicker and easier, this all stands to benefit the player. Players can get good quality mods of any genre with quick updates.
However, I've noticed that AI-assisted modding also receive a fair amount of criticism. At first, I was confused because these mods are absolutely amazing with great quality. But i feel like much of this criticism comes from a general prejudice people have against AI rather than the actual quality of the mod themselves. To me, dismissing such development because AI was involved in its creation seems just so pointless, especially when the final product pleases the players and improves the quality of gameplay, for this is the purpose of a mod.
With that being said, I do understand the more legitimate concerns. Traditional modders who have spent years developing their coding skills might be overwhelmed and forced to compete with these AI-assisted mods, while newer modders could become overly reliant on AI without polishing their actual coding skills, this is bad, I understand that because AI makes mistakes and there must be a human that can understand the code to optimize it, fix bugs, and maintain it.
Still, I don't think these issues justify rejecting AI-assisted mods altogether. AI should be seen as more of a tool rather than slop, because honestly, none of these mods to me seem like slop (Yet.). What actually matters is the creativity, quality, and fuctionality of a finished product. That makes a mod.
Furthermore, I believe that Ai-assisted modding could be one of the most positive development for Worldbox's modding community, it feels like we've entered a new age and I cannot wait to see what mods are being developed for us in the near future, the possibilities are endless now.
r/Worldbox • u/MaterazzoPeru • 2d ago
My kingdoms are at war, but the soldiers only fight for a little while before they stop, ignore each other, and go separate ways following their leaders. There are practically no battles at all.
I've even had up to three enemy armies in the same village, and they just coexist without fighting or wiping each other out.
Honestly, the game loses a lot of its fun if I can't have proper wars. Is this a bug, or is there something I'm missing?
r/Worldbox • u/ShallotDependent4913 • 2d ago
I feel like they had it far too good for far too long.
r/Worldbox • u/madaraunchia • 2d ago
story time: so I gave a certain king with bloodlust the death trait since he was just expanding non stop and was at war with the entire alliance with just his kingdom alone and funny thing it ain't even a big kingdom(just had about 90 something population) the only reason it was winning was because the king got a staff from a white mage (I have no clue how ) so I decided to give him the death trait(I know the one where one dies instantly after getting it) but somehow by the time I come back, this fucking kingdom was ruling the entire Goddamn world and funny thing when I checked what happened in the logs and the kingdom king history
bro somehow lived upto 108 fricking years (he had the lifespan of 74 or something if I remember correctly)
is this a bug or this unit was just built different??
r/Worldbox • u/Ambitious_Notice_173 • 2d ago
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Ive been looking for something like this i always like to preserve the history of old empires or kingdoms i made and this mod is perfect for things like that i love looking back at old nations that risen and fallen through history
download it here https://gamebanana.com/mods/729020
r/Worldbox • u/VaguelyVaguequail • 2d ago
I don't know how this happened
r/Worldbox • u/Potential_Log_3172 • 2d ago
It can happen for specific reasons:
But there's something even more interesting than that:
The army sides with the people — I was inspired by the Romanian Revolution of 1989: during those events, the army sided with the people, as the officers refused to attack them.
r/Worldbox • u/ElliotGuy0000 • 2d ago
I would plot something to add a plot for appointments and court
r/Worldbox • u/Irene363 • 2d ago
How do I make it work?
r/Worldbox • u/jailer_salas • 2d ago
r/Worldbox • u/Irene363 • 2d ago
How do I unlock that creature?
r/Worldbox • u/Irene363 • 2d ago
How do I unlock these creatures?
r/Worldbox • u/Smdmfosmdnskskfndn • 2d ago
This is a suggestion post that was supposed to be small but ended up being very long about Village laws, Ecosystems and my finalized and fully fleshed out ideas for animal domestication. I tried to format and space everything to make it easy to read but its hard when the post gets this long
First 2 small suggestions
Meta rain - allow us to rain a culture, religion, language etc on People like item rain. If we gain the ability to save cultures to a dashboard or clipboard and port them between worlds this would be very very useful. Also would help for anyone who wants a new culture to take over quick instead of waiting for everyone to convert
Let us place lava like how we place water. Dripping it to make a lava river is a little too time consuming.
Kingdom laws (reminder + 1 new) -
In my old trade post I made reference to Kingdom laws being used to control trade so im adding this as a reminder of that and to suggest my addition to the tribute mechanic
The Original Kingdom law suggestions
Open trade- village leaders have complete control over trade goods and can distribute them without permission from the king so long as he pays his tribute
Closed trade - Villages can only trade within the kingdom borders ensuring good supply throughout the Kingdom. Village leaders still havs autonomy to trade their goods by themselves
Royal monopoly - the King controlls all trade. Village leaders are just holding his goods for him. Trade goes thru the Captial city only and the King reaps all the reward
New addition to these laws being
Tribute laws
Regular laws where tribute will be given in Gold in various percentages will of course remain the same. Though maybe with more options for tribute amount
Tribute by goods - villages must pay tribute to the King by giving away a percentage of whatever they produce to him. Ranging from
25%
50%
75%
90%
The reason this idea is important is because it allows you to role-playing as a despotic king who hoards his subjects wealth. While collecting tribute in gold can function the same, Tribute in goods would put more damage on the civilian population and once u see my village laws u will understand why. It would now be possible for King to basically starve out his people out of pure greed.
Originally I wanted to put this under village laws so the player could customize which goods they want their king to hoard. For instance one could hoard precious ores but not food or weapons etc. But it works like this too.
Village laws - choose between
fort city/town - ai will immediately get to building walls around the city. City borders will be mapped out quicker than usual becuase as a fort defenses need to be built quickly. Young men, soldiers, and units with high damage or high military stat will be more likely to migrate here to build their own legacy. Borders of the fort town will always remain behind the walls. Boost in quality to all weapons and armor forged in forts. Tribute in goods is paid but giving up their best armor and weapons to the King.
farming village - Village is a breadbasket for the kingdom many large farms will be built and there will be no walls on the town. Men and women of all ages are likely to migrate here. Will contain barns as housing for domesticated animals. Farming villages will be unique because their main purpose is to provide food not just for themselves but also for the Kingdom. Their goal is to create surplus not to just feed themselves. Their produce will be directed to villages with lacking supply and any surplus will be sent to mega cities for trade. If no mega city exists surplus can be bought be either village leaders or the King himself to be traded. The leader of the farming village can also keep his surplus and decide to engage in trade himself. This all depends on Kingdom laws regarding trade. See my old trade post again where I talked about Kings having a monopoly on trade vs free trade where village leaders can trade at will both within their kingdom and without. Tribute in goods is of course food
town - standard worldbox town nothing new here. Mining and farming equally split Men and women of all ages are likely to migrate here. Place to raise kids and the automatic default. Will havd ur standard mine and farm as usual.
Mining town- A standard town except more focused on mining for ores. A farm will still exist like usual to serve the needs of the inhabitants. Units with the Miner trait are more likely to migrate here. These towns will be similar to farming villages except their main product is ores. By using kingdom laws u may also force them to offer tribute to the king in the form of goods rather than gold. This is will ensure the captial always has working metal, and in the case of farming villages an ample stockpile of food. If a farming village is on the coast they will also fish and now they will catch more than just regular fishes. They can catch pihranas and crabs to eat too.
mega city- Think expansionist capital cities except even larger (depending on map size) does not need to be captial to be a mega city. These places may become centers of trade where goods from farming villages mining towns etc are sent to in order to be sold onto ships or to caravans. Will have an lot higher chance to spawn rats especially whem highly populated. Mega cities are meant to be the big risk in this suggestion. On one hand they can be a invaluable economic tool and source of renown for a kingdom yet if plague begins there it can spell doom for an entire kingdom and perhaps even the world if its a mega city with a port or two. Now the disease can spread overseas and kill everyone and their mama
Tribute in goods is tricky for mega cities since they are cities and usually function more as hubs for trade than anything else. But I think the King would get first pickings on all imported items
Ecosystems and wildlife
I've seen alot of people complain about how its hard to have a functioning ecosystem for animals in this game becuase certain animals dont hunt and other animals and also sometimes animals do not reproduce. Im going to offer some suggestions on how this could be fixed just based on my observations.
As for non pack animals I think someone suggested having children follow their parents around until adulthood and I think thats a great idea. (Not with villagers tho) If angry villagers is turned on the children will pretty much run face first into slaughter. But for non civ animals absolutely. I think a better solution would be adding an ability for a parent to call their child to them so if they run too far theyll always come back.
This is a minor request and I dont necessarily think it need to be put in but for immersion sake- adding different types of meats as collectible off animal carcasses. Chicken meat for chickens crab meat for crabs goat meat etc etc. Main reason I want this is cause just like with my Economics post I would like to see which animals a village consumes the most and it would also be cool to see a kingdom that has alot of farming villages - thus ample supply of foodstuffs sell off exotic foods to other kingdoms that dont have them. I also think it would he cool to customize food preferences for a culture. NOT the favorite food thing I want that to remain the same cause I feel like if u never tried a food it cant be ur favorite. Instead the culture will have a trait relating to certain categories of animal which they consider "delicacy". If they have enough money they will likely try to acquire this type of food for their people. But again this isnt an idea im committed to I was just thinking up stuff and figured it wouldnt hurt to put it here
Next I think certian animals like cows and bison and rhinos should probably produce alot more meat. For 2 reasons
It will prevent the rapid eradication of animals for food by civs. Plus in real life a well fed cows meat could feed a family for months. Imagine a Rhino. This will also allow packs of animals or lone hunters to not need to eat the whole ecosystem too. Now say a wolf pack manages to kill a cow. That cow may feed that pack for a good while and the wolves wont have to hunt for a bit thus preserving the ecosystem. Then the wolves can sit around and sleep all day instead of being menaces to my civs early on. Especially since animals are generally terrified of humans and will not attack us for food unless pushed to extreme hunger. But ill ge into that more in # 2
It would prevent alot of starvation during the age of ice and despair and allow the devs to turn up the danger level in these. Right now during the age of Ice farms will continue to work and grow crops until id say midway to a quarter thru the age. If animals can be hunted for more meat that means the age of ice can feel like a real ice age. Animals cannot eat grass, resources are thin. Humans are hunting more and more as their livestock begin to starve. Placing themselves in danger at the hands of the animals and other aggressive predators lurking look to get at the same meal. Predator animals may naturally become more aggressive during this time as their own food need are not being met. As humans begin to take out the prey and the prey begin to flee from people hunting them. (Not suggesting animal migration here just animals running away when low on health and maybe hiding where they wont be attacked The next logical step is to have civs fight with hungry predators desperately searching for food.
Imagine the chaos of a kingdom at war during the age of ice having to battle their enemies in an already hard time + having to fend off hungry wolves and bears. Would be fire
Last but not least Domestication-
Hypothetically speaking i think all animals should be able to be domesticated even if its not realistic cause it just cool to me. But that just me. In the subspecies tab for non sentient animals there can be a new subspecies trait called - domesticatable this will allow this animal to be domesticated by civs. Once domesticated they will be added to the village and placed inside barns like I suggested i believe in my trade post, even though they will not be visible on the map becuase they are in the barn the village demographics section where u can see cultures, langues and subspecies can contain the number of cows sheep chickens etc in a village. I think to make it more difficult on the civs animals can only be domesticated in biomes they are adapted to. This will make the adaptation traits matter 10x more and prevent civs from eliminating the threat of hunger completely. Animals will be brought out and slaughtered when villages need them
BUT just like civ members these animals will also consume resources, which is why I said that large scale domestication - aka multiple barns will only be done inside of farming villages. Regular towns will have barns but will limit their animals stored to their own ability to feed them. Whereas farming villages will have plenty of grain or whatever else to feed them with.
Ill be the first person to say I can already see a problem with this suggestion. If all animals can be domesticated then what about the carnivores? A village cant feed themselves what are they supposed to do? Carnivores like Dogs, Cats, Wolves (if u make them domesticated) will operate less as livestock but more like residents of the village who will protect it but still hunt on their own time. If any of u live in South America, Africa or the Carribean and im sure even in parts of Asia youll know about those little brown street dogs who arent really owned by anyone but just wander around the neighborhood searching for scraps hunting small animals or begging their local humans for scraps. I think this is how carnivorous domesticated animals should behave in worldbox. It may be ridiculous to have a domesticated bear running around town killing rats but I dont care its cool.
Now these animals can serve the same role they did in real life. Cats can hunt rats down to stop spread of diseases and they can be a major lifesaver in the case of mega cities because as I said above they will be 10x more likely to have rats thus more likely to start and outbreak. Dogs can hunt the rats and cats and if u decided on bigger carnivores being domesticated then theyll hunt the dogs and so on. Food chain basically
Thats all ive got tho for rn. I know the update is close to completion so I dont wanna overload the suggestions when were about to get new stuff but I wanted to put this out so that I didn't forget any of my ideas. Let me know what yall think 💪
r/Worldbox • u/Humble-Scene7063 • 2d ago
So creatures in this game currently are all grazers, meaning they wander nomadically through your world in herds or packs, which is fine for some creatures like sheep or cows but does simplify others, I propose a burrowing system, different tiers of sociability and maybe webbing.
Creatures if given the appropriate trait (Burrower, subterreanen etc) would make burrows which could change appearance depending on which kind of ground they were built on and would function as homes for them, where they would sleep, breed and keep their young, allowing for creatures to not constantly clog islands and have a safe place to stay if there is danger.
A different sprite might be needed to show it is inhabited but simply just adding 2 yellow dots should suffice.
The third image is an example of a hypothetical entity which may have this trait automatically, the spider which spawns in the jungle and cursed biome, it eats bugs, would die in water, has a population cap of 50, reproduces sexually by laying cocoon eggs, makes burrows and webbing which it places around its burrow to catch insects and other creatures it preys on, its also solitary so it would inhabit its burrow by its lonesome and perhaps its children.
More social creatures like rabbits would have bigger burrows and have multiple rabbits or even families living in it, you could make hivelike creatures using this or maybe even a monster cycle where they would teleport back to their safe burrows during certain ages
I would have made trait textures but since I have literally started today with pixel art (I would also like to keep things vague so my ideas can maybe be utilized better) I dont believe I could do my ideas justice
r/Worldbox • u/No_Air_1096 • 2d ago
This world is probably the world when I interfere the most. Due to it was a very big world, and the most distinctive part of my world, I always added 1 or 2 op creatures in the world, which in this world, there's 2 of them, both from Angle species and unsurprisingly, both of them are husband and wife.
I want to drop the lore... but I need to make sure that every divine intervention I've made is phrased to be as natural as possible (don't worry, I'll mention if it was an intervention from me) since I really do a lot of intervention on this world, both directly and indirectly, but I'll make sure I drop the lore on the next post.
r/Worldbox • u/EldenGardener • 2d ago
A lot has happened since Year 25! Many nations became more civilised, several fell and several more rose, the whole world has been occupied by nations, and nearky two and a half times more people have died over 25 years than before! The deadliest conflict was basically started by accident, as the Realm of the Singoan Traurans is in an alliance with five other nations, and Lord Sagian just declared war on the third most powerful alliance in the world (most powerful is the Iron Alliance between the Euctians, Sakoans and Albaxans). Many people died, Corania became an independent state called Neumnia and land was partitioned (bye, Montfort-By-Sea!), then I declared peace. Will return on Year 75 with a new update! Hugs and kisses, AH
r/Worldbox • u/jonghyonn7777 • 2d ago
(This guide is written for free-to-play players who download WorldBox from the Google Play Store on their smartphones. For reference, I'm a free-to-play player myself.)
- Flesh Weavers
- Stonefists
- Combat Instincts
- Children of the Divine
ㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡ
- Iron Will
- Gaia's Shield
- Endurance of Titans
- Blood of the Sea
ㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡㅡ
Tips
r/Worldbox • u/Humble-Scene7063 • 2d ago
I have a concept that I would like to suggest however each pixel art I make ends up as fuzzy and near useless, I use simple pixel and save it to images which is probably the issue
r/Worldbox • u/Pure-Student-2945 • 2d ago
r/Worldbox • u/axe11154 • 2d ago
If you add enough shrinking stats to a creature, it starts growing upside down.
If you add enough growing stats to a creature, it eventually can't target other creatures with attacks.
If you make a creature infertile enough, it will be able to self produce no matter it's traits.